The real question (I think) would be:
When does the stimulator's cap get applied?
Eg. if it is applied between every crystal then in your first method (base + bc + diamond) it'll never come out below 115.
112 -> 110 (bc) -> 112 (stim) -> 115 (diamond)
Then switching them is
112 -> 115 (diamond) -> 112 (bc)
So really, if it works this way then base + x + bc + diamond seems to be the way to go. Guaranteed +3 from the diamond, non-negative BC, but the BC can still affect X-stat (eg. a speed crystal).
If the stimulator is only applied to the basic random stats (107-117) then I can't explain why you'd never get a below average one. Black crystals shouldn't turn out 0-3 20 times in a row, they definitely can be negative.
If this is accurate, the general way to scroll equips would be
stim + a + dc/bc + b
a -> stats not available on the original item
b -> stats on the original
This way bc can only negatively affect "a" stats, always positive or 0 for the "b".
Test for what dc/bc affects:
Maker an item (str/dex) with luk/int crystal in first slot, dc in second. And reverse, dc first, stats second.
They hardly ever come out non-average on base stats, so you should see -1/-1/-1 if it affects all 3, or -1/-1/0 if the DC cannot affect bonus stats.
When does the stimulator's cap get applied?
Eg. if it is applied between every crystal then in your first method (base + bc + diamond) it'll never come out below 115.
112 -> 110 (bc) -> 112 (stim) -> 115 (diamond)
Then switching them is
112 -> 115 (diamond) -> 112 (bc)
So really, if it works this way then base + x + bc + diamond seems to be the way to go. Guaranteed +3 from the diamond, non-negative BC, but the BC can still affect X-stat (eg. a speed crystal).
If the stimulator is only applied to the basic random stats (107-117) then I can't explain why you'd never get a below average one. Black crystals shouldn't turn out 0-3 20 times in a row, they definitely can be negative.
If this is accurate, the general way to scroll equips would be
stim + a + dc/bc + b
a -> stats not available on the original item
b -> stats on the original
This way bc can only negatively affect "a" stats, always positive or 0 for the "b".
Test for what dc/bc affects:
Maker an item (str/dex) with luk/int crystal in first slot, dc in second. And reverse, dc first, stats second.
They hardly ever come out non-average on base stats, so you should see -1/-1/-1 if it affects all 3, or -1/-1/0 if the DC cannot affect bonus stats.

