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  #21  
Old 01-01-2015, 03:12 AM
Cecily Cecily is offline
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Leveling pottery up on a rogue was miserable. Brewing to 248 on a rogue sucked pretty bad too. Fletching and Poison (Dex based) were pretty easy and I doubt Smithing (STR) will be very tough either. Druid WIS is overpowered and made getting 217 tailoring fun in comparison to those first two.
  #22  
Old 01-01-2015, 03:24 AM
Nuktari Nuktari is offline
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Killing innocents is a tradeskill, no?

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  #23  
Old 01-02-2015, 03:55 PM
loramin loramin is offline
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Quote:
Originally Posted by Jarnauga [You must be logged in to view images. Log in or Register.]
Alchemy over anything
Does alchemy actually "compete" with the other tradeskills (in the sense that if you GM it you can't GM another tradeskill)?
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  #24  
Old 01-02-2015, 04:21 PM
Daldaen Daldaen is offline
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Alchemy, Research, Poison Making and Tinkering are all on their own.

It's just the main 7 that are able to grandmaster in.

People overemphasize the use of stats to increase skillups.... WAYYYYY too much. WIS/INT or STR or DEX will ONLY influence skill-up chance if you fail the combine (you're learning from your mistakes. You will do it better with higher stats).

However if you succeed the combine, if you have 50 in the stat or 255, your chance to skill up is identical. Most every Tradeskill has a pretty linear progression you are able to follow. JC is the best because every 2-3 points there is a new gem combine you can do. Meaning if you are always just 2-3 skill less than what the combine is trivial at, you will maintain a 95% chance of success on those combines. Meaning 95% of your combines your stay plays no role in determining a skillup.

The only time stats are very relevant is something like Brewing, or Pottery. Where you may be going from 188 skill to trying something that is 248 skill, leading to many fails. It isn't a huge money cost just a big time sink for those TSes.
  #25  
Old 01-02-2015, 04:36 PM
August August is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Alchemy, Research, Poison Making and Tinkering are all on their own.

It's just the main 7 that are able to grandmaster in.

People overemphasize the use of stats to increase skillups.... WAYYYYY too much. WIS/INT or STR or DEX will ONLY influence skill-up chance if you fail the combine (you're learning from your mistakes. You will do it better with higher stats).

However if you succeed the combine, if you have 50 in the stat or 255, your chance to skill up is identical. Most every Tradeskill has a pretty linear progression you are able to follow. JC is the best because every 2-3 points there is a new gem combine you can do. Meaning if you are always just 2-3 skill less than what the combine is trivial at, you will maintain a 95% chance of success on those combines. Meaning 95% of your combines your stay plays no role in determining a skillup.

The only time stats are very relevant is something like Brewing, or Pottery. Where you may be going from 188 skill to trying something that is 248 skill, leading to many fails. It isn't a huge money cost just a big time sink for those TSes.
What is your source for this? This is directly contradictory to everything I have ever modeled.

=IF(SKILL_LEVEL-TRIVIAL>=0,0,((((STAT*10)/SKILL_DIFFICULTY)*(SUCCESS_RATE/100))+(((STAT*10/(2*SKILL_DIFFICULTY))*((100-SUCCESS_RATE)/100))))/1000*MIN(0.95,(200-SKILL_LEVEL)/200))

Where SUCCESS_RATE = MAX(5,MIN(SKILL_LEVEL-0.75*TRIVIAL+51.5,95))
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  #26  
Old 01-02-2015, 04:59 PM
Orruar Orruar is offline
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Quote:
Originally Posted by Yumyums Inmahtumtums [You must be logged in to view images. Log in or Register.]
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Go pottery and never look back
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Go brewing and never back flip
  #27  
Old 01-02-2015, 05:23 PM
Daldaen Daldaen is offline
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Quote:
Originally Posted by August [You must be logged in to view images. Log in or Register.]
What is your source for this? This is directly contradictory to everything I have ever modeled.

=IF(SKILL_LEVEL-TRIVIAL>=0,0,((((STAT*10)/SKILL_DIFFICULTY)*(SUCCESS_RATE/100))+(((STAT*10/(2*SKILL_DIFFICULTY))*((100-SUCCESS_RATE)/100))))/1000*MIN(0.95,(200-SKILL_LEVEL)/200))

Where SUCCESS_RATE = MAX(5,MIN(SKILL_LEVEL-0.75*TRIVIAL+51.5,95))
The difficulty tier of the Tradeskill was some very early on EQ stuff. That was nuked some time like Velious-Luclin I believe.

That being said, I'm almost positive it was never implemented on this server. Because the exact equation was never really explained.

I'll see what I can do to dig up posts about it. But this is my experience having hit 250 in every skill before LoY and 300 eventually in every one on live.

Stats mattered a lot if you were doing combines way over your skill. If you were just doing something a few skills above it didn't matter.

Where did you dig that equation up from?
  #28  
Old 01-02-2015, 06:47 PM
August August is offline
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This recipe comes from EQTC and I have used it as a model for 5 years - I'd have to go back and look.

TS difficulty is DEFINITELY in place on this server. JC is a mod of 4 and it's very obvious compared to tailoring, blacksmith as far as successful skillups.

Chance to skillup is double on a success than on a failure, and is linearly dependent on how high your stat is. Furthermore, the stat is actually a modified stat (stat-15).


Based on how this works, you'd have double the chance of skilling up with 200 INT than 100 int depending on what recipe you're making.

The upside of that is that you want to make things that are extremely close to your trivial level, and you want as high of a modifier as you can get on your stats. If you're not over 200 you're throwing money down the drain.

Here's my spreadsheet where I modeled the entire JC line: https://docs.google.com/spreadsheets...it?usp=sharing


Here is one post talking about it from 2004: http://mboards.eqtraders.com/eq/show...killup-formula
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Last edited by August; 01-02-2015 at 06:55 PM..
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