the hidden key might work if the game where new on the market but changing the current system to that will not be a very good idea.
I'd rather like to see such stanzas/character traits like the thing from one of the rites that makes items more durable.
There could even be some that have a negative effect combined with two (or more) positive ones as well - bringing a little diversity into the crafting results. (that's what you wanted, right?)
An other thing I thought about was this: reduce the stats depending on the success rate
e.g if you can craft an item for 80% success rate its stats will be reduced to 90%% of the original value ; a 96% amp recipe would become a 86% one but if you reduce the quality a bit to get a 90% success rate it'll be a 92% amp (so a lvl 250 crafter would need occupation items to get a Q250 96% amp) I doubt that this system would be liked very much (it would make some items a lot more valuable though)
I'd rather like to see such stanzas/character traits like the thing from one of the rites that makes items more durable.
There could even be some that have a negative effect combined with two (or more) positive ones as well - bringing a little diversity into the crafting results. (that's what you wanted, right?)
An other thing I thought about was this: reduce the stats depending on the success rate
e.g if you can craft an item for 80% success rate its stats will be reduced to 90%% of the original value ; a 96% amp recipe would become a 86% one but if you reduce the quality a bit to get a 90% success rate it'll be a 92% amp (so a lvl 250 crafter would need occupation items to get a Q250 96% amp) I doubt that this system would be liked very much (it would make some items a lot more valuable though)
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