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Change in trivials for OoW augments using Alchemy

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  • Change in trivials for OoW augments using Alchemy

    A shaman friend of mine was complaining to me that she had been failing augments far more than usual since the patch (and proved it to me, despite my cheerful insistence that it was just bad luck, by failing two of mine ). Afterwards, I asked her to check the UI for augments she had already made. It seems all "minor" augs and "pure" augs that she had previously made trivial at 327 now, and normal (using a white gold inlay) now trivial at 296. Although this brings the success rate in line with rogues, it also wasn't mentioned anywhere at all -- not in patch notes, and not in Absor or Maddoc's comments.

    Can anyone else confirm the changed trivials on the augments? Or is this some kind of bug?
    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

  • #2
    yeah they changed the trivals when they moved alchemy inline with the rest of the tradeskills. making it so both shamans and rogues are on the same playing field for Augs..
    Born on a Stark Winters Night, into a Cold Dark World...

    Tymera 250 all tradeskills 300 JC
    DE Enchanter
    Glorfindlex 300 alchemy, Baking, Blacksmithing, Brewing, Pottery, tailoring, fletching, JC.
    Iksar Shaman
    Now at home on The Rathe...Missing Stormhammer

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    • #3
      Not really quite the same playing field, rogues get much easier skill up candidates. Temporal Rot trivs at 258 and costs about 16pp per attempt. I've not found a similar trivial alchemy combine at a comparable cost and convience to make.
      -- Mewkus: 2100 dings on the server formerly known as Solusek Ro
      try: Inventory/Flags/Spells tracker program - (sample output)

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      • #4
        The trivials did indeed change and I offer my apologies in not including it in the update message. Given all of the other goodies that went out, it's one of the few that completely slipped my mind.

        -- Maddoc
        Maddoc the Wayfarer
        Assistant Lead Designer
        EverQuest Live & Expansions

        "Bristle.Tornt: How do I make metal bits?"

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        • #5
          Maddoc,

          Is there any chance that you will review the various skills for lack of viable skillup paths to 300 and make some necessary recipe additions?

          In addition to Alchemy, for example, Spell Research has NO recipes that trivial above 227....and has received to new recipes for a long while now....and what about Tailoring...it was bad already...I can only imagine the screaming that many 250 tailors are doing right now, Im stcuk in a rut at 193!
          Master Artisan Maevenniia the Springy Sprocket Stockpiler of the really long name
          Silky Moderator Lady
          Beneath the silk, lies a will of steel.

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          • #6
            I don't think Tailoring is any different from before, as the main skill up routes (solstice robes, velious armor) trivial over 300 anyway. In fact skill ups should come a bit more easily with the higher success rates as the skill increases.

            Alchemy is a bit of a problem though. I have been working my way up, hoping to have a crack at the augment combines, made 200 a while before the expansion and was just about to start working on the AAs.

            However, with the change in trivials and the lack of viable skill up paths (I am not broke, but not swimming in seas of plat either) I have decided to abandon this and start working on poison-making with my rogue.

            I estimate that with the money it would cost to take my rogue from 20 to 275 (I reckon around 20k or so), I could only take my shaman from 200 to 220 in alchemy.

            Of course, this may all change with the discovery of the DoN recipes, but there don't appear to be any that use only vendor-purchasable ingredients.

            This isn't a rant or even a complaint, as I have enjoyed working on alchemy, but just pointing out the inequality in the skills which has been introduced due to the trivial changes in augments. Perhaps the trivials for all of the other alchemy recipes should also be increased correspondingly, so there is not so much disparity in the cost of raising the two skills.
            Last edited by miakiss; 02-23-2005, 05:19 AM.

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            • #7
              confirm on augs

              [QUOTE=KyrosKrane]I hate to say it but your friend is right the trivial has been changed after the patch it was 276 before patch for minor and 244 with inlay but also now you could increase your alchomly exceeding 200 which shaman couldn't do before ..it is sucks but this is soe..also for who is not paying attention on AA's there is a chance for recovery on items which is under Omen AA's.

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              • #8
                Failing to list the trivial changes in the patch message cost a lot of people a lot of plat due to failed combines.

                Baldary

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                • #9
                  Maev, It's one of those things that I've heaped on the pile of things I've got to do. I don't know when I'm going to get to it though, unfortunately

                  I need a Maddoc-clone.

                  -- Maddoc
                  Maddoc the Wayfarer
                  Assistant Lead Designer
                  EverQuest Live & Expansions

                  "Bristle.Tornt: How do I make metal bits?"

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                  • #10
                    >I don't think Tailoring is any different from before, as the main skill up routes (solstice robes, velious armor) trivial over 300 anyway. In fact skill ups should come a bit more easily with the higher success rates as the skill increases.

                    Tailoring is different from before. Solstice Robes trivial at 252 now, along with velious leathers. Tailors everywhere are outraged.

                    -Bolas
                    Buy My Stuff!

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                    • #11
                      Originally posted by Bolas
                      >I don't think Tailoring is any different from before, as the main skill up routes (solstice robes, velious armor) trivial over 300 anyway. In fact skill ups should come a bit more easily with the higher success rates as the skill increases.

                      Tailoring is different from before. Solstice Robes trivial at 252 now, along with velious leathers. Tailors everywhere are outraged.

                      -Bolas

                      If you actually looked at the date of my post, it was before the trivial changes.

                      Bolas, has someone set you some sort of challenge to post about the tailoring trivial changes in every thread on this board?

                      I must say it is becoming rather irritating. If you feel you must post about it every 5 minutes, perhaps it would be more constructive to post on the Sony boards rather than preaching to the converted?

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