The Weapons in this ^^^^ image are preferred to my second best Weapon, as an off-hand option, which is:
The only way it gets ‘chosen’ is to exclude the five in the top image.
Snapshot: 95dd7261845f43259c935b1e29727142
The Weapons in this ^^^^ image are preferred to my second best Weapon, as an off-hand option, which is:
The only way it gets ‘chosen’ is to exclude the five in the top image.
Snapshot: 95dd7261845f43259c935b1e29727142
I moved this to its own thread because I think it is a separate issue. Something weird is happening in this case, I’ll take a look at it today and try to figure it out.
I figured this one out, a tricky one! The issue is that you have enchants set to None, so the code under the hood will lock in all gems/enchants currently on your gear to leave items as-is that already have enchants/gems. Well this logic was also applying to runeforges, which make a huge impact on the result for DKs.
Our next update will make runeforges bypass the “None” option for enchants, and that will resolve the issue for this case. You can temporarily get around it by either allowing some enchants via your settings, or going in-game and putting razorice on one of your weapons and fallen crusader on the other, then export again and optimize.
So; it was favouring NON-Runeforged Weapons, of lower iL, over Runeforged at higher level…?
That’s… how…?! ![]()
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It was leaving the current runeforge on the weapon as seen in your inventory. The “None” enchant option gets trickier when a person already has enchants on their stuff – we try to make it leave existing enchants alone in that case. But even when set to “None”, the optimizer is allowed to pick runeforges (because they are free) – so it was finding a weapon with no runeforge and putting on razorice.
Got it… thanks for clarifying.