[b]Here are Four Solutions[/b]
1) 300+ just go evens. 300, 302, 304, etc. Cuts the randomness in half, probably useful for the high end where the amount of activities you can participate in are lower.
2) 300+ adjust the infusion to 95%, from the current 80%. In the same vein of reasoning as number one.
3) 300+ drop moldering shards, and change the dynamic of moldering shards to gain a pure 310/320 reward for 50 instead of random random for 20. If we are going to "earn" our way to a reward make it earnable from more aspects of the high end game, and make that earned reward guaranteed (adjust price to compensate). Earning a random random, the current dynamic, doesn't add the value we desire.
4) IMO the best option: Allow items up to 10 less light level to be infused for +1 light, at full cost except for materials (armor and weapon). This would conceptually re-value items that are otherwise junk, while not adjusting the true economy that much due to opportunity cost.
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