This whole mess with an item being "trivial" (the term which came from the old old message one would get when one couldn't get any more skillups on it) has got me thinking that each item might have two numeric values assigned to it. One for the level at which you will stop recieving skill increases, and another for the skill required to lower the fail rate.
Take for example, silk swatches. No fail combine, low trivial.
Then look at leather padding. Still a low trivial (low 30's I think), but you can easily fail 50% of them at the trivial level.
Another odd example, I'm having a better success rate at non imbued HIE cultural armor at 193 skill (no, not the BD stuff) than I am at smithing the bricks into blocks, and blocks into sheets. Even though the armor is obviously a higher trivial than the subcombines.
Any thoughts?
Take for example, silk swatches. No fail combine, low trivial.
Then look at leather padding. Still a low trivial (low 30's I think), but you can easily fail 50% of them at the trivial level.
Another odd example, I'm having a better success rate at non imbued HIE cultural armor at 193 skill (no, not the BD stuff) than I am at smithing the bricks into blocks, and blocks into sheets. Even though the armor is obviously a higher trivial than the subcombines.
Any thoughts?

. Retired
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