Announcement

Collapse
No announcement yet.

New Tradeskill AA Ideas

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    "<Tradeskill> Second Chance" - 0/1
    Requirements: <Tradeskill> Mastery at 3 and salvage at 3.
    Gives a second chance to suceed on an item where you previously would have failed. This does not include the bonus from your Mastery AA.

    By this I mean if you fail a combine, it gives you a second chance to succeed at the base rate for success; its not much but it's more chance than you had before. <Tradeskill> means each of the skills, so can have 1 AA for each one; or it could be a catch all like salvage is.

    "New Tanaan Crafting Specialisation" - 0/5
    Requirements: none.
    Each level of this ability further increases your skill cap in any one tradeskill by 5 points. Once you have gone over the cap in one skill you may no longer go over it in any other.

    So similar to NTCM you get one skill over cap, but only by 5 points for every AA you buy. A little extra specialisation in one skill for a small extra chance at success on those super high level combines.

    "Enhanced Triviality" - 0/3
    Requirements: none.
    Each rank of this allows you to trivialise, ie never fail, on any combine that is more than a certain difficulty below your skill level. Rank one for items 175 points below, rank 2 for items 150 points below and rank 3 for items 125 points below.

    Just a handy helper for doing some subcombines really.

    I like the 'Studying Abroad' idea posted above, although it feels like a bit more should be inolved to get access to another cultures gear; a quest more involving or something other than simply purchasing an AA. You have to somehow prove to them that you are worthy of their cultural arts (plus currently the quest givers for the armours won't talk to other races anyway - even illusions stop them talking to you if you're really of the right race).
    Kcalehc K'Venalis
    Teir`Dal Overlord
    Officer, Trader and Gentleman
    Order of the Raven's Tear
    Tholuxe Paells (Bertoxxulous)

    Comment


    • #17
      Originally posted by Sharrien View Post
      Enhanced salvage that excludes any vender purchased items. Intention is that if a salvage check is successful it will not return a flask of water over an exquisite marrow.
      Sign me up for that.

      Enhanced Salvage:
      If salvage is successful, will not recover items that are normally available in vendor inventories - unless the combine consists entirely of vendor-bought materials.

      - - - -

      Coding idea: Rather than 'weighting' individual items - a pretty daunting task - perhaps an tradeskill components could be coded "1" (not available on vendors - i.e., dropped or tradeskilled) or "2" ("available on vendors"). Salvage randomly saves an itm from those coded "1," unless all items are coded "2" - in which case it salvages the vendor-bought item.

      You may still get the sub-combine with parts costing 5pp rather than expensive component #1, but it would still beat recovering the bituminous coal on a failed elegant combine.
      Last edited by Zopharr; 01-29-2008, 08:55 AM. Reason: spelling
      Garshok
      95th Dreadlord, Povar-Quellious, 300 Ogre Grand Master Smith, 300 all skills
      (glad the climb to 300 is finally over)

      Zopharr
      95th Priest of Brell, Povar-Quellious, 300 Dwarven Grand Master Smith, 300 all skills
      (holds his 15% smithing trophy in his off hand and pretends to dual-wield - and hopes the Holy Dirt of Brell he's carried for twelve years will have a use in the new expansion)

      Rishathra
      95th Shaman of Inny, Povar-Quellious, 300 Troll Grand Master Smith
      (got so tired of looking for a troll smith for armor that I made one)

      Marzanna
      95th Necromancer, Povar-Quellious, 300 Tinker - Tailor
      (still working on Solder, Spy)

      Comment


      • #18
        Trade Secrets
        Gives you the ability to learn 'trade secrets' which would be dropped recipes. Could make a really nice food or drink or something by knowing it. Could maybe have each person being able to learn 5 or so but maybe have 20 different possible drops. So instead of (say) making Minotaur Pie you would be able to make Exquisite Minotaur Pie.

        Craftsmanship
        A small chance to make an Exquisite version of an item even if you don't know the appropriate 'trade secret'
        Lycurgus - AB (2100)
        Zook - AB - Hovering contraption tinker

        Comment


        • #19
          "Lesson of the Devoted Tradeskiller"

          Activated ability.
          Duration: 30 minutes.
          Recycle: 20 hours.

          Once activated the player becomes totally focused on tradeskills granting a +100% chance of skill up during this period.



          "Tranquility in the Chaos"

          Activated ability.
          Ranks: 5.
          Duration: 30 minutes.
          Recycle: 20 hours.

          Once activated the player becomes totally focused on tradeskills granting a +100% chance performing a successful combine on items with a trivial level 100 and below during this period. Each additional rank of this ability raises the the maximum trivial level of combines effected by this AA by 100.



          Gorse

          Comment


          • #20
            Mentoring

            (tradeskill) Mentoring: 10 min active duration, 20 hour refresh, 2/4/6 AA per level, available once the person was 51st level AND was at least 200 in the given tradeskill.

            For the duration of the AA, while grouped with an individual and within (aura type) range, the person you are grouped with gets a bonus to success chance and bonus to skillup chance based on the difference in level between you and the individual.

            For example, if a 200 smith is mentoring a 50 smith making a banded cloak, the 150 point difference between the two persons give (20% level 1, 40% level 2, 60% level 3) of the difference to the lower characters "effective" skill (like a trophy increases your effective skill) and a (10% per level) increase in the success chance (see below for alternate, since overall chance for a skillup decreases with increase raw skill level).

            So, using the Banded cloak as an example:

            Base Case
            Adjusted Skill = 50
            Success chance = 25%
            Chance of skill up on Success: 75%, on failure: 47.81%, overall 54.61%

            Level 1 Mentoring AA with 200 skill Mentor
            Adjusted Skill = 90 (50 plus 0.2*200)
            Success chance = 65% (increased chance of success...)
            Chance of skill up on Success: 55%, on failure: 35.06%, overall 48.02%

            The calculator shows an actual decreased chance of skillups, so that is where the +% to skillup would offset the overall chance's decrease.

            However, if the bonus was applied as a tradeskill modifier, then the base chance of success goes up, as well as the overall skillup chance, without requiring an additional skillup %.

            Alternate Level 1 Mentoring AA
            Adjusted Skill = 90 (50 base skill, plus an effective 40 points through the Mod% option (which is 80 % to get the additional 40 points).
            Success chance = 65%
            Chance of skill up on Success: 75%, on failure: 47.81%, overall 65.48%

            There can be requirements that the Mentor be more than 50 points above the Mentee's raw level to prevent the 300 level people from mentoring the 299 people for added chance of success (or even mentoring another 300 person). Although using the difference in the raw skills diminishes the actual benefit as the skills get closer.

            An additional option is that at each level, the Mentor actually gets a chance to skill up on each combine due to the "learning" associated with teaching a manual skill, but only if the actual combine is within 50 points of the Mentor's skill level (note, does NOT have to be above the Mentor's skill level). In the example above, the Banded Cloak wouldn't give the 200 skill Mentor a chance to skill up, but if the 50 skill person had skilled up to where they were attempting a 175 skill item, then it would provide the Mentor a skill up chance).
            Mondrivun
            Enchanter of 7th Cavalry
            Bristlebane

            Being level 80 with a gazillion AAs, Group Leadership Abilities, and Raid Leadership abilities is not THE ultimate part of the game. It may be YOUR ultimate part of the game, but it is not MY ultimate part.

            Comment


            • #21
              Originally posted by Deviator View Post
              aa to remove the limit on class/race restricted skills

              i would love for my shammy to be able to reasearch, make poison, and tinker
              I love this idea.

              Perhaps a quest which results in a scroll that you right click for the AA to learn the skill. ala Learn ability: Alchemy
              Wraisil Mastinir
              Maelin
              300 Tailoring/Research/Baking
              300 Brewing/JCing/Potter
              300 Smithing/Fletching

              Comment


              • #22
                Originally posted by wraisil View Post
                I love this idea.

                Perhaps a quest which results in a scroll that you right click for the AA to learn the skill. ala Learn ability: Alchemy
                Why don't we just do away with all classes/races and make everyone the same with all of the same abilities/skills? There is no reason to give other races/classes the ability to do research, alchemy, tinkering, or poison making.
                Shawlweaver Sphynx on Cazic Thule
                Master Artisan Aldier on Cazic Thule

                Comment


                • #23
                  As much as I agree about needing to keep the few race/class unique abilities unique, I would very much love to induct my Froglok Shadowknight into the 3300 club
                  Woot!! Master Artisan as of 1-19-08

                  Comment


                  • #24
                    Determined to Succeed

                    the next tradeskill combine you attempt treats your skill as if it were 100pts higher.

                    usable 1/day.
                    cost 10AA

                    Comment


                    • #25
                      Skill Up

                      Raises your maximum tradeskills by +1

                      7 aa (1 for each tradeskill)

                      5 ranks available

                      Comment


                      • #26
                        Practice Makes Purfect

                        Cost 12AA. Usable once per 20 hours. Consumes a <tradeskilled item> when triggered

                        You do not get a skill up on the next combine you attempt.

                        If you fail the combine all items are automatically recovered.


                        This AA could be tiered where the first tier affects the first combine with a trivial under 100, the next tier 100-200, then 200-300, 300-400, 400-500 etc.

                        The <tradeskill item> would be an item which costs 10Kpp to make with there being 1 for each skill.

                        Comment


                        • #27
                          While I see the obvious appeal, AAs that increase one's chance to skill up become totally worthless once you max your skill(s). So at best, I'd make that an expendable AA, if make it an AA at all.

                          Comment


                          • #28
                            Originally posted by Sharrien View Post
                            Enhanced salvage that excludes any vender purchased items. Intention is that if a salvage check is successful it will not return a flask of water over an exquisite marrow.
                            This is nearly impossible. The game has no concept of a vendor item. It has a concept of a vendor selling these items, but the item itself has no concept of being vendor sold.

                            Originally posted by Aldier View Post
                            More levels of salvage would be nice.
                            possibly. But progressively more expensive.

                            Originally posted by Catweazel View Post
                            More Forage plz for non-Foragers (including rapid forage)
                            Posible. But not likley and almost defenitely not a "rapid forage".
                            Originally posted by KyrosKrane View Post
                            Not a new request, but a modification of existing AA: lower or remove the level requirements on all tradeskill AA (goes hand in hand with making AA obtainable at levels below 51).
                            generally OK with this though some if that is more me than Nodyin.
                            An AA that gives you a chance to recover a component on a success. Call it "Thrifty Use" or something like that. Works like salvage, but gives a LOW chance (maybe 1%, 2%, 3% for three tiers) to return a consumed component on success. Kind of like a tradeskiller's Reagent Conservation focus.
                            possibly, but this entails large code changes because I would not do this without the change to make individual items as not recoverable ever.

                            Originally posted by Maevenniia View Post

                            Also, since rangers got an Auto Fire AA, why not an Auto Forage AA (combined with auto inventory) suitably tuned with normal refresh delay, but saves the forager from constant button mashing...maybe with a time limit so after X amt of time (say 1 hour) it stops (can't run indefinately/forever)
                            No (the other part about a filter I cut fromt he quote am neutral on, it is just a non-trivial bit of code.)

                            Originally posted by Twistagain View Post
                            Extra-dimensional Bank Bag: Once per day, you can open the bank UI anywhere you are. I know there've been many a time where I've needed something out of my bank and have been nowhere near one. Wouldn't be abusable with a long refresh, but would be convenient for those single-use times. Assumed difficulty of implementation: easy. As if you had clicked on a non-existant banker.
                            limited use, and maybe even require a "component" of some sort.
                            Tradeskilling by Rote: Lower the threshhold on very trivial items before they become "easier". For instance, you get 1% per 40 points now. They become effectively no-fail at 200 points above trivial. Lower that 40 to 30, 20, 10 for ranks 1-3, respectively. At rank 3, something trivial over 50 pts would be no-fail. Assumed difficulty of implementation: unknown. It really depends on how that "40" is coded in. It could be a simple number change, or it could be a nightmare.
                            Not something I like, but something I might consider, but at a much reduced level of what you are saying. I would never want ti to go bellow a total of 100 lower than your skill (1% per 20) so the scale would be different... maybe by 5's And I expect it is not code friendly.

                            Originally posted by maxpower View Post
                            Thinning the goods.
                            Previous requirement mastery 3 and possibly trophy 7

                            This ability gives the user <insert %> chance of producing double the yield of the product.

                            Rank 1 - items under 100 trival
                            Rank 2 - items under 200 trival
                            Rank 3 - items under 300 trival
                            Rank 4 - items under 400 trival
                            Rank 5 - items under 500 trival
                            No. or. very limited. No way would I want you to magically get 2 Sublime breastplates from this, for any chance at all.

                            Studying abroad
                            Previous requirement mastery 3 and possibly trophy 7

                            This ability allows the user to study one other race in making cultural gear. Can only be used once in either smithing or tailoring.

                            Each rank would correspond to the different armor levels but would stop one short of the best. example My barbarian smith could make dwarf smithed elaborate with all ranks and under but not elegant. This is restricted to just dwarfs.[/QUOTE]
                            Huge massive major code changes!

                            Originally posted by Zolina View Post
                            I'd love a "Start Over" AA, it's like salvage except it gives you a small chance to recover everything on a failed combine, not just one or two of the items.
                            maybe, though higher salvage gives you more of a chance of this happening.

                            Originally posted by Tobynn View Post
                            I am the Crowned Prince of the Salvaged Water Flask.

                            Improved Mastery lines, which would be quested, with availability based on skill level (as opposed to how many monsters I've killed). No new skill-based tradeskill AA's funded by combat, please.
                            no way will mastery ever be improved while I am on the job. I would even consider quiting if Mr Smedly came to me and said it must be done. This AA already has HORRIBLE effect on my ability to do tradeskills. Making it "better" would be an utter nightmare.
                            Tradeskill AA's available at lower character levels. Again, I'm aware this impacts the AA system in general and not just tradeskill related stuffffffs.
                            I generally support the idea of non exp ways to get tradeskill AA's. Bunch o mess to go with it, but...
                            AA to allow the chance to produce additional yield on a successful combine. Example: with this AA I have the chance to produce 5 Celestial Cleansers as opposed to the standard 4 preset by the recipe. Note: Only affects recipes which already yield multiple items.
                            I am more willing to support this idea on multi yield recipes like this indicates. Single yield recipes... I am firmly against.

                            Originally posted by Iliyanya View Post

                            The Art of Fighting

                            Previous requirement: Research Mastery 3 and a skill of 300.

                            This ability allows int casters to study melee techniques such that they can scribe instructions to teach others. (i.e. make tomes researchable)

                            Each rank would raise the level of skill you can study enough to effectively share the knowledge.
                            I would much prefer to give the "tanks" the ability to "research" tomes.
                            Originally posted by Deviator View Post
                            aa to remove the limit on class/race restricted skills

                            i would love for my shammy to be able to reasearch, make poison, and tinker
                            Not a big fan of this, but not dead-set against it either. I would tend to steer away from it.
                            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

                            Comment


                            • #29
                              Originally posted by Kcalehc View Post
                              "<Tradeskill> Second Chance" - 0/1
                              Requirements: <Tradeskill> Mastery at 3 and salvage at 3.
                              Gives a second chance to suceed on an item where you previously would have failed. This does not include the bonus from your Mastery AA.

                              By this I mean if you fail a combine, it gives you a second chance to succeed at the base rate for success; its not much but it's more chance than you had before. <Tradeskill> means each of the skills, so can have 1 AA for each one; or it could be a catch all like salvage is.
                              decent idea, but I might want this one to be "activated" so not always one and more limited.
                              "New Tanaan Crafting Specialisation" - 0/5
                              Requirements: none.
                              Each level of this ability further increases your skill cap in any one tradeskill by 5 points. Once you have gone over the cap in one skill you may no longer go over it in any other.

                              So similar to NTCM you get one skill over cap, but only by 5 points for every AA you buy. A little extra specialisation in one skill for a small extra chance at success on those super high level combines.
                              Not a fan
                              "Enhanced Triviality" - 0/3
                              Requirements: none.
                              Each rank of this allows you to trivialise, ie never fail, on any combine that is more than a certain difficulty below your skill level. Rank one for items 175 points below, rank 2 for items 150 points below and rank 3 for items 125 points below.

                              Just a handy helper for doing some subcombines really.

                              .
                              similar to the idea other poster made

                              Originally posted by Gorse View Post
                              "Lesson of the Devoted Tradeskiller"

                              Activated ability.
                              Duration: 30 minutes.
                              Recycle: 20 hours.

                              Once activated the player becomes totally focused on tradeskills granting a +100% chance of skill up during this period.
                              um No!
                              you do realize, that if you had the components lined up you could get 0 to 300 in 3 tradeskills in that 30 minute period. you can do a combine every 2 seconds. So 900 combines in that time... - 3 skills from 0 to 300.
                              "Tranquility in the Chaos"

                              Activated ability.
                              Ranks: 5.
                              Duration: 30 minutes.
                              Recycle: 20 hours.

                              Once activated the player becomes totally focused on tradeskills granting a +100% chance performing a successful combine on items with a trivial level 100 and below during this period. Each additional rank of this ability raises the the maximum trivial level of combines effected by this AA by 100.



                              Gorse
                              and I would never want this on non-trivial items. Trivial items I could live with.

                              Originally posted by Veril View Post
                              Determined to Succeed

                              the next tradeskill combine you attempt treats your skill as if it were 100pts higher.

                              usable 1/day.
                              cost 10AA
                              reasonable.
                              Originally posted by Mondrivun View Post
                              (tradeskill) Mentoring: 10 min active duration, 20 hour refresh, 2/4/6 AA per level, available once the person was 51st level AND was at least 200 in the given tradeskill.

                              For the duration of the AA, while grouped with an individual and within (aura type) range, the person you are grouped with gets a bonus to success chance and bonus to skillup chance based on the difference in level between you and the individual.

                              For example, if a 200 smith is mentoring a 50 smith making a banded cloak, the 150 point difference between the two persons give (20% level 1, 40% level 2, 60% level 3) of the difference to the lower characters "effective" skill (like a trophy increases your effective skill) and a (10% per level) increase in the success chance (see below for alternate, since overall chance for a skillup decreases with increase raw skill level).

                              So, using the Banded cloak as an example:

                              Base Case
                              Adjusted Skill = 50
                              Success chance = 25%
                              Chance of skill up on Success: 75%, on failure: 47.81%, overall 54.61%

                              Level 1 Mentoring AA with 200 skill Mentor
                              Adjusted Skill = 90 (50 plus 0.2*200)
                              Success chance = 65% (increased chance of success...)
                              Chance of skill up on Success: 55%, on failure: 35.06%, overall 48.02%

                              The calculator shows an actual decreased chance of skillups, so that is where the +% to skillup would offset the overall chance's decrease.

                              However, if the bonus was applied as a tradeskill modifier, then the base chance of success goes up, as well as the overall skillup chance, without requiring an additional skillup %.

                              Alternate Level 1 Mentoring AA
                              Adjusted Skill = 90 (50 base skill, plus an effective 40 points through the Mod% option (which is 80 % to get the additional 40 points).
                              Success chance = 65%
                              Chance of skill up on Success: 75%, on failure: 47.81%, overall 65.48%

                              There can be requirements that the Mentor be more than 50 points above the Mentee's raw level to prevent the 300 level people from mentoring the 299 people for added chance of success (or even mentoring another 300 person). Although using the difference in the raw skills diminishes the actual benefit as the skills get closer.

                              An additional option is that at each level, the Mentor actually gets a chance to skill up on each combine due to the "learning" associated with teaching a manual skill, but only if the actual combine is within 50 points of the Mentor's skill level (note, does NOT have to be above the Mentor's skill level). In the example above, the Banded Cloak wouldn't give the 200 skill Mentor a chance to skill up, but if the 50 skill person had skilled up to where they were attempting a 175 skill item, then it would provide the Mentor a skill up chance).
                              Interesting, but code intensive.
                              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

                              Comment


                              • #30
                                Originally posted by Veril View Post
                                Practice Makes Purfect

                                Cost 12AA. Usable once per 20 hours. Consumes a <tradeskilled item> when triggered

                                You do not get a skill up on the next combine you attempt.

                                If you fail the combine all items are automatically recovered.


                                This AA could be tiered where the first tier affects the first combine with a trivial under 100, the next tier 100-200, then 200-300, 300-400, 400-500 etc.

                                The <tradeskill item> would be an item which costs 10Kpp to make with there being 1 for each skill.
                                reasonable, though I might make it less costly per use.
                                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

                                Comment

                                Working...
                                X