What is the actual maximum skill for smithing? I read ages ago in this forum that even if you have 250 and a geerlok/trophy/uber hammer that your effective skill could not surpass....was it 256? Help an ignorant skiller out. I ask because I'm sick of doing Freeport cultural and if I cannot increase my effective skill past 256 then there's no reason to continue "trying" to skillup past 244 plus geerlok. Correct? Of course anyone I ask in my guild says 262, which doesnt feel correct to me. Sorry to drone. Thanks in advance.
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Max Skill for Smithing?
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Maximum skill unmodified is 250. Maximum skill modified with geerlok is 239. There's been no evidence shown that having higher then 250 modified makes any difference. That said, most people just say 240 plus geerlok and your done if you don't want to go to natural 250.Dorvum Farslayer
Ranger of Tunare
Disappointment to his mother
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Agreed.
Maximum UNmodified skill is 250.
Maximum Modified skill is 252.
Thus 240 +5% (geerlock, trophy, etc) is as high as you need to go for maximum possible skill.
Yer already there...Balkin Ironfist (Ominous Deeds)
56th Myrmidon of Brell Serilis
Xegony
"Every day of my life forces me to lower my estimate of the average IQ of the Human Race."
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220 + 15% Smithing Hammer!
Yaay Me!
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scummer.
(jk. i want one of the hammers. can still get the 192-212 points with it)
Maker of Picnics.
Cooker of things best left unidentified.
"Grimrose points to the sky. Look! Up in the sky, it's a bird, no, a plane, no it's Picnic-Man. It's Emiamn, a mild mannered tradeskiller by day but daring handsome crime fighter at night. Spreading peace and joy to norrath with his mighty Picnics!"
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are we sure this is the case since PoP? personally it makes trophys worthless if 252 is the max mod cap. they really should up that, hell make it so we can get to 300unmod'd (haha you all hate me yes i know but why not... i'm tired of 50% elemental combines with huge streaks of fails; give us the ability to master PoP elemental ts stuff, which obviously 250/252 doesn't do)...250 Jewel Crafting (Trophy)
250 Tailoring
250 Fletching
235 Smithing
225 Baking
220 Brewing
213 Pottery
194 Fishing
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They should at least make AAs for all skills like chanters get for JC. I'd happily dump a few AAs to drastically reduce my failure rate.
Thanks for the 252 md cap figure. I couldnt remember what it was. Is 252 mod'd the cap for all skills or just smithing?Optimum
Arch Lich on Bristlebane
http://www.magelo.com/eq_view_profile.html?num=467713
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No SoE employee has ever confirmed or denied that Modifiers will allow a skill over 250 or will play any role in increasing Success rates. The old information of 252 being the Max modified skill was based off several people doing runs of armor that did not trivial till 250+ and recording results at different levels starting with Modified 250 then recording all Success failure and skilling up to Unmodified 250... The Net results of these tests seemed to indicate that Anything higher than a Modified 252 did not make any difference to success rates.
Take this as you will, could have been the RNG playing with them could be that they are correct HOWEVER untill I see something from the folks at SOE stating the Modified 252 is the max skill I will be attempting to hit 250 and will alway have either a Gearlock or better equipt for my combines.Sir Cavel Cade
65 Paladin
230 High Elven Smith
Draconis Valorum
Tunare
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Should be a very easy way to solve this question. Since the addition of the no fail code on items you triv over 200, simply decide what cap you wish to test and a confirmed triv 200 below it and make them, 1000s of them. If you fail you have found the cap.
For example get your effective skill to 252 and make something that trivs at 52. If you fail then the cap is less then 52. Repete until you find the cap. You might ofcorse encounter a lack of a triv right where you need it but I've not looked yet.
solithan
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Excellent Idea Solithan... One question comes to mind does the no fail code take into consideration Skill modifiers? I guess I could test this on items that trivial at 38 to see if it takes the Mods into effect... More to come...Sir Cavel Cade
65 Paladin
230 High Elven Smith
Draconis Valorum
Tunare
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Since the addition of the no fail code on items you triv over 200
To what items does this rule pertain as I am sure there is still a 1% failure rate on some things.
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If Item X is trivial at 26 and your Skill is 226 you will always be able to make item X.. that is the Trivial code that was added.
Now Coldheart I would like to know if you have a Gearlock or GM trophy that you equip when doing these combines. The reason that is important is it would validate that the Max Modified level is either 250 or 252. If you are not equiping any skill Mod items then yes you will always have a chance to fail at any combines that are less than 200 points below you in Trivial Level.Sir Cavel Cade
65 Paladin
230 High Elven Smith
Draconis Valorum
Tunare
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Ok looked at the triv list and there are several things in the ranges we need to test this. acrylia rings not exactly easy to make 1000s of triv at 52 but small sewing kits also triv at 52.
There is a small possibility that the max effective skills are different across the various skills but its likely to be uniform. I dont see a reason why the skill mod items wouldn't count. So all we need are some effective skill numbers compared to trivs and weather or not you get a fail.
Playing devils advocate for a breif moment and should point out that there is a very small possibility this code got a slight change before it went live and possibly got a silent change after live but we have no reason to believe that at this point, nor should we but with all experiments its always a good thing to point out things.
So in summary what we need to test is people that have exactly skill level 240 and use a +5% mod giving them an effective skill level of 252 to make small sewing kits or whatever that trivs at 52 and see if they ever fail. Similarly someone with a 239 +5% attempting a triv 51.
Anyone above these base skill levels could find their effective skill levels with whatever mod that they have and find an item that trivs exactly 200 below and test as well to see if we can find the upper limit but as we expect to find it around 252 we should target that area.
Solithan
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