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  • modifiers

    i heard a rumour that tradeskill modifiers are broken and people reporting worse rates of successes with the modifier than without. is that confirmed? anyone has noticed similar problems recently?
    regards

  • #2
    I just did a batch of Kaladim Constituionals last night. I only did 80 or so combines so not a defenitive sampling by any means, but the success rate seemed about on par for me. Certainly not noticably worse than average by any means. I was using the Geerlok fermentation device at the time.
    Stugein
    66 Grave Lord of Innoruuk
    Fennin Ro

    Why did the ranger cross the road?
    Because the chicken had him at 10%.

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    • #3
      While others have contrary opinions, I am experiencing a (much) worse success rate at 250 plus trophy than I am at 250 and no trophy. After the Oct 8th patch I'll be doing a run to test my theory and see if either (A) I imagined it or (B) it was fixed.


      Albur Bitterman

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      • #4
        Speaking of modifiers, I read somewhere that two modifiers that are +5% do not give you +10%.

        Is this true?

        Thank you,

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        • #5
          Speaking of modifiers, I read somewhere that two modifiers that are +5% do not give you +10%.
          That is correct. Modifiers do not stack.


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          • #6
            I noticed a large faiure rate with my brewing mod than with out it.

            I have only had my mod for a short time but I have not used it since.
            BlueEyes 41 Druid

            191 FisherWoman
            191 Baker
            190 Brewer
            131 Taylor
            151 Fletcher
            163 Potter
            120 Smith

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            • #7
              I also have such bad luck lately that I have stopped all skills till more is known.
              I am ready to do trophy again and have everything but afraid to make final combine.
              Merkell IronHorse
              Brellian Defenders
              Warrior of the 52st Tour of Duty on Brell
              GM Brewer 250 Trophy

              "Classes are not that out of balance" --AbsorEQ

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              • #8
                Long as we're on the subject of modifiers, is it conclusively known that any effective skill over 252 is irrelevant?

                I have the +15% blacksmithing gloves, and knowing I'll be done at 220 (5 points to go! HEAVE!) would be nice.
                Rorgg Bearskin
                The Ogre of Love, Bertoxx
                GM Alchemist, Blackmith, Brewer, Jeweler, Potter
                200 Baker, Fletcher, Tailor

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                • #9
                  hmm, so is there any official or relilable info about modifiers working properly or not?
                  btw, do they always modify your skill for 5% (or whatever) or is it an up to value like improved dmg, mana preservation etc?

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                  • #10
                    Rorgg - I believe the devs said at some FF that 252 was the hard cap, no matter what. At least that is the general lore floating around, from reputable people.

                    Sondrax - a modifier will always work, no matter what skill. With a skill of 1, it would add .05. With a skill of 100, it would add 5. Your effective skill would be 105. At a skill of 200, it would add 10, giving you an effective skill of 210.

                    After a while, your effective skill is going to be greater than 252, at which point it generally 'doesn't matter anymore', as 252 is the hard cap.

                    -- Sanna
                    Mistress Tinkbang Tankboom - Ak'Anon, Tarew Marr
                    Gneehugging Chantaranga of the 66th Mez Break - AA:59
                    Assisted by Nakigoe Sennamida, Druidess of 65 Foraged Steamfont Springwaters - AA:8
                    Quartic, Darkie Wizzy of 52 Self-Snares - Best Crit: 1680.
                    [BK-210 // BR-250 // BS-203 // FL-200 // JC-240 // PT-200 // TL-200 ]---[ TK-179 // RS-182 // FS-165 ]-- Points: 1503/1750 -- Shawl: EIGHT and wearing it ^_^.
                    Icon by Kenshingentatsu

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