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Mastery AA's broken still?

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  • Mastery AA's broken still?

    I have heard a few rogues complaining about Poison Mastery not seeming to work. I had been avoiding doing any poison combines until after the patch. Yesterday I had an almost 50% failure rate on poisons where I'd usually have 10-20%. Usually meaning about 5 months ago when I last mesed with them.

    I hear they fixed the Jewelry Mastery, have they not looked into the other Mastery issues?
    Last edited by Panamah; 10-10-2003, 12:35 PM.

  • #2
    I'm guessing the Various mastery AAs share code. But then, no on has done any definitive testing.
    Lothay retired from EQ in 2003
    EQ Traders - Moderator - MySpace or LiveJournal

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    • #3
      You would think so. :\

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      • #4
        The fix doesn't necessarily mean that they decreased the failure rate. The failure rate could have been too low to begin with in which case the fix might have actually been a nerf.

        For example, making Gem Studded Chains with 250 skill gives exactly 50% failure rate given a large enough sample size. With 250 + JCM3 the failure rate becomes 5%. The text for JCM3 says "decreases failures by 50%" however in this example the failure rate was decreased by 90%. I've done hundreds of chains with and without JCM3 for these numbers to be accurate.

        Given 50% failure rate at 250 skill, JCM3 should have made it 25% failure rate, not 5%, so either the text was wrong, or the skill was broken in that it was too good.
        Hunter Viken <Watchers> on Brell
        Grand Master x 6 (250)
        Master Smith (227)

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        • #5
          Aye, they "fixed" the JCM 3 bug. It was a bug. Everyone knew it.

          There is a HUGE difference between the phrases:

          1) "Reduces failure rates by 50 percent"

          2) "Reduces the chance to fail by 50 percent"

          It -used- to be working like 1) now it's working like 2) which is the way it's always SUPPOSED TO HAVE BEEN.

          Check out a recent thread about this in the Jewelry section. Math included.

          (Basicly people who USED to get 80 percent success on very expensive JC combines NOW get 65 percent success and are a bit miffed that their exploit has been pluged.)
          In My (Not Always) Humble Opinion, except where I quote someone. If I don't know I say so.
          I suck at this game, your mileage WILL vary. My path is probably NON-optimal.
          Private Messages attended to promptly.

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          • #6
            Originally posted by Itek
            Aye, they "fixed" the JCM 3 bug. It was a bug. Everyone knew it.

            There is a HUGE difference between the phrases:

            1) "Reduces failure rates by 50 percent"

            2) "Reduces the chance to fail by 50 percent"

            It -used- to be working like 1) now it's working like 2) which is the way it's always SUPPOSED TO HAVE BEEN.

            Check out a recent thread about this in the Jewelry section. Math included.

            (Basicly people who USED to get 80 percent success on very expensive JC combines NOW get 65 percent success and are a bit miffed that their exploit has been pluged.)
            Now, now - I think you're being exceedingly harsh here. If Sony considered it an exploit then they would have fixed it far sooner - it's not as if there weren't enough threads on the JC boards that they didn't know that GM jewelers with this skill were doing a 90% success rate.

            Additionally, to call it an exploit is to call anyone who's used it a cheater - an exploit is when you play the game in a way that it wasn't supposed to be played in order to get an unfair advantage - taking advantage of a mob's pathing is an exploit, finding ways to dupe items is an exploit, discovering and using a wierd combine (say, putting the ingredients to make a small bowl in a forge and getting a lammy on a successful combine) is an exploit - using a skill or item as it should be used is not an exploit.

            These chanters who bought JCM3 were not doing anything special in order to get thier success rates - they simply used the ability as it was intended - you didn't have to do anything more special then buy the skill points and start hitting combine.

            So, was it a bug that was fixed or was it an ability that was nerfed? Since Sony hasn't come out and stated one way or another, we really can't say - they have as much precendent for stealth nerfs as they do for not admitting bugs.
            Cigarskunk!
            No more EQ for me till they fix the crash bug.

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            • #7
              So essentially I'm supposed to have a 50% failure rate on PoP poisons with PM1? Ok. They have a very marginal abilities, they rarely proc when you need them and they cost a lot of money to make, and now you fail half the time when making them.

              Yeah, I think I can free up a lot of bank space. It really just became not at all worth it.

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