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  • True skill cap

    So is there a HARD cap on your skill with %fletching mod items attatched? I keep hearing 252 is the hard cap no matter what mod item you have.

    Is that true? Can anyone actually confirm that a person with 240 fletching and a geerlok planing tool has the same chance at fletching a stonewood compound bow as a person with 250 fletching and +5% with geerlok?

  • #2
    don't honestlly know but i am 4/4 on nightmare bows got 1 skill bump at 211
    Javalin

    Ravenknight

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    • #3
      LOL i just posted with the same question.

      It used to be common assumpton that what you suggest is true. An adjusted max of 253 WAS it.

      I just wonder if as pop came out and skills went much higher.. what happened to the tradeskill max skill.

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      • #4
        252 is still the hard cap with modifiers. The information posted in the FAQ forum at http://mboards.eqtraders.com/phpBB2/viewtopic.php?t=42 is the most up-to-date information we have, based on information from the Dev team given to us AFTER the release of PoP.

        If this information ever changes, the thread in the FAQ forum will be updated accordingly.

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        • #5
          Sweet. Nice to have that solid of a response =). I had mostly thought it was an EQ myth. Hehe.

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          • #6
            Just to be clear, the HARD cap is 250, no matter what you do, you can't get your fletching/tailoring/smithing skill number above 250. The SOFT cap (with midifier devices), is assumed to be 252 for all tradeskills, due to several comments from various SOE/Verant employees in the past, plus the fact that no OTHER skills (non-tradeskills) go above 252.

            There's also been a little fiddling by tradeskillers, and I've heard NO reports than people with 243 skill + geerlok or trophy are having worse success rates than people with 250 + geerlok/trophy. Admittedly, 8 points is not lots, but with things that aren't trivial at 250, the success rate tends vary REAL closely with skill (50% success at 250, 40% success at 240, etc.). AFAIK no one has done a definitive study (with 1000s of combines at 240 + geerlok, versus 1000s of combines at 250 + geerlok), but I haven't seen anything posted that would indicate there's a major difference.
            Garulf Woolfetysh, 59th Barb Shaman, Cazic-Thule
            Master: Alchemist (196), Tailor (260), Baker (200), Brewer (200), Fletcher (200), Smith (200), Potter (200), Fisherman (200), Drunk (191), Jeweler (200)

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            • #7
              Originally posted by Garulf
              AFAIK no one has done a definitive study (with 1000s of combines at 240 + geerlok, versus 1000s of combines at 250 + geerlok)
              And, cost quite aside, you're unlikely to, too, since 1000 combines @240, you'd probably get a couple skill ups, making the numbers not entirely accurate. And if you don't , the RNG is being evil and I'd say the experiment was voided anyway, due to a bugged RNG

              Not that it wouldn't be interesting

              --attriel

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              • #8
                Originally posted by attriel
                And, cost quite aside, you're unlikely to, too, since 1000 combines @240, you'd probably get a couple skill ups, making the numbers not entirely accurate. And if you don't , the RNG is being evil and I'd say the experiment was voided anyway, due to a bugged RNG

                Not that it wouldn't be interesting

                --attriel
                Drunken testing! Get your skill to 240, then get plastered so your Int/Wis is like 1. The chances of you getting a skillup with an Int/Wis of 1 has to be abysmal.
                Garulf Woolfetysh, 59th Barb Shaman, Cazic-Thule
                Master: Alchemist (196), Tailor (260), Baker (200), Brewer (200), Fletcher (200), Smith (200), Potter (200), Fisherman (200), Drunk (191), Jeweler (200)

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