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
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

Ngreth Thergn
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