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  • paths beyond 400

    Heya,

    I keep seeing tradeskill paths that extend well beyond what I think i can get to with mod items and whatnot. Seems like items in the 400 range would be actually worse to do than items in the low 300's, as my understanding is you get more skillups from successes than failures.

    Is there a reason I am not aware of that skillup path guides go to 400 and above?

    Thanks

  • #2
    Player skill cap in all trades is 300. The cap can be increased to 345 by the trophy advanced to maximum and, for certain trade skills, looted items. In spite of that, crafting items well above 400 trivial is not as hard as you might think. The explanation is the Alternate Ability (three ranks) you can purchase for each trade (with the exception of research for melee). See the effect these AA have on your potential success by using the Calculator on the front page of the EQ Traders web site. http://www.eqtraders.com/calculators...r=130000000000

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    • #3
      For me, skill up paths are only as effective as the items with which I can obtain supplies to craft. Also, with player stats as high as they are, for MOST top level (80+) players on MOST skills, the chance of a skill up on a failure is equal to the chance of a skill up on a success. It depends on the player's stats and the tradeskill with which they are working. If you can get 100 drops of an item with a high trivial more easily than you can get items of the closer to 300 trivials, than it is worth the potential decrease in success rate based on sheer volume of skill up attempts you can get.
      Shawlweaver Sphynx on Cazic Thule
      Master Artisan Aldier on Cazic Thule

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      • #4
        Thanks!

        I understand about actually making things. Granted, I guess that is a little depressing to say, since we probably should be "making things" in order to skill up, but most of the time i seem to be making things and selling then back to the vendors, like the templates, etc. Anyway, my question was more about the paths on the tradeskill guide, where I assume most people are like me and just shoving their skill up as high as they can without tons of regard for what we're crafting.

        Makes sense about just using what you find, though. I do come up with tons of stuff in the 400 range that I suppose I would have to look up in the trivial lists if it weren't on the paths. In the end though, as far as just the basest form of skilling up, we should stick as close to 300 as we can, right?

        Thanks again.

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        • #5
          Depending on what skill you are working on and your base stats (wis/int or a secondary stat for specific skills) and your skill it determines a skill up chance on a success. The higher your stats will increase the skill up chance on a failure and with high enough stats those 2 can be equal where it does not matter if you succeed or fail the combine you can have the same chance at a skill up. This can be seen on the calculator linked above. Generally speaking, if you succeed you will always have as good of if not a better chance to skill up than if you fail a combine so doing combines that you have a higher success rate on would be recommended. However, with trophies/mastery aa and whatnot you might be suprised about what you have a decent success rate on that are slightly higher than "close to 300" and this especially is important when the 350-400 trivial combines are much more common components to obtain. The only other advantage to using a combine you have a higher chance to succeed on for skill up purposes is you successfully create the item that you can then either sell back to a vendor or other people to make back some plat spent on components.
          Shawlweaver Sphynx on Cazic Thule
          Master Artisan Aldier on Cazic Thule

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