Welp, since my thread go buried, here’s some math for ya’ll:
Grade 5 costs 1x of the rarest mat.
Grade 4 is 3x of the next least rare mat, so 1x of the rarest mat assuming the same 3:1 conversion applies.
Grade 4 is 1/3rd of the rarest mat
Grade 3 is 1/9th...
Grade 2 when continuing the trend and ignoring the one less material 1/27th
Grade 1 1/81st
The sum of this pattern trends to 2.5, though is somewhat of a rough estimate (give or take 0.1)
So using the broker and solely the rarest mats, you’ll end up having to pay roughly 2.5x a current grade 5 mod to get grade 5 rolled once.
By far the largest problem with the current system is that due to the rng in practice this can be much, much higher than portrayed here. They really have to ensure that the 3x rolls average has no massive variation else they risk a massive backlash (which they would deserve tbh).
My second biggest gripe would be that the costs are artificially spread out across many different mats, making it hard to make proper estimates just from in-game info and thus adding to the perceived grind (in this case, I guess that term is somehwt justified - though don’t get me wrong, adding to players’ negative emotions is something you absolutely want to avoid as a developer).
Anyway, I hope this helps somewhat.
Thanks for doing the math, but you're assuming that mat drops and value ratios are going to stay the same. Given how big a change this is, I don't think that's a good assumption.