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View Full Version : Game Mechanics: Class Specific Tradeskills count towards the 200 Cap


vouss
03-10-2015, 04:27 PM
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September 19, 2000 7:00 am
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*Trade Skills Enhanced*

Many of the trade skills in game have received massive enhancements,
including dozens of new craftable items, new fishing and foraging
items, and other things to be discovered once in game.

In addition, trade-skill specialization has been implemented. Players
will be able to exceed 200 points of skill in ONE of the generally
available tradeskills. This includes:

- Baking
- Blacksmithing
- Brewing
- Jewelcraft
- Tailoring
- Fletching
- Pottery

Once above 200 points in one of these skills, no other skill will be
able to exceed 200. Specialization restrictions do not include class or
race-specific trade skills such as Alchemy, Make Poison, and Tinkering.
Players with race or class-specific trade skills will be able to exceed
200 points of skill in that skill, PLUS any generally available trade
skill.

The enhancement of trade skills is an on-going project. Further
enhancements will be made in the coming weeks.

- The EverQuest Team

Currently, on red99, my rogues Fletching is at a skill of 202, and for months, with 100's of poison combines I have not been able to skill up my poison making past 200. Is this not working as it should?

wycca
03-10-2015, 07:23 PM
Correct me if I'm wrong, but I think that one of the poison skills caps at 200 regardless from listening to a few rogue friends comment on it.

I'm not sure if this is classic, but the problem may not be where you think it is.

Titanx
03-11-2015, 10:21 AM
Regardless, poison making skill cap is not allowing me to increase brewing over 200 either. Thought it was just bad RNG but after literally 100's of combines, not a single skill up.

Daldaen
03-11-2015, 10:38 AM
Regardless, poison making skill cap is not allowing me to increase brewing over 200 either. Thought it was just bad RNG but after literally 100's of combines, not a single skill up.

So you have no other TS above 200?

And 200 is fine enough for the tainted Avalanche ale combines, should only fail every 5th or so.

Titanx
03-11-2015, 12:22 PM
For myself on my Rogue, I have/had 250 in poison making (cant remember if they changed this back to 200 or what), but have had no luck on skill increases for brewing, which is at 200.

Yeah not sure I want to do all the clicking for raising brewing for better odds on Tainted Avalanche ale, but somedays I'm bored and figure why not.

Daldaen
03-11-2015, 12:26 PM
Weird. So no Tailoring, Smithing, JC, Fletching, Pottery, or Baking above 200?

If no then that's a bug and you should be able to raise Brewing. But yea, the only tedious piece is going to be the Siren's Grotto, Runed Sea Shell because it doesn't drop in CS and people are afraid of the water. But maybe they will get sold around.

Erati
03-11-2015, 01:22 PM
Weird. So no Tailoring, Smithing, JC, Fletching, Pottery, or Baking above 200?

If no then that's a bug and you should be able to raise Brewing. But yea, the only tedious piece is going to be the Siren's Grotto, Runed Sea Shell because it doesn't drop in CS and people are afraid of the water. But maybe they will get sold around.

Runed Sea Shell also used for Shawl #7

they will be farmed and sold !

Daldaen
03-11-2015, 01:31 PM
Runed Sea Shell also used for Shawl #7

they will be farmed and sold !

I'm not sure if you've been in SG 1.0 yet. The Neriads and Sirens quad for 240, and some double Backstab for 680. They're immune to snares and roots, and have high resists. Plus they are underwater.

That's too hardcore for many people.

wycca
03-11-2015, 04:22 PM
Yea if you can't get a regular TS above 200 thats a problem.

That being said, even with 252int, I've gone 100+ combines without a brewing skillup around 202. Not sure our server has the 5%min chance rule...

Thulack
03-11-2015, 05:01 PM
Pretty sure there was a nerf or something to poison making that made the max skill 200 or something like that due to bad information given in a bug report or something. Dald do your digging i dont feel like it but i know i saw this posted somewhere before.

EDIT: Found it


Dec 1st 2014 Patch notes:

Kanras: Reduced Make Poison skill cap to 200.

evilkorn
03-11-2015, 05:26 PM
http://www.project1999.com/forums/showthread.php?t=173264

I already made a post the day that update went in and it was fixed.

Thulack
03-11-2015, 09:40 PM
http://www.project1999.com/forums/showthread.php?t=173264

I already made a post the day that update went in and it was fixed.

Yeah so just waiting on another patch to fix it then it seems. I knew i remembered seeing someone post that the change was wrong just couldnt find your post :)

vouss
03-11-2015, 09:58 PM
Would make sense if every other rogue on red wasn't grinding their poison making to 250

evilkorn
03-11-2015, 10:15 PM
Yeah so just waiting on another patch

No, it was already patch back to 250.

Thulack
03-12-2015, 11:40 AM
No, it was already patch back to 250.

Are you sure? I see pending update but its not listed in either of the smaller patches that were made after your post.

evilkorn
03-12-2015, 01:38 PM
Logged in my rogue with 250 make poison and it is still showing 250. Remember they fired off like 3 patches while fixing darkness-gate and and other tweaks.

Thulack
03-12-2015, 01:58 PM
Logged in my rogue with 250 make poison and it is still showing 250. Remember they fired off like 3 patches while fixing darkness-gate and and other tweaks.

Yeah its just not listed in any of those patch notes. Maybe something got screwed up in the process of it being fixed though.

vouss
03-13-2015, 07:32 PM
I'm pretty sure (100% sure granted all the rogues in my guild or on the server I know have 250 Poison Making ) that poison making skill is not capped at 200.

Cecily
03-13-2015, 07:55 PM
My 250 would be in red text if it was (which it isn't). Vouss, are you sure you're trying hard enough? Do 200-300 combines of Spirit of Sloth (with dex gear!) without a skill up and then, yes, there's probably a problem. Some skill ups just really, really hate you.

vouss
03-14-2015, 06:15 AM
i've been doing sloths for months and usually doing 10~ combines per fight. so yeah, 100's with out a skill up.

vouss
03-18-2015, 06:33 PM
Bump

Cholk
09-01-2015, 02:39 PM
was this corrected ?

nilbog
07-08-2021, 05:57 PM
I am currently working on this issue.

It seems Make Poison certainly needs to be excluded from the tradeskill specialization check.

What about Alchemy though? Its skill cap is currently set for 180 at level 60, so I don't see how it would be possible to achieve > 200 unless our cap for it is wrong, or the patch note listing it wasn't relevant at the time.

Specialization restrictions do not include class or
race-specific trade skills such as Alchemy, Make Poison, and Tinkering.
Players with race or class-specific trade skills will be able to exceed
200 points of skill in that skill, PLUS any generally available trade
skill.
Additionally, it seems all tradeskills prior to 09/2000 need to be capped at 200, at which time the specialization system should take effect and allow one to increase to 250, excluding race/class specific ones. This will be relevant for future servers progressing through that era.

This thread https://www.project1999.com/forums/showpost.php?p=3111353&postcount=32 suggests Tinkering should be capped to 200 prior to 09/2001. Any supplemental or contradictory evidence would be appreciated.

If there is more information about the above ^ and/or anything relevant but not listed, I would like to get it addressed while this is fresh.

Thanks!

Dolalin
07-09-2021, 01:02 PM
SKILL CAP, By Runnigvul

The skill cap is actually (level - 24) * 5. Yes that means at lvl 25 the cap is 5.

https://web.archive.org/web/20001210181700/http://eq.castersrealm.com/creationguides/skilldetails.asp?Id=130&Class=Shaman&Category=Trade


That capture is 1st Dec 2000, and the comment isn't present in the captures before that. So it seems the 180 cap might be fine.

nilbog
07-11-2021, 01:54 PM
It seems Make Poison certainly needs to be excluded from the tradeskill specialization check.


Fixed, pending update

nilbog
07-12-2021, 09:29 PM
Additionally, it seems all tradeskills prior to 09/2000 need to be capped at 200, at which time the specialization system should take effect and allow one to increase to 250, excluding race/class specific ones. This will be relevant for future servers progressing through that era.

I believe I now have everything necessary to complete this. ^

This thread https://www.project1999.com/forums/showpost.php?p=3111353&postcount=32 suggests Tinkering should be capped to 200 prior to 09/2001. Any supplemental or contradictory evidence would be appreciated.This ^ is more confusing. I do not think the excluded tradeskills should be going above 200 prior to 09/2000 when basic tradeskills were allowed, but in that link it also says:

From: "Yakatizma"
Sent: Thursday, August 09, 2001 1:37 PM
To: "Fizzwizz"

Subject: RE: Another tinkering question- may need testing too.

Currently the racial oriented are still capped at 200 and are excluded
from the specialization code. I'm going to have the cap on tinkering raised to
250. It will still be excluded from the specialization code so regardless
if another skill is raised above 200 it will still be possible to raise
tinkering above 200 as well. I'll try to pull some teeth and see if I can
get in by the patch next week.I think this could use more research. Was it possible to achieve > 200 Make Poison *or* Tinkering prior to 09/2001? Note the date. That would be 3 months before Luclin launch.

Dolalin
08-08-2021, 04:47 PM
Tinkering I don't think so. From the mailing lists:


Date: Wed Mar 29 05:37:27 BST 2000

I spent way more than 400pp to get 200. I am still in large debt to several
people for supporting my tinkering.

There are several people who are at 200 now. Of those people, only two spent
less than 5000pp to get to 200 and neither are gnome wizards.

An interesting note: of the people who are at 200, only one still sells
tinkering items in the game.

https://github.com/dbsanfte/eq-archives/blob/master/mailing-lists/EQ_Tinkering/html/2083.html


Reads like 200 was the cap at that point.

nilbog
08-08-2021, 09:37 PM
That's March 2000 right?

The previous post suggests race related skills were capped at 200 even in 2001. I assume this would be class and race; just not sure.

Dolalin
08-09-2021, 05:12 AM
That was March 2000 yes.

I found another post about this in the EQ_Tinkering list, getting skill above 200 wasn't possible in mid September 2001:


Message ID: 2276
Date: Thu Sep 14 12:03:41 BST 2000
Author: Lomack
Subject: Re: Trade skill upgrades


>Well, it seems that we'll be able to get our tinkering skills above 200 soon
>(can we now?). I just wanted to make sure you got the latest quote on
>tinkering from the fellow that is in charge of the trade skill revamps.

We can't get over 200 skill yet, not untill at the very least the next
patch. Its unknown if they will raise the Tinkering Cap to 250 with this
patch. (When they raise the others) Or if they will wait to raise the cap
untill they overhaul the whole skill.

As it stands now once you hit 104 you pretty much are SOL unless you have
money to burn. The only thing that can get you skill at this point are
Rebreathers and Aqualungs. Even at max CHA it costs me roughly 225 plat to
ATTEMPT one Aqualung. And they sell back for about 190 to a vendor, used
or empty of charges. I pretty much stoped at 109 skill because it was just
costing me too much money for virtually no gain.

https://github.com/dbsanfte/eq-archives/blob/master/mailing-lists/EQ_Tinkering/html/2276.html

Dolalin
08-09-2021, 01:35 PM
Oops that should have been September 2000 :D

And considering that, I guess it doesn't answer as much as I thought it might.

Tigerstyle Wutangfist
08-11-2021, 09:52 AM
It may also be worth investigating the "anomalies" from the bug that occured X amount of time ago when tradeskills were leveling up from any combine.

I believe some people have over cap on some skills (like over 250), or multiple skills over 200, both aside the fact they got hundreds of skill ups from low level combines they should not have.