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200+ Skill over triv no longer no-fail ?

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  • 200+ Skill over triv no longer no-fail ?

    Apologies if this has been covered elsewhere but whilst doing some blessed dust of tunare combines today (103 triv) at 282 + 8% (304 skill) I failed 3/150.
    Yes, I'm aware that this is a very low failure rate, but I was under the impression that if you had 200 or more skill above the trivial you couldn't fail the combine.
    What am I missing ?

  • #2
    you dont get to count modified skill. its UNMODIFIED skill that counts.

    I
    Chosen Guardian Vekaras Loneleypath, Plainswalker of Tunare
    Piratical Ranger-of-All-Work

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    • #3
      Ahhh... okies, thanks.

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      • #4
        I believe what I heard from Absor on this is ~1% fewer failures per 40 points of skill over the trivial. There is always a chance though it seems to be fairly accurate.

        I am not sure if it is modded skill or raw skill.
        Shawlweaver Sphynx on Cazic Thule
        Master Artisan Aldier on Cazic Thule

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        • #5
          Yep, I'm astounded to have actually failed a combine on Celestial Essence. There is always a teeny tiny chance that no matter how skilled you are, your kids will run through the room at exactly the wrong moment, bump your elbow and totally mess up whatever you're doing.
          Centuri, 70 Paladin ~Sword of Fate~ Prexus
          Master Artisan and owner of Matching Luggage set

          Happy Twinks: Research(219), Alchemy(300), Poisoncraft(291) and Tinkering(274).
          I like to be well-rounded.

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          • #6
            Failure on CEs? I thought those had a trivial of 15, meaning no fail?


            Cazic-Thule Server
            300 Tinker, 300 Potter, 300 Fletcher, 300 Brewer, 279 Tailor, 225 Blacksmith

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            • #7
              I believe the intent is to have combines with triv 200+ below your unmodified skill be absolutely nofail. Ngreth mentioned somewhere that very very rarely combines which should be nofail end up as failures, and he wasn't sure why (I think his theory was related to lag issues).

              A guildie complained to me that there should never be loopholes in code where the intent of the code cannot be guaranteed, but so far this seems to be the case. However, I would wager that if you failed a combine where your unmodified skill was 200+ over the triv, you could /petition to get the combine item returned to you. (I wouldn't hold my breath, but logically this makes sense.)
              Redeemer Clamford Andson
              The Nameless

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              • #8
                Isn't it odd that the purpose of equipping a mod item is to increase your chance of succeeding a combine, yet it does not work to increase your success rate at trivial combines.

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                • #9
                  Originally posted by Centuri
                  Yep, I'm astounded to have actually failed a combine on Celestial Essence. There is always a teeny tiny chance that no matter how skilled you are, your kids will run through the room at exactly the wrong moment, bump your elbow and totally mess up whatever you're doing.
                  Well, if no-fail combines now have a chance to fail, then we should be able to "learn" no-fail recipes like valorous glaze (metallic liquid + a large shard of stone + glaze laquer inside a glaze mortar). Fair is fair, right?

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                  • #10
                    Originally posted by ppatti
                    Well, if no-fail combines now have a chance to fail, ...
                    This line of thought goes the wrong direction, assuming things are now worse than they were. There has not been any change in the failure of no-fail combines. People are acknowledging that it is possible for a no-fail combine to fail under rare circumstances, but this is a bug.

                    The only change is to add to the no-fail list combines which trivial 200+ points below your raw skill. This is a good thing. No need to apply the "fair is fair" logic; you're already getting something new that only helps you, and works 99.999% of the time.
                    Redeemer Clamford Andson
                    The Nameless

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                    • #11
                      Originally posted by Clamford
                      This line of thought goes the wrong direction, assuming things are now worse than they were. There has not been any change in the failure of no-fail combines. People are acknowledging that it is possible for a no-fail combine to fail under rare circumstances, but this is a bug.

                      The only change is to add to the no-fail list combines which trivial 200+ points below your raw skill. This is a good thing. No need to apply the "fair is fair" logic; you're already getting something new that only helps you, and works 99.999% of the time.
                      While the failure rate is all fine and good for my satisfaction, I do not believe that ANY recipe in the game should ever be classed as unlearnable. That is just foolhardy nonsense that adds one more hit against any game. The idea is to have fun, right? There are enough rules and details to manage to make things challenging enough without having unlearnable recipes.

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                      • #12
                        Originally posted by ppatti
                        Well, if no-fail combines now have a chance to fail, then we should be able to "learn" no-fail recipes like valorous glaze (metallic liquid + a large shard of stone + glaze laquer inside a glaze mortar). Fair is fair, right?
                        Problem is this is a quest combine and not a tradeskill combine, imho.

                        Mitsune Foxfire, Vazaelle
                        Me, a rogue? Oh no, I am just a tourist, walking by.

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                        • #13
                          Originally posted by Mitsune Foxfire
                          Problem is this is a quest combine and not a tradeskill combine, imho.
                          Quest combines are usually not tagged as learnable. That's because you tend to do them once, and then move on. However, there are some quest combines that are used for skilling up (EVB for example.) That one has been marked as learnable because people do hundreds of combines to raise their skill. If there are others, then let me know, and I'll pass them on.




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                          • #14
                            trivial fail rate

                            Well failed 5 of 10 trivial combines of prepared sporali skin. It seems to me that something beyond rolling dice is going on, like some connection sensitivity. Also does anyone sense that failure rate increases when you have lev on?

                            I hate failing trivial combines and 50 percent failure on hard to farm items is beyond annoying. Just seems wrong.
                            Last edited by vulkan; 06-06-2006, 09:32 PM.
                            Master Artisan Vulkan the Bloodwise
                            Level 80 Wizard of Povar
                            3200 AAs
                            http://eq.magelo.com/profile/891925

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                            • #15
                              Originally posted by vulkan
                              Well failed 5 of 10 trivial combines of prepared sporali skin. It seems to me that something beyond rolling dice is going on, like some connection sensitivity. Also does anyone sense that failure rate increases when you have lev on?

                              I hate failing trivial combines and 50 percent failure on hard to farm items is beyond annoying. Just seems wrong.
                              Nope... levitate doesn't affect failure rate...
                              Kyroskrane tells you, 'AwwoooOOOOooAaawwaa!'

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