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  • Another Tradeskill AA question

    I have been looking around the board here and could not find any answer to my question below.

    Sooo.. I went ahead and got smithing 3 and tailoring 3 and salvage 3 thinking that if I really wanted to be good at trade-skilling in these two disciplines that would be the way to go. I currently have smithing and tailoring at 250 with geerlok's.

    Is there going to come a point in my progression to 300 where other then with very high trivial items, progressing my skill is going to not be beneficial? I basically have been spending every spare copper I have on any kind of skill-up I could possibly do, and if there is no need anymore because of the AA's I bought, I could then stop paying for skill-ups and take them as they come.

    If this sounds confusing, it is even to me, hopefully it makes some kind of sense.

  • #2
    Smithing 3 and Tailoring 3 are only meaningful for making GM BP/legs at relatively low skill level (~250). The corollary is that if you've around 250 skill and Smith/Tailor 3 you can probably make anything in the game as well as anyone else so there's really no point to increase your skill unless you want to do it for the sake of doing it.

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    • #3
      It depends in large part on what you make. At 250 raw skill with a geerlok, you will have about a 50% success rate on items that trivial at 335 (such as mistletoe sickles and old-world cultural). With Mastery 3, that's reduced to about 25% fail rate, which is a pretty substantial improvement.

      As you skill up, though, your basic chance to succeed gets higher and higher, meaning the masteries are less beneficial. For example, if your base chance to succeed is 90%, then Mastery 3 takes you to 95%, which isn't as huge of an increase (but still good nonetheless).

      The last thing to note is that certain combines have a minimum chance to fail. This means that regardless of your skill and mastery level, you can still fail (on average) at that chance. For example, if your raw skill would give you 80% chance to succeed, then Mastery 3 would normally give you a 90% chance of success. However, if that combine has a minimum fail rate of 25%, then regardless of your skill and mastery, your chance to succeed can never be higher than 75%.

      We don't know for certain which combines have this minimum chance to fail, but our best guess is that the master and grandmaster DoN armors, and Omens cultural augments, all have this chance. We also don't know for sure what the minimum fail rate is, but it seems to be around 20-30% according to some posts I've seen on this site.
      Sir KyrosKrane Sylvanblade
      Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
      Master Fisherman (200) and possibly Drunk (2xx + 20%), not sober enough to tell!
      Lightbringer, Redeemer, and Valiant servant of Erollisi Marr

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      • #4
        Originally posted by KyrosKrane
        We don't know for certain which combines have this minimum chance to fail, but our best guess is that the master and grandmaster DoN armors, and Omens cultural augments, all have this chance. We also don't know for sure what the minimum fail rate is, but it seems to be around 20-30% according to some posts I've seen on this site.
        I've done literally hundreds of Master Armour combines (leather, barbarian) over the past few months, skilling tailoring up from 250 to 282 (so far), gloves, arms, boots etc, there is no minimum chance to fail other than the usual 5%.

        Grandmaster DoN for sure has a minimum fail chance.
        Augments for sure have a minimum fail chance.

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