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Success Caps and Enhanced Skill-up Chances

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  • Success Caps and Enhanced Skill-up Chances

    These are two separate issues, but I have a similar question to ask regarding each:

    Main Question: Is there any place (on this site, or another) that has perhaps even generalized info on this?

    I have searched (both here and on google) and couldn't quite find what I was looking for. It was never the most important thing to me, so I never bothered asking, but after looking now several different times and coming up empty, I thought I would ask. (Even a partial answer would help.)

    I remember hearing "doing XXX (type) of combine has a higher skill-up rate". Generally the XXX type was something that would be more difficult or expensive to do in bulk. Is there somewhere I can find a list of recipe types that yield higher skill-up rates? I take it there aren't many.

    I am a little more educated on the success cap issue. However, it would still be nice to know which sorts of recipes (e.g. lvl 70+ spells? sublime augs? etc.) have these caps imposed.

    There is also a technical question regarding the cap. This almost certainly has been asked before, but again, I couldn't find it: How is it achieved?

    Let's say recipe XXX has a "75% success cap". I can imagine something called this being effected in at least a couple of different ways:

    Method 1: After a normal success [after skill and AA's take their turn], cast a 1d4 and fail anything that gets a 1. This would have the effect of reducing everyone's success rate by 25%. (So, that even someone with a theoretical 100% success rate will only succeed 3 in 4 attempts, on average.) This seems, to me at least, the fairest process.

    Method 2: Have a hard-coded "max skill level" you will allow for the recipe. Perhaps the trivial level for the item would make a skill of 275 (no AA's) succeed 75% of the time (using the standard success formulas). When the recipe is attempted, the code replaces any skill higher than 275 with 275. This has no effect on those who would normally not have a >75% success rate. (If you want to figure AA's into the mix, you could have 4 different hard-coded "max skill levels": one for each level of AA, thereby capping all tradeskillers at 75%.)

    egads my signature needs updating
    Urnihixul Noctumbra - 84 Rogue - Druzzil Ro (Xev)
    ~Order of Seibwen, Guild Assassin Emeritus~
    ~~Ancient Fellowship~~
    ~~~In Via D***um~~~ (Boo filter.)

  • #2
    Success Cap

    The code figures your chance to succeed, then caps it at what is put on the individual recipe, than makes its roll.

    So... if you normally have a 95% chance, the code figures that, including all bonuses and AA's, then if the recipe says you have a 75% chance, it sets it to that (thus possibly negating bonuses and AA's). Then it makes its 1 to 100 roll to see if you succeed.

    the skillup bonus is similar, it figure you chance to gain a skillup will all mods, then adds the number placed in the recipe.

    None of this is visible to the player.

    In some of the recipe books it does indicate when there is a success chance cap, but this is often in "roll playing" terms... like "This paper is really fragile so even the most skilled tailor will fail about half the time." Indicating a 50% success chance.
    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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    • #3
      Originally posted by Ngreth Thergn View Post
      Success Cap

      The code figures your chance to succeed, then caps it at what is put on the individual recipe, than makes its roll.
      Ok, so it only effects those who would normally "do better" than the cap. Thanks for clearing that (and a couple of other points) up.
      Urnihixul Noctumbra - 84 Rogue - Druzzil Ro (Xev)
      ~Order of Seibwen, Guild Assassin Emeritus~
      ~~Ancient Fellowship~~
      ~~~In Via D***um~~~ (Boo filter.)

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      • #4
        And to make it more complex... there is a natural 95% cap, that is moved up 1% for every 40 points your skill is above the "trivial" of the recipe.
        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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        • #5
          So if your 200 points over trivial, you have 100% success rate?

          Do mastery AAs effect the 95% cap?

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          • #6
            Originally posted by Silvermink View Post
            So if your 200 points over trivial, you have 100% success rate?
            correct
            Originally posted by Silvermink View Post
            Do mastery AAs effect the 95% cap?
            nope The cap is applied after all other calculations, including the AA's. This includes the default(with its scaling) and recipe based individual caps.
            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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            • #7
              Originally posted by Ngreth Thergn View Post
              nope The cap is applied after all other calculations, including the AA's. This includes the default(with its scaling) and recipe based individual caps.
              Well, that explains what I've been seeing when making trivial items; success rate on non-trivial is actually higher than on things 120+AA lower than my skill :P

              One other thing though...do the affects of mods get added to the over trivial mod? I mean, say I have a 300 skill with +15% for 345 total...item has a 200 trivial. Without mod, that would make my success rate 97%...with mod, would it then become 98%?
              Sir Carmaris Stoneheart
              Dwarven Lord Crusader
              Beezle Bug
              High Elf Templar
              Bertoxxulous
              Debeo Amicitia

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              • #8
                Originally posted by Carmaris View Post
                Well, that explains what I've been seeing when making trivial items; success rate on non-trivial is actually higher than on things 120+AA lower than my skill :P

                One other thing though...do the affects of mods get added to the over trivial mod? I mean, say I have a 300 skill with +15% for 345 total...item has a 200 trivial. Without mod, that would make my success rate 97%...with mod, would it then become 98%?
                As I said All calculations are made BEFORE it is capped. So 97%. No Those calculations are made from your base skill, not your modified skill.

                The modified skill only helps on things that you are not already capped on.
                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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                • #9
                  Cool, thanks...thought that was the way it worked, but wanted to make sure that it wasn't just the RNG kicking me around :P
                  Sir Carmaris Stoneheart
                  Dwarven Lord Crusader
                  Beezle Bug
                  High Elf Templar
                  Bertoxxulous
                  Debeo Amicitia

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