@uosylence Sadly, you've just detailed the frustration that many of us have been detailing for over a year now; an experienced crafter who has invested hundreds of hours developing skills and thousands of hours acquiring resources can not with any reliably make anything good. Certainly not for what the materials cost. If you work out with your percentages how many materials you'd need, a 'good' weapon or armor piece would value in the hundreds of thousands - which nobody will pay. Why? Cause everything you make is disposable. I might be able to market a perfect weapon somewhere near to cost price if the buyer knew that was it, sword was done for the time being, it was theirs to keep and use. Sadly, misguided/shortsighted crafters argued against infinite coto repairability and now high end merchandise is worthless. The actual percentage chances to get the specific bonuses you are after are actually far, far worse - for a simple reason: Too many options in the pool - spear masterwork has OVER TWENTY CHOICES. So you get 3/20 then 3/19 then 3/18 possibilities ...forgetting that things are going to break entirely, you still only have a .15*.16*.17 chance of getting what you want. That's 0.3% chance. Of course, if you also wanted to get 3 good enchants on it, lets say with a gem, there's 13-14 choices on that as well, so you end up with something like 1 weapon in a thousand. Its absolutely demoralizing. Personally I think the random system is, well, stupid. If I'm an accomplished artisan I should have control over what I make, and if I'm a grandmaster (or in my case, enough XP to grandmaster 7 times over!) I should not be failing your basic first enchant 5% of the time. I probably shouldn't be failing the second. I certainly should have more control over what bonuses are applied. The easiest way would be to expand the number of choices to say, 4 at level 80 and 5 at gm, perhaps 6 at lvl 120 ...but even this wouldn't bring crafting where it needs to be (in my opinion.) The random system does nothing and serves no one, it just wastes materials - in a game where you already need an exorbitant amount of materials and processing time to make anything. We've been giving this feedback since before persistence. A grandmaster should make exceptional items more often than not. I'd say at least 90% of the time. A grandmaster should not be able to screw up basic, 1st-go enchants/masterworks and shouldn't screw up the 2nd ones very often. A grandmaster should be able to reasonably influence the output of an item, instead of spending 50k (or 500k, or millions) on materials to end up with nothing usable. I have no objection to keeping a BIT of RNG, but as it stands now anyone who wants to craft anything has to make 30-40 of the thing and burn through several hundred gold/silver ingots for even a 'chance'. And what do you do with all the crap? Shove it on a vendor, hope it sells, where it will sit languishing for months because no one else wants it, either. I put this stuff in a FREE box, +9-10 'random' stuff and it sat there for months. Definitely need to change something, somewhere.