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  • Superb silks in katta

    Does anyone know why snakes drop superb silks so compared to ore? no matter where i go ore seems to be lot rarer drop =( Would also be nice if these new drops were stackable to 100 instead of a measly 20. Just my two cents.

    Andarriel of the Tribunal

  • #2
    To my understanding, silk drops twice as often on the humanoid table as any other drop because the template recipes require x2 silks per combine as opposed to x1 of the others.

    Basically, any time a cultural drop occurs on the humanoid table, theres a 50% chance it will be a silk, 25% hide, 25% ore.

    The final armor combine drops are a separate table.

    Again, I dont have any insider information on the matter, nor extensive loot histories to prove it; just what been mentioned by Ngreth in a few places.
    Roanne LeFaye
    Warrior Barbarian of the Tribunal
    Outsider Domination
    The Seventh Hammer
    2100 Club + 300 melee Research

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    • #3
      We all know snakes are humanoids too, how else do you think they can kick

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      • #4
        Originally posted by Ursawraith View Post
        We all know snakes are humanoids too, how else do you think they can kick
        Except their ability to kick was patched out ages ago.



        Gorse

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        • #5
          I was recently punched by a snake. Last weekend in fact. On Monkey Island in the Buried Sea.

          They are still at it.

          Snakes >>> patches.

          Silmare - Fu World Order - Bristlebane
          Master Artisan ~ Master Researcher (Hybrid)
          Master Tinker ~ Master Alchemist ~ Master Researcher(Caster) ~ Master Poisoncrafter

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          • #6
            Oh the snakes are definately dropping silks, and ore, and spinneret fluid, and EVEN ONCE - a soluble loam! I hunt to the northeast of the Thalasius portal, in the inner ring by the tents and have great luck getting drops.

            The do punch me tho

            hehe best of luck !

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            • #7
              Originally posted by Sigi View Post
              Oh the snakes are definately dropping silks, and ore, and spinneret fluid, and EVEN ONCE - a soluble loam! I hunt to the northeast of the Thalasius portal, in the inner ring by the tents and have great luck getting drops.

              The do punch me tho

              hehe best of luck !
              don;t these snakes have arms? We are talking Shissar correct?
              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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              • #8
                Originally posted by Roanne View Post
                Basically, any time a cultural drop occurs on the humanoid table, theres a 50% chance it will be a silk, 25% hide, 25% ore.
                Interesting. 100 drops yield (on average) 50 tailoring combines (25 silk, 25 hide combines) but only 25 smithing combines. A mathematically fair split for both tailoring and smithing would be 40% silk, 20 % hide and 40% ore. Then 100 drops would give (on average) 40 tailoring combines (20 silk and 20 hide) and 40 smithing combines.

                Mitsune Foxfire, Vazaelle

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

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                • #9
                  Preaching to the choir there.

                  I would further argue loam should drop more than 50% for final armor combines as the overall player demand for plate and chain seems higher than for silk and leather as well (anyone who has watched guild bid DKP on GoD era armor drops could vouch for this).

                  Again, I have no hard evidence and its just an educated guess but I suspect a quick scan of bazaar prices for the components will support this theory as well.
                  Roanne LeFaye
                  Warrior Barbarian of the Tribunal
                  Outsider Domination
                  The Seventh Hammer
                  2100 Club + 300 melee Research

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                  • #10
                    Originally posted by Mitsune Foxfire View Post
                    Interesting. 100 drops yield (on average) 50 tailoring combines (25 silk, 25 hide combines) but only 25 smithing combines. A mathematically fair split for both tailoring and smithing would be 40% silk, 20 % hide and 40% ore. Then 100 drops would give (on average) 40 tailoring combines (20 silk and 20 hide) and 40 smithing combines.

                    Mitsune Foxfire, Vazaelle
                    So the leather wearing classes should be handicapped compared to the rest of the EQ community?
                    Shawlweaver Sphynx on Cazic Thule
                    Master Artisan Aldier on Cazic Thule

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                    • #11
                      Originally posted by Aldier View Post
                      So the leather wearing classes should be handicapped compared to the rest of the EQ community?
                      i think it goes like this....
                      chain=smithing(1 ore needed)
                      plate=smithing(1 ore needed)
                      silk=tailoring(2 silk needed)
                      leather=tailoring(1 pelt needed)

                      since we want the drops to equal half of the tailoring combines, and half of the smithing combines we need the following...
                      40% ore to make 25% chain armor and 25% plate armor
                      20% pelts to make 25% leather armor
                      40% silk to make 25% silk armor

                      this wouldnt "handicap" anyone, it would actually even things out.
                      Master Artisan Deviator - 80 Shaman - Whit`s End - Erollisi Marr Server
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                      • #12
                        Another way to think of it, without percents.

                        Let's say I want to make one plate bracer, one chain bracer, one leather bracer, and one silk bracer. I want to farm all the dropped components myself.

                        This means I need to farm:

                        For silk:
                        two silks (template)
                        one spinneret fluid (armor)

                        for leather:
                        one animal pelt (template)
                        one marrow (armor)

                        for chain:
                        one ore (template)
                        one loam (armor)

                        for plate:
                        one ore (template)
                        one loam (armor)

                        So to make the four templates I need, I have to farm 2 silks, 1 pelt, and 2 ores. But based on the current drop chances, if I farm for X time (where the exact value of X doesn't really matter), I will get two silk, one pelt, and one ore.

                        To make the four armors I need, I have to farm one spinneret fluid, one marrow, and two loams. But again, based on current chances, in Y time, I will farm one spinneret fluid, one marrow, and one loam (again, Y doesn't matter).

                        Does that make it a bit clearer why the current balance doesn't work?
                        Sir KyrosKrane Sylvanblade
                        Master Artisan (300 + GM Trophy in all) of Luclin (Veeshan)
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                        • #13
                          There is a big factor you are not considering when you give those percentages though. That is the TYPE of mob you are killing. Some mob types are more common than others in certain level ranges. Fine Animal Pelts are near non-existant on my server because there are not a lot of animals in that level range flagged as animals. Golems have similar level ranges where they are difficult to find. Spiders seem to be fairly well distributed level wise and with the current 2:1:1 ratio, silk is plentiful enough off the humanoids to offset, in silks favor, any level range spiders might lack.

                          I am all in agreement that for the armor components it should be
                          2 loam : 1 marrow : 1 spinneret fluid
                          because there are more plate/chain classes than leather/silk and you have 2 armor types to needing the loam. I just do not think the leather templates should be reduced because there are not a lot of leather classes. Or that a long time ago when EQ first came out, the idea that silks had to be combined with themselves to make swatches before they would be good for anything on their own.
                          Shawlweaver Sphynx on Cazic Thule
                          Master Artisan Aldier on Cazic Thule

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                          • #14
                            Originally posted by Aldier View Post
                            There is a big factor you are not considering when you give those percentages though. That is the TYPE of mob you are killing.
                            The percentages are very specifically related to the humanoid drop table, as that's the only one that can drop all types.

                            I don't know that Ngreth has ever discussed the specific chance for a non-humanoid type to drop a cultural TS item, but he has posted a list of the absolute count of mobs of each type and level, and he's acknowledged that the distribution by level isn't as even as it could be, particularly for golems. After SoF launches, he might have time to go back and review that.
                            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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                            • #15
                              for the TEMPLATES we will likely try and even out the humanoid table for "chances to combine" which will be the 2-1-2 people have suggested.

                              For cultural I am thinking it will be balanced for "need of armor" which will be a count of classes that need each, not necessarily classes in game that need it (because believe it or not that varies by server, guild, etc... it is so variable we have to go back to the more generic count of classes that use X)

                              I don't have those numbers here at home, and I won't be spending deep time on it until post SoF, but we will be looking to even it out.

                              It also looks like for the last tier... I am going to have to "break" the trend on what NPC's get leather and silk for the very last tier, because there just are not enough NPC's of the "appropriate" race.
                              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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