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  • Why all the limitations?

    As a active, and addictive, tradeskiller, I have come to accept many things SoE have thrown at us. Many things were made to make it easier for us tradeskillers, such as new UI, collapsible containers, etc.

    However, I just don't understand why putting all the limitation when you have worked so hard to get to where you are. Let me give you some examples:

    1. The raised the tradeskills to 300, which is great. I collect a lot of combines to advance to 300 then two things happen. First, the combines above 250 gets nerfed so you are now many time less likely to skill up on same combines as before and the Solstice Robe and Velious tailoring gets lowered making it ineffective way to skill up. Never mind all the Gem Studded Chains I have saved up. It just deflated my enthusiasm for the tradeskills.

    2. Old days, higher the stats I had, better chance I had for a skill up. There was no limit. Now, with all the AAs and buffs, I can get my main stats I need, like Wisdom or Strength to above 400. What happens? Any stats above 400 is wasted. I worked hard for those AAs and armors so I can sacrifice other things to get Wisdom to above 400 and all for naught. Why allow stats to get so high when they don't mean much?

    3. Worked hard to get my glove from VT to 15% and working towards 300 in smithing. I am effectively about 330 in smithing. I worked hard to get where I can make some good DoN cultural armor for guildies and friends. I hope to be above 340 eventually effectively in smithing. Does it matter? Nope. The DoN cultural armor has top ceiling of 70% success, I believe. Why work so hard to get up on skills when it doesn't count? Again, wasted time and efforts in many ways.

    I am sure there are many other examples I am forgetting. What I want to know is why the achievable goals available when they are ineffective? What frustrates me is that I have spent a lot of time and effort getting there then finding out that all my efforts were wasted. I don't mind the mind numbing farming or combining, please don't let me waste time not knowing it will be obsolete later. I guess I just got frustrated lately by slow progress in tradeskills and had to vent.

    Taushar

    Carpe Diem, Carpe Nocturn
    Taushar Tigris
    High Elf Exemplar of 85th circle
    Druzzil Ro server


    Necshar Tigris
    Gnome Necromancer of 32nd circle


    Krugan
    Barbarian Rogue of 61st circle


    Katshar
    Vah Shir Shaman of 26th circle

  • #2
    Originally posted by Taushar
    2. Old days, higher the stats I had, better chance I had for a skill up. There was no limit. Now, with all the AAs and buffs, I can get my main stats I need, like Wisdom or Strength to above 400. What happens? Any stats above 400 is wasted. I worked hard for those AAs and armors so I can sacrifice other things to get Wisdom to above 400 and all for naught. Why allow stats to get so high when they don't mean much?
    For the second time I'm telling you that this is not universally true. It only applies to difficulty 1 skills or diff 2 skills with no alternate stat... so research, tinkering, and smithing (and poison making I think also). In tailoring, you willl improve in chance of skillup up to 415 int/wis. For JC, pottery, baking, brewing, and fletching (and alchemy I think) you cannot have high enough int/wis to cap out skillup chances.

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    • #3
      Originally posted by Qaladar Bragollach
      For the second time I'm telling you that this is not universally true. It only applies to difficulty 1 skills or diff 2 skills with no alternate stat... so research, tinkering, and smithing (and poison making I think also). In tailoring, you willl improve in chance of skillup up to 415 int/wis. For JC, pottery, baking, brewing, and fletching (and alchemy I think) you cannot have high enough int/wis to cap out skillup chances.
      Hold one sec. you are saying skills with no alternate stats but Smithing has STR as alternate stats. I believe poisonmaking has DEX as alternate stats. So, now you completely confused me. So far what I have read from you in the past, I am still confused. Maybe if you can explain in more detail with right facts, I can understand it better? Thanks.

      Taushar

      Carpe Diem, Carpe Nocturn
      Taushar Tigris
      High Elf Exemplar of 85th circle
      Druzzil Ro server


      Necshar Tigris
      Gnome Necromancer of 32nd circle


      Krugan
      Barbarian Rogue of 61st circle


      Katshar
      Vah Shir Shaman of 26th circle

      Comment


      • #4
        My bad I meant diff 2 skills with an alternate stat.

        The formula for determining a skillup is in 2 parts. One part you have no control over... its straight randomness compared to your current skill and the trivial point of the item.

        The part that you DO have control over looks like this for skills with an alterntate stat.

        Stat/Difficulty factor/X where X is 1 if the combine was a success and 2 if it was a failure. The answer is a %, so for a diff 2 skill, even on a fail at worst you are looking at Stat/4. Thus at 400 stat you have 100% chance of passing this part of the formula and thus maximise your chance of skillup.

        Thus 400 stat will give you max chance of success on smithing, research, and poison making (that I know of... I don't recall the diff factors of alchemy or tinkering)

        For skills with no alternate stat, the formula changes slightly... it is

        (Stat - 15)/Difficulty factor/X

        Thus you need 415 stat to maximise chance of skillup at tailoring.

        For higher difficulty factor skills, the formula explodes. For example, you would need 615 stat to maximise chance of skillup on Diff 3 skills with no alt stat (pottery, baking, and brewing IIRC), and you'd need a whopping 815 stat to maximise chance of skillup on JC (diff 4, no alt stat). You can't reach these marks, so more is always better.

        Of course, this is worst case scenario... assuming a failure. At 415 you maximise chance of skillup on all tradeskills IF you succeed at the combine. Since you succeed MOST of the time (assuming you aren't going way above your skill) the differences are small once you hit 415. However it is misleading to say that you gain nothing for stats above that point.

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        • #5
          Nice post http://mboards.eqtraders.com/eq/showthread.php?t=22246 about it.

          Difference from Qaladars explanation is that it's not "a stat", it's specific and well, everything is explained in the linked post.

          Comment


          • #6
            1) Yeah, it happens. Given the quality of GM gear, I'm of the opinion that the MCS trivial should of been lowered when Solstice Robes were. Velious Furs still have high trivials, btw, and I've personally gotten a few points making various items. Unfortunately, both the characters I actually play are maxed out on Tribute all the time now, so I have huge piles of fur cloaks laying around.

            P.S. They will be addressing the Master & GM level drops issues soon.

            2) For some (easier) skills... yeah, having more than 400-ish stats is meaningless. For other skills (as explained in the previous posts), they're still important.

            3) Elemental-level and Old-Cultural Smithing trivials at 335, and does not have a maximum success rate. Also, for other-than-GM items (and Inlays, I believe... but I'm not sure on those), having higher skill and Masteries makes failures even less likely. Thus, I would personally love to have a +15% Smithing item (and the +10% Tailoring item too!).
            Angelsyn Whitewings, Cleric of Tunare for 66! Seasons.
            Grandmistress Smith - 300, Grandmistress Tailor - 300, Potter - 300, Jeweler - 300, Brewer - 200, Baker - 200, Fletcher - 200, Fisherwoman - 169
            Keyne Falconer, Paladin of Erollisi Marr for 66 Seasons.
            Grandmistress Baker - 300, Grandmistress Blacksmith - 300, Potter - 200, Brewer - 139, Tailor - 91

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            • #7
              Originally posted by Angelsyn
              2) For some (easier) skills... yeah, having more than 400-ish stats is meaningless. For other skills (as explained in the previous posts), they're still important.

              3) Elemental-level and Old-Cultural Smithing trivials at 335, and does not have a maximum success rate. Also, for other-than-GM items (and Inlays, I believe... but I'm not sure on those), having higher skill and Masteries makes failures even less likely. Thus, I would personally love to have a +15% Smithing item (and the +10% Tailoring item too!).
              Trivial 335 stuff is maxxed (success rate-wise) at 95% starting at 295 modified skill (or 281 with a geerlok.) Something would have to trivial over 362 (and not have a max success rate) for Mastery to do anything if you have 300 skill and a geerlok.

              As for the stats +400 mattering...very little. The following calculations represent the AVERAGE number of combines needed based on a 95% success rate (near-trivial) item (no artificial min-skillup items) from 250-300. The first number is at 400 int/wis (or secondary stat), the second is at 1000 (an impossibility):

              For Y=2, with secondary skill: 1182, 1182 (0% savings)
              For Y=3, with secondary skill: 1202, 1182 (1.7%)
              For Y=4, with secondary skill: 1212, 1182 (2.5%)
              For Y=2, without secondary skill: 1184, 1182 (.2%)
              For Y=3, without secondary skill: 1203, 1182 (1.7%)
              For Y=4, without secondary skill: 1259, 1182 (6.1%)

              So, for Jewelcrafting and Pottery...it might be worth the effort. Otherwise, I'd say not. /shrug

              Comment


              • #8
                Originally posted by Twistagain
                The following calculations represent the AVERAGE number of combines needed based on a 95% success rate (near-trivial) item (no artificial min-skillup items) from 250-300. The first number is at 400 int/wis (or secondary stat), the second is at 1000 (an impossibility):

                For Y=2, with secondary skill: 1182, 1182 (0% savings)
                For Y=3, with secondary skill: 1202, 1182 (1.7%)
                For Y=4, with secondary skill: 1212, 1182 (2.5%)
                For Y=2, without secondary skill: 1184, 1182 (.2%)
                For Y=3, without secondary skill: 1203, 1182 (1.7%)
                For Y=4, without secondary skill: 1259, 1182 (6.1%)
                Stats may not matter over a certain point (or matter little.) But what is that point? One could argue that it's around 400, for most, and it doesn't matter much above that. However, what about skills below that?

                I don't know how complicated these are for you to run (I'm assuming you have some kind of program that generates them for you quickly and easily, otherwise, I wouldn't ask.) Would be possible to run the comparison between 255 (max pre 61) and say 305 (max at 70), and then at say 350 and then 400 (which is obviously already done)
                Last edited by Nolrog; 01-06-2006, 09:54 AM.




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                • #9
                  3) Elemental-level and Old-Cultural Smithing trivials at 335, and does not have a maximum success rate. Also, for other-than-GM items (and Inlays, I believe... but I'm not sure on those), having higher skill and Masteries makes failures even less likely. Thus, I would personally love to have a +15% Smithing item (and the +10% Tailoring item too!).
                  The Shears from Ahkeva are 15% to tailoring. I'm not aware of a 10% item.
                  Master Artisan Hidron
                  Veritable Quandary
                  Drinal

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                • #10
                  Originally posted by Nolrog
                  Stats may not matter over a certain point (or matter little.) But what is that point? One could argue that it's around400, for most, and it doesn't matter much above that. However, what about skills below that?

                  I don't know how complicated these are for you to run (I'm assuming you have some kind of program that generates them for you quickly and easily, otherwise, I wouldn't ask.) Would be possible to run the comparison between 255 (max pre 61) and say 305 (max at 70), and then at say 350 and then 400 (which is obviously already done)
                  Well, no, I don't have such a program, per se...but based on your question, I think I shall write one (I'm a programmer by trade.) I'll keep you posted via this thread when I get some sort of "answer".

                  Comment


                  • #11
                    Ok...I compared stats at increments of 5 starting at 200. I went up to 500, but I truncated anything after 420 from the chart (beyond that, it is really negligible...looks like a straight line for all, though for the harder skills, you'll save a few attempts, as my previous data shows.) It really comes down to your comfort level. They are diminishing across the whole range (meaning that for each point of int/wis/whatever you gain, you get less out of it than the previous point you gained.)

                    I've charted it across all 6 possibilities (sorry, I forgot to include Y=1 until just now. But, it's easy to max Y=1, anyway.) The chart shows the average number of combines to go from 175 to 300 for Y= 2 through 4, with and without a secondary stat. The X axis is the highest relevant stat. The Y axis is the number of combines.

                    Edit: Forgot to mention...all of this assumes you are combining something "near" trivial (I used current skill + 1, but anything with a 95% success rate works out the same.)
                    Last edited by Twistagain; 01-05-2006, 01:50 PM.

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                    • #12
                      Very interesting indeed.

                      It would seem that the break point is around 275 (give or take a bit) for Y=1, 2 or 3, after which, there really is not a huge benefit. Eyeballing the chart, a skill of 255 gives around 900 combines, while 300 gives under 800 (100 combines is 100 combines, but not a huge difference in the grand scheme of thnigs.)

                      For Y=4, though, stats continue to have a more substantial effect until the high 300s or so. Eyeballing the chart again, a skill of 300 gives us about 1100 combines, while 350 is around 900, and 400 drops to about ~800 (which for Y=4 would be more substantial, IMO, because the components are, in general, harder to come by; though, I certainly wouldn't object if you wanted to argue that the break point is around 350ish.)

                      The Y=x with and Y=x without lines are relatively close together, so it doesn't seem to make a huge difference between them.

                      In my case, I'm working on tailoring (Y=9917817818 I think. ) I've spent the last few AAs on Innate Enlightenment, so that I can get to the max of what my gear will support (I estimate it to be around 340 or so.) Each of those is rasing my WIS by 10 points, which also adds about 60 or 70 mana into my mana pool (so I'm doing it for that reason as well.) So it's probably AA points well spent, considering when I'm done, I'll have raised my WIS by some 50 points, which would equate to about a 100 combine (or more) drop.

                      Thanks for taking the time to put this together. Can I ask what you used to write the program? I'm also a programmer by trade; I know SAS. I have actually been meaning to write a simulation for quite some time, but never could find the time to do it.

                      Cheers,

                      Nol.
                      Last edited by Nolrog; 01-06-2006, 09:54 AM.




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                      • #13
                        I just wrote something quick in VB.

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                        • #14
                          Lazy me, I would have just used Excel...
                          Sir KyrosKrane Sylvanblade
                          Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
                          Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
                          Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

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                          • #15
                            I did use Excel for the first comparison. But, to compare 6 skill types * 60 stat levels (using several formulas) I thought VB would do it easier. Besides...took like 5 min to write.

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