If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Announcement
Collapse
No announcement yet.
If 252 skill is the cap, what impact does AA JC Skills have
Hi,
I recall reading a Dev Note waaaay back that stated that no matter what your skill level is, there would always be a 5 percent chance of a failure on a combine, no matter how trivial. What I have gathered is that the JCM AA works on diminishing that 5 percent (or whatever it is currently).
After doing a ton of combines to make LoY dyes (200 brewing, 188 pottery), I'd say the 5 percent rate is about right. So, with JCM3, you should be able to take the failure rate down to 2.5 percent for trivial combines. I'm not sure how the failure rates are calculated for combines with trivials greater than 252, but reducing it by 50 percent with JCM3 seems pretty significant.
You know, from what people have reported I'd say this is what is happening. JC Mastery doesn't reduce chance to fail by 10, 25, and 50 percent. It is increasing chance of success by 10, 25 and 50 ABSOLUTE percent, to a max of 95%. Otherwise, the numbers don't make sense.
To explain what I mean: before JC Mastery, you have roughly a 50% chance at hitting an elemental combine. After JCM 1, instead of the 55% success you expect (50% + 0.1x50%), you have a 60% success rate (50% + 10%). After JCM 2, you should be at 75% rather than the predicted 62.5% success. And after JCM 3, you're at the success cap (95%) rather than the 75% one would predict given the description of the AA. Arghificious's numbers support this, as do the numbers from my guild enchanters that have churned out many, many elemental JC items without failures.
Fingers crossed that someday there's Tradeskill Mastery AA's for other tradeskills, too. Going one for seven on personal elemental tailoring combines hurts!
Good explanation about the JC AA, but I am still not sure about the percentages. I have an enchanter with JC 1 now. Before I was about 50% on gem studded chains. Now I am about 75-80% with just JC 1. THat is out of about 50 combines at different times (at work don't have exact numbers). Maybe that was all RNG streakiness. Still am grateful though.
Fingers crossed that someday there's Tradeskill Mastery AA's for other tradeskills, too. Going one for seven on personal elemental tailoring combines hurts!
type
/alt activate 83
and you get
The ability Fletching/Bowyer Mastery is not available to your class!
Supposedly rangers were supposed to have it. But my question is why did they take this one away from rangers but let enchanters keep theirs
/shrug
Oberan Lifebringer
Archon of Innoruuk
< Magus Imperialis Magicus >
< Slayer of Kerafyrm >
< Rallos Zek Server >
< 1750 Club >
With GM skill + Trophy + JCM 1(one) POP jewelry is trivial. That is to say, I have had a 95%+ success rate in some 100-120ish combines.
This includes a sampling of tier1-3 jewelry, emblems and a handful of elemental kewelry.
Speaking strictly to POP jewelry, JCM1 =JCM2=JCM3.
I have noticed that my success rates on Solstice chains is less than that of JCM2 and JCM3 enchanters. Something on the order of 75% for JCM1 vs 95% for JCM3.
I cannot think of anything else that we make that is of consequence.
Just wish to point out that even with JCM 3 you can still faill appallingly.
I had 9 BD left over after making some tempers so I figured I would just whack some resist gear together and throw them on my trader.
250 + Trophy + JC 3 and a went 6 fails out of 9 combines in a row on assorted metals.
First fail was like ....Doh !
Second fail was like .... Bah enough already !
Third was a little annoying to say the least as it was now 3/3 fails.
Fourth worked and I was thinking OK RNG has had its little brainfart.
Fifth and sixth failed but I was pretty much past caring.
Seventh and eighth worked.
Ninth failed again.
That is 3 in a row trivial fails then another 2 then another close behind. (I think only one was a velium combine and that was one that worked)
The /f command got a workout.
I couldn't really care about the cost of the components but if I had 50% less chance of failing and still got 66% fails what would I have got without JC3 ?? None out of nine ??? Who knows where the streak would have ended.
So whatever it does and whenever it does it I have proved ( at least to myself ) that JCM 3 CAN mean absolutely nothing whatsoever.
I myself thought that it was most likely a second check. If your combine failed it did a second check and you had whatever percent chance to recover the product. Certainly seems it would be an easier thing to add to the code than completely reworking it as some previous posts would suggest.
I usually do a dozen or so combines then toodle off to a JC vendor and do silver malachite till I triv fail one. Do 4 more trivial combines then allow myself a run of 12 or so more PoP combines. Once I sat at a vendor for almost 80 combines before a triv fail but generally my little thing saves me some heartache. Quite often I get a triv fail exactly where I expect one to be @ around combine # 20. Solely working PoP JC guarantees a high level expensive fail occasionally. I still get the odd fail on PoP gear but a lot less than I could get.
As for Sehra wanting JC 3 - aye while I see your point - I want pet heals / summoned focus items / fd / plat free uber horse / a charm that holds more than 3 seconds in PoP / a mezz that has at least a modest chance of landing first time in tier 3 and up/ Archery / duel wield / Complete heal / a summoned pet that can tank in PoP / developers who stop nerfing my spells - 'Doesn't seem quite fair to me that it's class specific. /shrug' - specifically not my class anyway. In all honesty I do not care who gets what and posting that you want what other classes have is pointless. Noone understands SoE and their vision. I suspect not even them.
I'm gonna get flamed for this, but as a mage, I sure do want JCM...Doesn't seem quite fair to me that it's class specific. /shrug
Hate to admit it but I never heard of this AA until I hit it on this board. As a Wood Elf Druid it has been hard enough through the years just to skill up in JC (200) and make a few nice things for myself and friends after begging for an enchantment or two--now this bites. Went to GM (trophy) in Brewing and am on my way in Baking (204) but this really puts JC on the back burner. Well, time to re-energise that level 57 chanter that has been sitting for about a year and a half (JC 250)....
I guess you could argue that JCM is a class ability, but the fact of the matter is, it makes it so that unless you are an enchanter you might as well not even bother GMing JC.
Whoever put this ability in the game should be fired if they haven't already been, and it should either be removed, or opened to all classes. I have not personally GMed JC, but I know people other than enchanters who have. It's bad enough having to track down an enchanter to enchant your metals, but to then make it so it's pointless because the profit margins on high end jewelry are such that unless you are a JCM enchanter you have little chance of making money.
If this is what was intended to start with, then JC should have been a class skill to start with, open ONLY to enchanters. It is unfair to make it open to everyone, and then slap any non enchanter in the face by saying...well, your efforts are wasted, your skill is pretty much worthless now for any combine that actually matters.
Here is my story... my JC'r GM at lvl 29.. he's only 34... so no JCM for joo... but I have failed on one valorium ring and 2 iron amulets.. have made over 40 PoP combines, including one Bloodmetal Earring... so go figure.. RNG loves you RNG hates you... of course now that i just wrote this .. i'll fail the next 30 combines :shock:
Well, Gargazon, reason it's available to enchanters and enchanters alone: Try doing ANY jewelcraft combine where you don't have to have at least one of the parts made by an enchanter (vial enchanting a brick of metal, imbuing a diamond that only enchanters can imbue, etc).
Some classes are more tradeskill oriented than others.
Chanters cant forage
Chanters cant track
Chanters cant port (ok PoP stones somewhat took care about that)
Chanters cant imbue emeralds (all time best imbue spell since PoTC quest)
Granted we can enchant ore and metal and we got JCM.
If you want into tradeskills that bad, twink a chanter or that other class I hinted at.
Shaman get an alchemy line of the same, and I think rogues get a poison line, all in the class format (3/6/9). Of course the only high end potions worth making are gate, and they trivial at like 180 (max 200), so they're trivial anyways. I'd trade it for JCM in a heartbeat =)
Comment