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  • Tradeskill Calculator

    I was trying varying calculations and had a couple questions on the results. Do 335 trivial items really 90% so early? 150 skill items arent 95% until after the trivial. (after looking at the statistics post, it looks like this is correct). The second was with the skill up chance. It looks like wis(or any stat) over 200 has a negligible effect on chance of skill up. I see people people talking about getting kei so they can get their Int over 400. I play on a progression server and even 200 wis is a stretch atm.

  • #2
    Originally posted by Silvermink
    I was trying varying calculations and had a couple questions on the results. Do 335 trivial items really 90% so early? 150 skill items arent 95% until after the trivial. (after looking at the statistics post, it looks like this is correct). The second was with the skill up chance. It looks like wis(or any stat) over 200 has a negligible effect on chance of skill up. I see people people talking about getting kei so they can get their Int over 400. I play on a progression server and even 200 wis is a stretch atm.
    Yeah, pretty much. I believe 174 is the turning point...where 95% chance is AT the trivial. For trivials below that, you need to be above the trivial...for trivials above it, you'll hit 95% earlier and earlier.

    As far as your int/wis/whatever over 200...it depends on the tradeskill. The easier the tradeskill (lower Y value), the lower the "cutoff" point for your stat. Basically, when ((int/wis)-15)/(Y*200) = 1...you are at max (take off the "-15" if there's a third stat involved...like with STR in smithing.) So, taking Smithing, for instance, an int/wis/str of 400 is the effective max. Anything over that does nothing. That is the EASIEST it gets. For a Y Value of 4 and no secondary stat, for instance, you'd need a stat of 815 to see the max...which is currently not possible.

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    • #3
      The biggest differences in skill up rate occur at the halfway point. So for smithing, int/wis/str of 200 will get you to the best possible chance of a skill up on a successful combine. Additional points from 201-400 only improve your chances of skill ups if you fail the combine (once you hit 400 you have erased the skill up penalty for failing). If you are skilling up on combines where you have a 80-95% success chance, then extra int/wis beyond the halfway point does very little for you. This is why the calculator shows small returns for stats over 200 for smithing.
      The various tradeskills in order of difficulty, with mininum stats needed for the maximum success chance on: success(failure)
      Spell research: 115(215)
      Smithing & Make Poison: 200(400)
      Tailoring & Tinkering: 215(415)
      Baking & Brewing: 315(615)
      Fletching: 400(800)
      Alchemy, Jewelcraft, & Pottery: 415(815)
      Fishing: 815(1615)
      If your int/wis is below the first number, increasing it will help quite a bit. If it is between the numbers, increasing it will help very little.

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      • #4
        Thanks, good to know as Smithing and Tailoring are my biggest concerns atm.

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