Actually, the PoP elemental stuff seems to run *about* a 30% success rate.... I'm sitting at 9 earth bow fails in a row now, and am 0/2 on plate chests.. biggest issue is that for some things, leather tailoring and all smithing particularly, is that the 30% success rate is combined with days, if not weeks, of farming for supplies for 1 combine.... but thats a completely separate issue from whats being addressed here, except for the fact that less of the hideously rare, and trivial, tempers will be failed at the brew barrel....ditto for the studs/rings/sheets.. even if fail rate only drops to 2% for a 120ish trivial combine, will still be a big help
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Grishnar Dragonbane - 80 Armorer/Assassin & 400 Transmuter
Beldimar - 80 Alchemist & 400 Tinker
Gorthag - 80 Sage
Bigsmot Thincktanck - 80 Jeweler
Beldain Bladeforger - 80 Weaponsmith/ 75 Berserker & 400 Tinker
Talmar - 80 Carpenter
Beldar - 80 Provisioner
Grishnark - 80 Tailor
Bellimar - 80 Woodworker
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Gorthag Bashinfletcher
Head Ogre Fletcher of Norrath
Township Rebellion

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Given the stats of the elemental items, i'd say 30% is a decent success rate. Yes, it takes a long time to gather materials, and Yes, if you have to buy them those matwerials are very expensive, and Yes, it sucks to fail on them..... BUT, if you succed you're looking at a piece of gear you won't have to upgrade in potentually forever.
Because you lost money by failing items that aren't trivial to you, means nothing to how the system is set up. Amazingly, people were supposed to fail non-trivial items at times.
However, as Caizer said
From the sound of the post, it will be a slider chance... which will be nice, although 200 below to make it no-fail seems a bit much. It moves the traderskills even more into being something that is most beneficial to higher levels, where they originally were the haven for those people not wanting to be powerleveling mooks.but thats a completely separate issue from whats being addressed here
If they moved the no fail to 150, then those lower level people at the 200 cap because of their levels will actually gain some advantage as well.
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Newb quests
...completing the updated newbie quests for all races.I just checked on Test, & they do have newb quests for barbs in. I did not check iksar or vah shir to see if their 'newbie' quests were revamped to fit the same style we've come to expect.Except barbarians...and iksar...and vah shir...
The barb warrior & rogue quests, which I checked, seem likely to be the easiest full suits of newbie armor to attain. I do think the difficulties needed tweaked a bit (introducing people to multi-hour camps for rare drops at single-digit levels seems just cruel), but these seemed too easy to me... until I went out & did them. With the number of drops needed, my warrior was level 5 & had only a couple of pieces; his bank already had over 5 plat so that making the quests harder would seem pointless compared to the ability to start buying armor at that point. So contrary to my initial reaction, the tuning seems about right; the final weapon is still likely to be a challenge to the true newbie & completable somewhere around level 10-12, right when the coding is moving you from 'no CR, no xp loss cushy newb levels' into the 'real world' of EQ.
One additional point: I was not able to find a quest giver for revised barb BL armor, & the old quest guy still had the same text. Limiting the BLs to the SoL-era bracer, cap, kilt, tunic, & weapon would unfairly 'penalize' them in relation to every other class/race combo in the game; I hope that they will fix this before these go live & have a full set of armor quests for all BLs (guessing they may have overlooked troll & ogre BLs also). Hopefully they'll get the leezard & kitty quests revised & up to the 'standard', too.Snapdragyn
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okay, I like the idea of reducing failure rates on trivial items...but I am wondering if the unspoken flip side to the change will be a HIGHER failure rate on items that are not trivial -- I sincerely hope that is not the price we are going to have to pay for this 'fix'.
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The reduced failures on trivials will be great. but I also like the
Imbueing and enchanting 5 items at a time is a godsend! more mana efficient. I mean my cleric will only have to spend 3 hours imbuing that 2 backpacks of emeralds instead of 5.New Imbue, Enchant, and Thicken spells will be introduced. Certain trade skill recipes rely on magic spells used to make normal items into magical items. To make creating these magical items a little more convenient, we will be introducing new Imbue, Enchant, and Thicken spells that create five magical items rather than just one. These spells require five components and take longer to cast and use more mana, but they should make creating these items much more convenient.
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Okay...
Just got verification concerning this patch and no I don't get back the 150k I lost but there is good news. The Server Gm sent me an e-mail regarding the problem and yes the chances on even making the high end items according to skill and trophy will have a better chance at success.
So in this patch it will also help us Grandmasters on high end items. They wouldn't say by how much but it will be an improvement.
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