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200 over trivial can still fail

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  • 200 over trivial can still fail

    Trying to get smithing gmed (I'll post a msg in primal scream about that) making shadowscream armor today I had a fail on a 40 trivial combine with an adjusted 241 skill (that's what ui showed)...

    Metal rings trivial 40 according to ts ui.
    skill 241 according to same ui...
    lacked skill...

    So, 241 skill - 40 trivial = 201 which is greater than 200 so clearly the 200 over trivial can't fail statement is false.

  • #2
    Well.

    Their formula to ajust the no-fail rate may be based on REAL skill not augmented skill.
    Ngreth Thergn

    Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
    Grandmaster Smith 250
    Master Tailor 200
    Ogres not dumb - we not lose entire city to froggies

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    • #3
      Perhaps the chance of success and skillup also don't use the adjusted skill from a mod item....

      Seriously, what would be the point of a skill mod item if it didn't give you the benefits of the higher skill?

      The TS UI doesn't list an unmodified skill and modified skill, it just says skill 241.

      Obviously losing a large brick of ore is no biggy, but clearly advertised statements about reduced fail rates for skill way over trivial are all brought into question now...

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      • #4
        Like you, I have seen the rare failure on items that were trivial by more than 200 points. On the other hand, I have streaks of 200-300 of such combines without a failure. In fact, I would say such streaks are the rule, not the exception. I also have considerably less than the 5% failure rate that used to be the rock bottom on combines that are trivial by as few as 80 points.

        I don't know what the exact formula is, or if there is ever a "no fail" point for any recipe that has a trivial point over 16, but I do know that the failure rates on very trivial recipes are much, much lower than they used to be.
        Master Artisan Taadieri
        Sanctus Arcanum - Drinal (formerly Tarew Marr)

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        • #5
          who knows... maybe they are using old pentiums with the floating point error!
          Ngreth Thergn

          Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
          Grandmaster Smith 250
          Master Tailor 200
          Ogres not dumb - we not lose entire city to froggies

          Comment


          • #6
            Originally posted by Tineras
            Perhaps the chance of success and skillup also don't use the adjusted skill from a mod item....

            Seriously, what would be the point of a skill mod item if it didn't give you the benefits of the higher skill?

            The TS UI doesn't list an unmodified skill and modified skill, it just says skill 241.

            Obviously losing a large brick of ore is no biggy, but clearly advertised statements about reduced fail rates for skill way over trivial are all brought into question now...
            Also keep in mind that when you have a mod item equipped, and you make something that is trivial to your raw skill, but not to your modified skill, you can still skill up on it. If you want to change one, then you gotta change them all (take the good with the bad as they say.)

            This brings nothing into question. The no-fail kicks in when your raw skill is 200 points above the trivial.




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            • #7
              Originally posted by Nolrog
              This brings nothing into question. The no-fail kicks in when your raw skill is 200 points above the trivial.
              Personal interpretation/hypothesis or proxy dev statement?

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