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BOTH Trophy and Geerlok - an idea

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  • BOTH Trophy and Geerlok - an idea

    Simple request to SOE on Tradeskill Trophies

    Since the trophies grant a +5% mod to skill the same as a Geerlock they are not all that special. Yes they can summon a 100% NODROP bag and get one NODROP bag. However, the cost is about the same as a Tinkers bag. The max skill you get is 252 or a 0.8% mod at skill 250. (yes, it is 5% at 240 skill but drops as you go up in skill.)

    I suggest that the Trophies change the way they grant there +5% skill mod. I think they should remove the AUTO 5% fail rate and the Geerlok grants a 5% mod to the skill level if used. This way if you use BOTH on many trivial items you could have a 100% rate.


  • #2
    Hmm

    I'm not one given to hysterical optimism, but with brewing geerlok and trophy equipped, and 250 skill, I made 80 coldain heaters without fail. My luck seemed far better than it has been without either the geerlok or the trophy.
    I'm sure I need a bigger sample though Don't want to get all you statisticians upset
    Tailoring - 250 (Zillia 225)
    Brewing - 250 (Zillia 250)
    Baking - 250 (Zillia 250)
    Blacksmithing - 218 (Zillia 225)
    Fishing - 200
    Fletching - 200 (Zillia 235)
    Pottery - 198 (Zillia 227)
    Jewelcraft - 195 (Zillia 250)
    Thread-killing - 250

    Comment


    • #3
      I agree with first poster. To me tradeskill trophy isnt that useful. It grats the same bonus as Geerlock and the stats is gives are not as good as my other items.
      Only reason to every try it is for the CHA to charm better. But thats the only reason. :? (and I dont charm fight atm)

      The removal of trivial failures would be much more useful than the 5 percent bonus. Thats would be a neat change for the trophy.

      Comment


      • #4
        I'd personally just like to see them have a unique look so that we can visually signify we are grandmaster tradeskillers.

        You're right, the 5% skill mod isn't incredibly useful when you can get a geerlock and the stats aren't that hard to come by. The bag effect is ok, but the main purpose of these items seemed to be to signify that you are a grandmaster at what you do.

        Remember, if they made these items too good, then everyone would be grandmastering a tradeskill to get one. We don't want another shawl fiasco.

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        • #5
          If the 5% fail was removed for all items at or below 200 trivial when using a trophy then it would be MUCH more useful. YOU ARE A GRANDMASTER, the low trivial items should be so easy that you could do them in your sleep. The Geerlok should stay the same and just change the trophies.

          Yes I agree that the trophy shows you have high skill but it means nothing if doing a combine that lower skill player can do that is at his 5% fail cap.

          Comment


          • #6
            Even for a grandmaster (of any skill, EQ or IRL), there's always a chance of failure. Removing the 5% minimum fail rate sounds nice, but unrealistic. (Then again, when is EQ really realistic? It's a game! ) Perhaps lowering it to 1% fail rate, or always using the actual (calculated) fail rate, or limiting the no-fail to combines trivialling under 100, or some combination of these.
            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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            • #7
              Nicer would be if you would have a 5 percent Chance of saving one of the component in a success - AND which you get is TOTALLY random, so it could be a flask of water instead of that imbued raw diamond...
              Carighan Maconar,
              60th Enchantress on Solusek Ro,
              Member of the Namenlose Bruderschaft

              You have become better at wandering around aimlessly (197)...

              Comment


              • #8
                Re coldain heaters

                about the coldain heaters.....at 190 brewing, no greerlock equipped ( have one just was too lazy to run to bank), i went 80/80 on heaters and 80/80 on coldain tempers the other day. I think its all RNG and RNG is very streaky.

                Personally I would just like for them to make a greerlock and a trophy % inc stackable and to change the max altered skill from 252 to whatever you get with your modifiers instead of capped. That way being 250 at least will mean something on combines. Unrealistic, but i still want it and I am sure lots of others do too

                I do not think removing the 5% failure rate is realistic. Example: I sew in real life. I was working on drapes for my house the other day. Now you would think sewing a straight line would be easy, esp with a sewing machine, but I still managed to screw it up because I was tired. I "failed". Now fortunately, I can remove stitches and fix my mistake and it actually didnt take too long, but failing *easy* stuff happens in RL, so no reason to think it wouldnt happen in game either regardless of how many "straight stitches" you have sewn on your avatar.

                how many people never burn anything or mess up dinner someway occasionally in real life
                Kiatek Elvenfyre
                Storm Warden

                Comment


                • #9
                  Success Rates... an observation

                  I have found that depending on what item I am attempting to make, the success rates vary dramatically.

                  For example... My Pottery Skill is currently 209. I can attempt to make a stack of 20 Unfired Planar Steins (Trivial at 216) and get 95-99 percent success at making them. I was getting the same success rate when at skill 200.

                  But if I attempt to make a stack of Unfired Opal Steins (Trivial at 222) I get about a 50 percent success.

                  What is the difference? The Planar Steins (when fired) are only useful for a quest. Yes, there are some stats on it, but nothing dramatic. If I fire them, and try to sell them to a vendor I get far less than the cost of the firing sheet. If I try and sell them in the bazaar, I get no takers.

                  The Opal Steins will actually sell in the bazaar, but slowly.

                  I really think Sony keeps track of how many items are in use, and increases the success rate where there is no market. Just to be a pest. I destroy the planar steins because it is a waste to fire them and try and sell them.
                  Brother Krazick Bloodyscales 65th Trial Scaley Transcendent
                  Krizick 37th Kitty Tank
                  --Officer of The Renegades--
                  --Innoruuk Server--

                  Comment


                  • #10
                    LOL - one minor problem - trophies weren't supposed to be usefull - they are the horses of the tradeskill community - time and plat sinks designed to give the richer tradeskillers something to have bragging rights with - the fact that they have any usefull functions at all should be viewed as a godsend.
                    Cigarskunk!
                    No more EQ for me till they fix the crash bug.

                    Comment


                    • #11
                      I absolutely love my trophy.

                      As an Enchanter (who believes that Cha helps charms and such) the stats are great. By having this equipped, I only need a couple other Cha items to get above 200 Cha unbuffed.

                      Also, the 100% WR bags are great. As soon as LoY goes live and I have room in the bank for all the stupid kits i have to carry around, weight will almost never again be an issue for me. When I need velium, I could go to CC and load up 10 full bags without worrying about weight.

                      I have no complaints about the trophy. It would be nice to have the trophy reduce trivial failure rate by a couple % though. I don't think that is unrealistic.

                      Marteeny
                      42 Enchanter
                      Vazaelle
                      Marteeny
                      65 Enchanter
                      Vazaelle

                      Comment


                      • #12
                        Originally posted by Cigarskunk
                        LOL - one minor problem - trophies weren't supposed to be usefull - they are the horses of the tradeskill community - time and plat sinks designed to give the richer tradeskillers something to have bragging rights with - the fact that they have any usefull functions at all should be viewed as a godsend.

                        I must agree. I somehow don't think that trophies were designed to be the main hand weapon, or even the range slot, for people who scoff at 10 INT/WIS, 50 CHA, and 10 STR. If you are getting those items, then the 2-3k each attempt at the artisans seal probably shouldnt be any more then an annoyance to you.


                        Just my two cents as a lowly level 44 , who thinks that the stats on the the trophy are just fine, and hella-useful. The 5% mod is good only because I dont need a geerlok, and never have to switch WIS Gear with CHA gear, or sacrifice WIS for a geerlok.


                        -Lilosh
                        Venerable Noishpa Taltos , Planar Druid, Educated Halfling, and GM Baker.
                        President and Founder of the Loudmouthed Sarcastic Halflings Society
                        Also, Smalltim

                        So take the fact of having a dirty mind as proof that you are world-savvy; it's not a flaw, it's an asset, if nothing else, it's a defense - Sanna

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                        • #13
                          FYI One of Lanys' ex-GM's (Frizznik) came to the Lanys boards the other day and unequivocally stated that skill mods DO NOT STACK. Whichever is higher will take effect.

                          I'll link the post from our board this afternoon when I can access it.


                          Oh, and I agree with Lilosh... it would be nice not to have to switch out for a geerlock and lose the INT.


                          Visit my signature gallery!

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                          • #14
                            Couldn't they make it change the success rate like how they were able to give chanters that AA that makes them less likely to fail JC combines... probably not as high as the chanter AA... but for the time invested don't think shaving off like 10-20% off the fail rate when the trophy is equiped would be to powerful or anything *shrug*

                            Comment


                            • #15
                              Still the 5 percent skill bonus which is same as geerlock is lame.
                              How much use is that when you have raw skill of 250?? If modified skillcap is 252 then it's practically useless in game terms.

                              GrandMaster = 250 imho. Over 200 is just high skill.


                              Would be good to see a reason to do it other than bragging "I have this greeat item".

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