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  • #31
    Hehe, maybe that theory just happened to fit... and we've just provided SOE with a nice little excuse
    Tailoring - 250 (Zillia 225)
    Brewing - 250 (Zillia 250)
    Baking - 250 (Zillia 250)
    Blacksmithing - 218 (Zillia 225)
    Fishing - 200
    Fletching - 200 (Zillia 235)
    Pottery - 198 (Zillia 227)
    Jewelcraft - 195 (Zillia 250)
    Thread-killing - 250

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    • #32
      Think of what flowstones on its own can do. 125 pp and one visit to a birdbath and you can change 60 sv poison to 60 sv disease. Never under-estimate the power of 5 radiant flowstones and just a 25 pp x 5 price tag to change a whole set of flowstones to suit a specific occassion. Therefore, flowstones do not necessarily need slugworms to be useful.

      Also, for non-uber players, there is almost no need to risk using gems for making effect augs. There are 5 flowstone slots to play with already. Why not just wear a plain mana regen 3 aug and put all effects on flowstone augs? Therefore, trean flies are not that necessary for non-uber players and SOE doesn't have to worry about trean flies being too common.

      Comment


      • #33
        Elfdruidess, I think the reason people arent putting effects on flowstones is because you need slugworms for them. I have seen 3 slugworms for sell in MT bazaar since OoW came out, 2 of them were 75k (I lucked out and bought the 1 selling for 100pp). Slugworms are just way too rare to work with flowstones.
        I gave up on Discordant scoriae and have settled on white gold inlay for my augs, I guess I am just too impatient to wait for a drop and too poor to pay 175k for the scoriae.

        Comment


        • #34
          Originally posted by Elfdruidess
          I thought the logic behind the drop rate ratio is:

          1) Flowstones are common because SOE don't mind you wearing them "raw", i.e just wearing a stat aug with no effect on it is fine. The high trivial for Radiant plus limiting JCM3 to enchanter are already safeguards against +12 stat augs being too common.

          2) Slugworms are rare to safeguard against effect augs entering the game too fast. Even Cleave1 or ManaPrev3 should not be that common in SOE's eye.

          3) Gems are rare due to its powerful stats.

          4) Trean Flies are common because once you can actually obtain a Gem, you should be automatically given a "freebie" aug combine.

          5) Dust of Discord and Discordant Scoriae are the final safeguards against powerful augs entering the game too quickly. So the drop rate of these is guarded very carefully.

          So two rules. One, SOE view the limited rate at which tradable augs is entering the game as their first priority. Two, never forget that Flowstones are supposed to be wearable "raw" and hence their much more common drop rate.
          I don't agree with any of these hypotheses, because they don't make sense. No one would ever wear and swap in the resist augments for "situations." Increasing your stats with these provide no effect at all, because stats really don't mean much in this game at all, at any level. Resists are a different story, but anyone putting in five +12 resist augments in their gear probably won't benefit from it, and those who might benefit from it wouldn't do it because they would forego hp and mana. The fact that TONS of +6 stat/resist augments, which fit in all slots, drop in normal risk LDoN adventures doesn't support your logic.

          Points 2, 3 and 4 contradict each other. In #2 you state that SoE doesn't want stuff like mana pres 3 and cleave 1 in the game too much, but in #3 you say the gem stones are "powerful" and should be rare, then in #4 you say they want to give you a "freebie" should you obtain the "powerful" gem augment. So they want you to have a "powerful" gem augment with a focus they don't really want you to have? Non sequitur.

          If you want cold, hard numbers, here you go:

          Max success rate on making a radiant cut augment: 70%
          Max success rate on making a Black Gold Inlay: 79%
          Max success rate on making a minor augment (210 alchemy, 252 PM): 79%
          Max success rate on making a pure augment (210 alchemy, 252 PM): 79%

          For that sequence of events to end in an augment, multiply all the probabilities together and you get approximately 34.5%. That means if you start with all the raw materials, you have a little more than a 1 in 3 chance to come out with a good augment. (Link to what looks to be a more comprehensive look at success rates.)

          From some of the other posts, it looks like drop rates for some of these components is no more than 0.1%. Given the success rate on the best augments, upping the drop rates by 5-10% wouldn't flood the game with these "powerful" augments. I think SoE needs to change something about this whole process.

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          • #35
            Taking the numbers from the previous posts, one drop rate had it at 3 of the rare items in 100 hours of group camping and another had 13 in 150 hours of group camping, you would average 1 drop for the group every 30 - 50 hours. It would take 180 - 300 hours for each person in the group to get 1 of the rare items. As you need two rare items for one combine attempt, you can expect to exp in OoW for 360 - 600 hours as a bare minimum to have the rare items to do one combine. With a best case success rate of 49% for the three non-JC combines, double the number of hours as a minimum in order to get one top end OoW augment. 720 - 1200 hours is a long time... :P

            Doing exp for 30 hours per week, it will take 24 - 40 weeks to get your one aug. The good news is that you will have maxed out all available AAs by the time you get to that point! Unfortunately, I have 3 or 4 augments on my wish list.

            PS. Please look at changing the drop rates of these items.

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            • #36
              In almost 3months of almost non-stop fighting in OoW I have gotten 1 tourmaline, 2 slugworms, 4 discordant scoria, 7 dust of discords, 12 trean flies, and a couple of stat augments. I would say the drop rate needs to be upped about 2 or 3 fold on the bottleneck drops. Personally I have sold all the drops since I did not have Salvage AAs till recently.

              If you go by bazaar,the situation is downright pathetic, you only see one or two good fully upgraded augments a week (price ranges about 200k to 400k)!
              This is with at least 5 tradeskillers advertising non-stop that they are buying the parts.

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              • #37
                I just went through my logs to see where I have fought during OoW and how many of each of tourmaline, slugworms, discordant scoria, dust of discords, trean flies and kyanite I have seen drop. My early September log had corrupted so these figures are from 24th Sept to today. I am not sure I would expect any drops in MPG trials but included them for compleatness.


                Dranik's Hollows: Murkglider Hive 367
                Dranik's Scar 31
                Muramite Provinggrounds 339
                Nobles' Causeway 45
                Proving Grounds: The Mastery of Destruction 20
                Proving Grounds: The Mastery of Efficiency 38
                Proving Grounds: The Mastery of Fear 27
                Proving Grounds: The Mastery of Subversion 4
                The Bloodfields 11
                The Ruined City of Dranik 814
                Wall of Slaughter 296

                Grand total 1992 mobs killed


                Drops

                discordant scoria x1 RCoD total 1
                trean flies x3 RCoD, x1 NC, x1 DH:MH total 5
                Kyanite x1 WoS total 1

                didnt see any of the other drops at all.
                Upstart Ranger
                Dark Templars
                80 Ranger of Xegony
                My Stuff

                Master Artisan

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                • #38
                  I'm actually happy with the drop rate of the components. Of course I say this because I've already finished the four augments I want to wear and the one augment for my buddy, sold an aug to make some plat, and am already ridiculously wealthy such that I can afford to buy aug supplies.

                  I like that the augs are so rare that when I wear 3 radiant kyanite of pure XXX and a radiant tourmaline of pure aggression as well, it's remarked on.

                  Granted this makes it very tough to practice this profession -- the materials are so rough to obtain. But remember, you don't have to be able to afford the materials yourself in order to be able to make money from this profession. I once paid someone 20k for a successfull black gold inlay combine, and I had supplied all the materials and was a skill 250 blacksmith myself (they have the aa's tho). The black gold inlay resulted in an aug that sold for 400k, and I paid them 5% of the final sale price after the sale, so it worked out well for both of us.

                  -Bolas
                  Buy My Stuff!

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                  • #39
                    drop rates in OoW

                    /agree about the drop rates of the augmentation components.

                    Besides that I have to complain about the droprate of the blood of bazu, feran and murkdlider. The items resulting from tradeskill by these components are in no way ubar gear. For some of them you need 3 blood - personally I have not seen 3 bazu blood on my server till now. Whereas bazu plasma is dropping nearly from every bazu in WoS

                    About augments I have recognized that gems tend to fail much more than the stones - I have lost all 4 gems either on jewelry combine ( 2 augs with jew maxed + 10% mod + OOW AAs + Salvage 3) or the first alch combine (alch maxed +10% mod +OOW AAs + Slavage 3),

                    For gold inlets my record 9:6 (succes:fail) in detail: 6 success in a row - 4 fails in a row - suc suc fail suc fail (smithing 227 + 15% mod + OOW AA2)

                    15 discordiant scorie for these combines where collected by aprox. 100 players of 2 guilds

                    Til now , my guildmates and me have finished 4 radiant cut augments of major effect and 2 with normal effect (which sold for 200 kpp).

                    Comment


                    • #40
                      Originally posted by Elfdruidess
                      I thought the logic behind the drop rate ratio is:

                      1) Flowstones are common because SOE don't mind you wearing them "raw", i.e just wearing a stat aug with no effect on it is fine. The high trivial for Radiant plus limiting JCM3 to enchanter are already safeguards against +12 stat augs being too common.

                      2) Slugworms are rare to safeguard against effect augs entering the game too fast. Even Cleave1 or ManaPrev3 should not be that common in SOE's eye.

                      3) Gems are rare due to its powerful stats.

                      4) Trean Flies are common because once you can actually obtain a Gem, you should be automatically given a "freebie" aug combine.

                      5) Dust of Discord and Discordant Scoriae are the final safeguards against powerful augs entering the game too quickly. So the drop rate of these is guarded very carefully.

                      So two rules. One, SOE view the limited rate at which tradable augs is entering the game as their first priority. Two, never forget that Flowstones are supposed to be wearable "raw" and hence their much more common drop rate.
                      I think you've got it pretty close to right here. Well thought, and articulated.

                      Comment


                      • #41
                        Who is going to waste a +4 upgradable aug by wearing it before upgrading it when you can get +6 stat augs in LDoN's???
                        Liwsa 75 Druid Prexus - Retired


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                        • #42
                          Originally posted by Elfdruidess
                          I thought the logic behind the drop rate ratio is:

                          1) Flowstones are common because SOE don't mind you wearing them "raw", i.e just wearing a stat aug with no effect on it is fine. The high trivial for Radiant plus limiting JCM3 to enchanter are already safeguards against +12 stat augs being too common.

                          2) Slugworms are rare to safeguard against effect augs entering the game too fast. Even Cleave1 or ManaPrev3 should not be that common in SOE's eye.

                          3) Gems are rare due to its powerful stats.

                          4) Trean Flies are common because once you can actually obtain a Gem, you should be automatically given a "freebie" aug combine.

                          5) Dust of Discord and Discordant Scoriae are the final safeguards against powerful augs entering the game too quickly. So the drop rate of these is guarded very carefully.

                          So two rules. One, SOE view the limited rate at which tradable augs is entering the game as their first priority. Two, never forget that Flowstones are supposed to be wearable "raw" and hence their much more common drop rate.
                          I am not sure if I agree with this. I don't have any of the augments made or seen one so I am talking from my previous experience. Isn't Mana preserve III same as the ones on regular items? If that is the case, then it only works with spells up to level 60, right? Why would SoE want us to have very limited access to augments with effects that you can get it from an item that you can probably get for less than a few k pps?

                          I don't see a logic in this at all. Most likely, the people who are making and using them are higher level. Having things like slugworms be very limited in supply makes so sense since the result is not really useful for higher level people.

                          I can see the Dust of Discord and Discordant Scoriae being rare to cut down on numbers of them being made but why slugworms? I mean augments with lower level of effects should be more available than then uber stat augments.

                          Taushar
                          Last edited by Taushar; 12-27-2004, 06:16 PM.

                          Carpe Diem, Carpe Nocturn
                          Taushar Tigris
                          High Elf Exemplar of 85th circle
                          Druzzil Ro server


                          Necshar Tigris
                          Gnome Necromancer of 32nd circle


                          Krugan
                          Barbarian Rogue of 61st circle


                          Katshar
                          Vah Shir Shaman of 26th circle

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                          • #43
                            Rallos

                            Sadly I'm one of the people who likes the drop rate where it is. Mainly because it's cash in the bank for me. I play on a Zek server...we had low pop to start with before EQ2 and WoW. Now I'm one of four people who can make augments. And I am the leading creator due to my tradeskill AAs. Poisonmaking 250, Poison Mastery 3, Salvage 3. The prices for the components are insanely high, but that is to be expected when you reflect on the pure power that these augments bring to the table. Slugworms 90K+, Dust of Discord 80K+, Trean Flies 25K, Discordant Scoriae is not for sale...Ever. The one time it was....200K. Inlays are not sold either, Minor augments are sold for 250-300K. I have yet to see an upgraded augment for sale. The stuff is simply that rare. I am 7/10 on augments, and while yes I dread clicking the combine button. 70% is about par for the course on most tradeskill items of that difficulty in the first place. PoP armor and such, Cultural....it's all the same. The market does not need to be flooded with augments that radically shift the upgradeable nature of gear. These things are 4K to remove and save. Just the haste aspect alone is crazy...then take cleave III, Fero, atk 30....you start to see where things get a little out of control. My apologies to those who aren't satisfied with the drop rates.....my advice is to simply take the instanced zone missions. That's where I've found all my reagents but one.....Got a Kyanite from a random trash mob in the NW cave in WoS.

                            Then to tie this into my last post, please just check this website for tradeskill recipies. Mods I'm sorry Plz forgive a rogue

                            plurpage.com/everquest/aug.php

                            all augments and their effects are there anything that isn't in EQTrader database can be found there
                            70 Nemesis and Infiltrator
                            Master Poison Maker
                            Expert Jeweler
                            Expert Fletcher
                            Expert Brewer
                            Expert Smith

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                            • #44
                              This will generate a lot of hate I'm sure, but here goes. While two boxing a warrior and cleric in Dranik's Scar for a bit over 5 hours about a month ago, I dropped, among vendor trash and the occasional shard/parchement, **3** Slugworms, all off Kyv/Noc models near the NC entrance. All three moved at 40k promptly to friends/contracts (cheapest in bazaar was 70k+).

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