hehe, never said the idea was perfect...just that I'd like to see it 
I definitely agree that it would need some tweaking of exceptions/exclusions, such as the two mentioned above: excluding pottery kiln firing combines and excluding most (but not all!) no-fail combines (some of those pottery glaze components are very rare and it would be nice to get an extra glaze once in a while. /wistful sigh)
Hmm, other possible modifications...
....maybe make it an activated AA instead of passive, where you have a high % (10/25/50) to get double the yield for the next 2/3/5 combines (<=150 trivial), and the reuse timer is 72 RL hours (or however long that 100% rez cleric AA is.)
or
...take the above idea and make it Specialization: {Tradeskill}...anyone with 200+ in a tradeskill can specialize in that skill, but no more than one skill, to get increased yields when combining...and YES! that would apply to the class/race specific skills of Alchemy, Poison Making, Spell Research and Tinkering.
or
...take the original idea except that maybe the % chance should be no greater than 5% at each level, would be consistent with the geerlocks all being 5% modifiers.

I definitely agree that it would need some tweaking of exceptions/exclusions, such as the two mentioned above: excluding pottery kiln firing combines and excluding most (but not all!) no-fail combines (some of those pottery glaze components are very rare and it would be nice to get an extra glaze once in a while. /wistful sigh)
Hmm, other possible modifications...
....maybe make it an activated AA instead of passive, where you have a high % (10/25/50) to get double the yield for the next 2/3/5 combines (<=150 trivial), and the reuse timer is 72 RL hours (or however long that 100% rez cleric AA is.)
or
...take the above idea and make it Specialization: {Tradeskill}...anyone with 200+ in a tradeskill can specialize in that skill, but no more than one skill, to get increased yields when combining...and YES! that would apply to the class/race specific skills of Alchemy, Poison Making, Spell Research and Tinkering.
or
...take the original idea except that maybe the % chance should be no greater than 5% at each level, would be consistent with the geerlocks all being 5% modifiers.
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