Check the base and item level first
A modifier’s availability depends on its domain, generation type, tags and item-level conditions. Modifiers in the same family can exclude each other. The explorer shows the base pool and reasons a selected modifier fails these preliminary checks.
Item level is distinct from the level required to equip an item. The base explorer does not model influence added to an item, fractures, existing affixes, special league crafting or every method-specific rule. Use the bench view to look up the extracted costs and unlock locations.
An average is not a spending limit
Suppose each independent attempt has a 10% chance of success and costs one unit. The average cost until success is ten units, but ten attempts still have roughly a 35% chance of producing no success. A limited budget cannot be described by the average alone.
The risk calculator takes a probability you supply. It shows affordable attempts and the chance of exhausting that budget without success. It does not turn a raw modifier weight into a probability. The assumptions must fit the method: a changing pool or dependent steps needs a different model.
Write down the stop condition
Decide what counts as a useful result, what you can spend, and when you will stop. Compare the cost of buying a serviceable item with the cost and variance of crafting it. Record the actual quote and date instead of treating a guide’s old market price as current.
For bench crafting, check the in-game unlock, item restrictions and final preview. The cost lookup is reference data, not authorization to modify the item.
Sources and further reading
Requirements derived from the dated game snapshot are separate from editorial advice. Linked player reports are not confirmations of current bugs.