Let me take a moment to say this game has a way better system about gear/making it/improving it than practically any other game I am familiar with.
The trans/aug system you have come up with is super cool but just needs a little bit of perfecting here and there to make it uniformly balanced.
My hypothesis is that something is very wrong with the RNG on the rolling and I think I pretty effectively stated why.
I think we all know you are angry and upset. But after a certain point it just sounds like you are yelling and that doesn't help all that much.
As I said before : I would love to see this game have a randomized but sequential rolling system.
Looking back at the most recent problem I propsed with Joe Noob......
Needing to fix 2 slots on an item with 10 possible powers with 2 currently incorrect it would take a minimum of 2 rolls to fix and a maximum of 16 rolls. That means it would be fixed by a month. Now that might sound too short but remember we also pretended that the other 3 rolls on the item were 100% correct. It may very well take another month or two to fix the other 3 items. That sounds more reasonable to me that a player can fix any one item in about 2 months.
Maybe it can be an option to have sequential rolling at a higher phlog cost? Perhaps it is only taught to the player once they reach 80+ transmutation? This could be the best of both worlds as it gives you room for the future level cap and keeps gear currently harder to fix but makes room for end game gear to be easier (but more expensive) to perfect.
One more thought on transmutation as a whole... could we have a more uniform list of possible mods? Some skills have a median of about 8-9 while others have a median of 10-11. That makes the latter way harder to roll appropriate gear with (ignoring the A-B-A-B monster for a moment).





