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  • Cap on success rate?

    Greetings:

    I was wondering as I just heard a rumor that there is a hard cap on TS combines with trivials over 250 that you can't get better than a 60% success rate. Even if you use the Mastery AAs and whatever else.

    Is this true? If so, what is the point of skilling all the way to 300 and getting a trophy?

    I can't believe that it true. It seems like a stupid idea.
    282 Researcher, 250 Brewer, 200 Fletcher;
    173 Tailer, 191 Jeweler, 184 Smithy, 143 Baker, 150 Potter, 198 Swimmer.
    Leader of Radiant, Quellious server

  • #2
    For more info check http://mboards.eqtraders.com/eq/showthread.php?t=23005.

    Basically, some items have a sucess limit and there may not be a point for *those* items only to skill up to 300.
    I call for the elimination of EQ levels 1-50.

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    • #3
      It's believed to be true only on DoN GM armors. Everything else is ok. I still do the blue diamond cultural stuff (335 trivial), and I have much better than 60% rate.

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      • #4
        Ahhh.....Thank you much for the link and info. At least it makes more sense to me now. It also tells me there is not much point in waiting to skill up some in research to begin working on augments.
        282 Researcher, 250 Brewer, 200 Fletcher;
        173 Tailer, 191 Jeweler, 184 Smithy, 143 Baker, 150 Potter, 198 Swimmer.
        Leader of Radiant, Quellious server

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        • #5
          I believe the Omens tradeskill augments are also success-capped, including the JC and alchemy/poison steps.
          Edit: Silly Kyros, it's success-capped, not skill capped.
          Last edited by KyrosKrane; 02-24-2006, 01:13 PM.
          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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          • #6
            Originally posted by Luitchenstein
            I can't believe that it true. It seems like a stupid idea.
            It honestly does, at first. But when you understand the "why," it makes sense - or at least it does to me:

            http://mboards.eqtraders.com/eq/show...1&postcount=36

            Master Artisan Xulan Du'Traix
            Dark Elven Scourge Knight
            Sanctus Arcanum
            Drinal
            My Tradeskill Services

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            • #7
              There are those amoungst us who think the alternative idea of making those items which are "success capped" a higher trival. Perhaps now that there is the possibility of a broader distribution (assuming people do the trophy quests) of higher level skill mods - thus leveling the playing field - maybe the devs will consider removing the stealth "nerf" and change the trivals on these items. I'd really like to see it stay pure.

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              • #8
                Who is exploiting who?

                I have believed since I first read about the success caps that all they are meant to do is create plat and time sinks. I will not be convinced otherwise. It is quite simple really. When a player figures out a clever way of doing something, it is an exploit. When an SOE employee figures out how to cheat you out of what you have earned through hard effort and slow painfull skill ups, it is called doing their job or protecting the server economy. I have always believed that the system should allow players to earn money for tradeskills. They need to slap the macro people individually and leave the rest alone. I have never accepted the idea of spreading out the punishment to everyone and I never will. As it is now, one must earn the skill to make their own DoN armor (fair enough), but is unable to have even a shot at a pure chance on a high trivial as a brick wall is set in front of all. This and the rarity of special drops causes 100k armor and symbol aug prices for GM which I cannot even imagine being able to afford. Placing caps on tradeskill success rates is quite simply bad form. It's perfectly okay for the SOE employees to break their own rules though. This kind of garbage coding and limiting makes the game far less immersive. There is no way someone could have been making stuff in a medieval setting (which I presume we are trying to mimic) and selling them to vendors at a loss. Simply flag a player's "salary cap" at a certain level per RL week according to the skill level they have earned. That may require far too much to code, but the time spent trying to prevent macroers and similar has been wasted too. Some players will always consider that anything they can get away with is merely optimized playing.

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                • #9
                  Don't feel badly about the success caps. The T1 armor out of Arcstone is as good or better then the GM line, it is tradeable, and I think it has a lower required level. Bubye already small GM armor market. While you are fighting there you can easily get several nice things from quests that involve the zone too (zone into Relic, take a few lefts and get the missions from there).

                  The sad thing is while I still wouldn't mind GM armor in a couple slots (2 vs 4 now and only because I actually still have ornate/ornate level items in them lol. Those items are also ones that only require 1 hide) I can't aug the freak'n things as I need approx 4 more Thundercrest missions to complete that quest. No point in making the substandard armor and not thowing an aug into it. So now the question is do I spend time doing DoNs or is my time better spent elsewhere in PoR? Can't pay for the materials as I am broke from tailoring su, figure my chances at getting a named + winning the roll are the same as DoN missions and getting GDHs, and what money I do garner I might be able to buy the spirit marks when they hit the baz (unlikely soon or cheap though) so...meh. Granted there is the cool "I made this" factor but /shrug. I can appreciate DoN is now 3 expansions old now but make the T1 Arcstone armor drops no drop. Sure EQ is random but would hate to throw down 4 hides for the GM chest piece only to loot the Arcstone chest mark w/in a few days or weeks.

                  *To compare the chest piece at a high level as a Bst the stats are generally the same though I am really only concerned about hps. Think I would lose 5 there and 5 AC but gain avoidance ($$$ stat) and attack. Both regens are the same.

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                  • #10
                    Originally posted by Baltazor
                    There are those amoungst us who think the alternative idea of making those items which are "success capped" a higher trival. Perhaps now that there is the possibility of a broader distribution (assuming people do the trophy quests) of higher level skill mods - thus leveling the playing field - maybe the devs will consider removing the stealth "nerf" and change the trivals on these items. I'd really like to see it stay pure.
                    I totally agree, those hard caps need to go! Now that the new trophies are in, so that the excuse of people with +15% mod items having unfair advantages is irrelevant... As for the part where those success hard cap were there because those combines had higher skill up mod, I fail to see how that is relevant since the skill up is independant of weither you create the item anyway, why the treat in one hand and the stick in the other?

                    As for the argument that the GM DoN cultural armor is a plat sink, since the farmer is the one getting the money, that does not remove any money from the economy, just from the tradeskiller and end user buying the component/armor...
                    Fonceur L'encaisseur
                    Noble Blade
                    The Rathe

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