Mr.Smiley here. The issues with Epochos and Adventus items have been a huge issues for Customer Support and our Dev team. I asked our Lead Economy Designer, VikingNoah to explain to me exactly what was happening and it was so good we had him rewrite it so it could be posted. Below is his response.
I wanted to take this opportunity to address the issue of prototypes sometimes not getting created. To summarize, failing to craft a prototype was not being properly communicated. Both feedback from the UI and the players’ lack of “failure items” made the situation of failing a crafted prototype confusing. This issue affected any Epochos or Adventus prototype that resulted in failure (via overcharging), which is a method used by Armorers, Outfitters, Tailors, and Weaponsmiths.
From a design standpoint, our intention was to allow players the freedom of overcharging for better stats from the crafted prototype. It worked the same way whether you were crafting your second, third, or any corresponding items after the prototype. However, it is often the case that prototype crafts involve materials that took hours or even days of game time to gather. We’d rather not expose that level of risk to the materials gathered for the prototype (or “let the player shoot themselves in the foot”, to use a game design term). So, after further discussion, we decided to remove the possibility of prototype failure altogether. The second, third, and all corresponding versions of the crafted schematic will still allow overcharging for improved stats.
This design change will go live in Patch 1 for Drop 2, but it is not in the initial Drop 2. Until then, players are advised not to overcharge the prototype version of an Epochos or Adventus craft. Remember, the prototype version of a craft is the first one a player makes, which includes a Schematic and Eldan Data Fragments as part of its cost.
--Edited VikingNoah's title