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Tobius
05-02-2020, 10:00 PM
Am I reading this correctly that a skill of 241 on a trival 248 item, tainted avalance ale.

I already have the best possible chance of 95% and can't get any better odds even if I max out my tradeskill to 248?

https://wiki.project1999.com/TradeskillTable

jolanar
05-03-2020, 09:55 AM
Am I reading this correctly that a skill of 241 on a trival 248 item, tainted avalance ale.

I already have the best possible chance of 95% and can't get any better odds even if I max out my tradeskill to 248?

https://wiki.project1999.com/TradeskillTable

Yes there is a 5% chance to fail when something is trivial. That's the lowest fail rate you can get that I know of.

Tobius
05-03-2020, 09:56 AM
Right but it's not trivial to me, I'm 8 skill points below, a trivial combine is when you are the same or greater skill no?

However the table implies I'm ok. And I want confirmation.

elwing
05-03-2020, 10:29 AM
Yes, also on low trivial items you need a quite higher skill to get to 95%, you need a skill of 60+ to get 95% on a 35 trivial item if memory serve...

Tobius
05-03-2020, 03:19 PM
So sorry to be dense but I need to be absolutly sure.

Is the chart wrong/Is there any benefit to me maxing out the skill.

7thGate
05-03-2020, 04:31 PM
The chart is correct. There is no benefit to raising the skill higher than this, which is why I stopped at 230 brewing for providing Tainted Avalanche Ale combines to my guild members.

The % chance of success in a combine is given by:

Player Skill - Trivial Level * 0.75 + 51.5. Round down.
So, for a 248 Trivial Combine, we have:
X - [248 * 0.75] + 51.5 = 95
X - 186 + 51.5 = 95
X = 229.5 = 230

There are two exceptions to this. If your skill is at or over trivial, your chance of success is given by:
95 + [Player Skill - Trivial Level]/40, round down.

If your skill is so low that you have less than a 5% chance to make something, you have a 5% chance to make it.

Source: Read eqemu's source code. Behavior matches what I've observed leveling up a bunch of trade skills, though I haven't done any statistical tests; it is really obvious that the success rate snaps to ~95% on trivialing something at low levels however, because there is a notable gap in success rate at trivial - 1 and trivial that disappears for high triv items.

I've done enough brewing and other combines to feel comfortable that this code is -probably- unchanged here, but again I haven't done statistical tests. I've done enough Sealed Poison Vial fires (trivial 17) to feel comfortable asserting the skill increase over trivial is likely true (I have failed the fire when my skill was low, so its not no-fail. But I also fired 200 sealed poison vials with no failures, which is very unlikely at a 95% success rate).

There's also an off-by-one error in Eqemu's code that increases all of these by 1%, no idea if Rogean's fixed that or not, and am not interested in doing the amount of combines necessary to statistically differentiate between a 4% and 5% failure rate on a trivial combine to a reasonable confidence level.

Tobius
05-04-2020, 12:37 PM
The chart is correct. There is no benefit to raising the skill higher than this, which is why I stopped at 230 brewing for providing Tainted Avalanche Ale combines to my guild members.

The % chance of success in a combine is given by:

Player Skill - Trivial Level * 0.75 + 51.5. Round down.
So, for a 248 Trivial Combine, we have:
X - [248 * 0.75] + 51.5 = 95
X - 186 + 51.5 = 95
X = 229.5 = 230

There are two exceptions to this. If your skill is at or over trivial, your chance of success is given by:
95 + [Player Skill - Trivial Level]/40, round down.

If your skill is so low that you have less than a 5% chance to make something, you have a 5% chance to make it.

Source: Read eqemu's source code. Behavior matches what I've observed leveling up a bunch of trade skills, though I haven't done any statistical tests; it is really obvious that the success rate snaps to ~95% on trivialing something at low levels however, because there is a notable gap in success rate at trivial - 1 and trivial that disappears for high triv items.

I've done enough brewing and other combines to feel comfortable that this code is -probably- unchanged here, but again I haven't done statistical tests. I've done enough Sealed Poison Vial fires (trivial 17) to feel comfortable asserting the skill increase over trivial is likely true (I have failed the fire when my skill was low, so its not no-fail. But I also fired 200 sealed poison vials with no failures, which is very unlikely at a 95% success rate).

There's also an off-by-one error in Eqemu's code that increases all of these by 1%, no idea if Rogean's fixed that or not, and am not interested in doing the amount of combines necessary to statistically differentiate between a 4% and 5% failure rate on a trivial combine to a reasonable confidence level.

Thanks man that's what I wanted to know just got to find the guy who said he'd hook me up a sea shell now.