do you mean that the total rarity value is lower for all rings

*If* I understand you correctly; yes.

The way it works is simple, a bit like TreasureClass picks. A random roll is done of the sum of all rarity values of the contenders. In this case, in 1.07,

**80** (Nagelring) +

**40** (Manald Heal) +

**1** (SoJ) = 121.

Then after the random roll of 121 has been done, one by one the rarity values of each unique entry are added together, while being evaluated after each addition. As soon as the random roll is

*lower* than the added rarity values, the last added unique will be picked.

So let's say a random roll is done of 121, and it returns 64, then the function will start by evaluating that result against the rarity of the first entry, which is 80 from Nagelring. The random roll is already lower, so the the function immediately stops here and picks Nagelring. Or let's say the random roll ends up at 90, which is not lower than 80, then it will add the rarity of Manald Heal (40) to that of Nagelring and evaluate if the random roll is lower than 80+40=120, which it isn't, so it stops here and picks Manald Heal.

This means that

*only* if the random roll ends up at the maximum value of 120, will SoJ be picked. (Random rolls include the number 0, while excluding the last number, so the range is 0-120 in stead of 1-121.)

So after the rarity of Nagelring and Manald Heal were both reduced to 15 in 1.08, the chance for SoJ went up from 1/121 to 1/31, on top of the chance for unique going up from 1/999 to 1/799.

Though, if the ilvl of the craft gets high enough (53+), it will also include Dwarf Star and Raven Frost, lowering the chance for SoJ. (Both of these rings have a rarity of 10.) So if you want SoJ specifically, you wanna be clvl 60-80 to exclude these 2 rings.

(If you already knew this stuff, well I don't mean to "school" anybody, I'm just trying to think about readers who aren't familiar yet with how things work behind the curtains.

)