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  • New Trivials Found

    Ensnaring Concoction III (227)

    Stunning Concoction III (227)

    Benefit Awareness IV (228)

    Cold Awareness IV (228)

    Disease Awareness IV (228)

    Heat Awareness IV (228)

    Magic Awareness IV (228)

    Poison Awareness IV (228)
    Last edited by Aethn; 02-11-2004, 01:01 PM.
    Gherig McComas
    Coyote Moon
    Test Server

  • #2
    New GoD potions

    Why are they making them trivial at 227 if we cannot go beyond 200, can someone explain this?

    Comment


    • #3
      Setting trivials to higher than 200/250 allows them to fiddle around with the failure rate to put it where they want it... Having everything trivial at 200/250 or below would give high chances of making even the hardest to craft items.

      Comment


      • #4
        well, there are recipes for other tradeskills that have a higher trivial then 250 too.
        think 200 isnt a hard cap for alchemy btw.
        as: you can get to 230 with a 15% mod.

        with 200 alchemy and no mod item equipped i had a failrate of
        1/10 for the snare3 potion, not that bad after all.

        Comment


        • #5
          15% Mod

          I have the Grandmasters Bag, have been doing alchemy and doing and doing beyond 200 and have not skilled up in over a month and maybe its been about 10K spent trying.
          Ok so now what is wrong?

          Comment


          • #6
            200 is the hard cap on alchemy. You cannot have an actual skill any higher than that. Your modified skill (with a geerlok or trophy or other skill modifying item equipped) can go over 200 but not your actual, raw, naked skill.
            Retiree of EQ Traders...
            Venerable Heyokah Verdandi Snowblood
            Barbarian Prophet & Hierophant of Cabilis
            Journeyman Artisan & Blessed of Brell
            EQ Players Profile ~ Magelo Profile


            Smith Dandi wipes her sooty hands on her apron and smiles at you.

            Comment


            • #7
              New Trivials

              202 - Mystical Infusion
              234 - Greater Mystical Infusion

              Will keep posting as I learn new ones.
              Lickity

              *GasP* 300 is my new target!!
              "Hoping the grass is once again greener on SOE's side of the fence."

              Comment


              • #8
                I've added these all to the database. For future reference, updates should really go in the Database Submissions forum.

                Thanks!
                Retiree of EQ Traders...
                Venerable Heyokah Verdandi Snowblood
                Barbarian Prophet & Hierophant of Cabilis
                Journeyman Artisan & Blessed of Brell
                EQ Players Profile ~ Magelo Profile


                Smith Dandi wipes her sooty hands on her apron and smiles at you.

                Comment


                • #9
                  As the Database says atm: Potion Of Mystical Aptitude trivial at 255...

                  Oh man... what is Sony doing to us shamans?

                  I think they really need to remove the hardcap on alchemy soon or there will be not many highskilled alchemists in the future... I will not belive that this is the aim Sony is pointing to...

                  /em goes berserk
                  61 Troll Oracle on SolRo

                  Comment


                  • #10
                    Even if they took out the cap we'd only be able to get to 205 skill currently.
                    ~Tudani
                    Retired Shamaness of Talisman
                    Tunare

                    "Measure twice, cut once."

                    Comment


                    • #11
                      Why make anything trivial over 252? So youll fail more. Money sink. Pure and sumple.
                      Splunge the Insane - Former Test Server Inmate
                      Splunge (Reborn) - Hunter of Lightbringer

                      Comment


                      • #12
                        Yes, as a matter of fact, they make things trivial over 252 so that we fail more. That is the point pure and simple. The regulation system on manufactured goods prior to your 250 skill was lack of supplies/skill. Now that crafters can make items of such good use (i.e. jewelry, grandmaster trophies..etc.) the only way to regulate them is to give a systematic failure rate, and it works! Thank you for controlling the economy, without this addition our servers would be overrun with highend tradeskilled goods that we wouldn't be able to sell for even cost.
                        Lickity

                        *GasP* 300 is my new target!!
                        "Hoping the grass is once again greener on SOE's side of the fence."

                        Comment

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