Death penalty a little to much for high lvl crafters/harvesters?

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borg9
Posts: 1976
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by borg9 »

hans1976 wrote:Proof no, gutfeeling yes.

A tool with 100/100 will get almost no degrades. A tool that has 99/100 will start causing degrades fast! I noticed tonight when I was trying to make Pebbles a blue heavy armor. As I am lazy, I have only heavy vest at 144, the others somewhere around lvl 103~109. Vest, perfect at once, same for pants and sleeves. Then my tool wore a point. Poof! took me about 10gloves, 10 boots and 15 helmets to get a ql150 on them.

Still dont get it but will keep a sharp eye on my tool when crafting will above my lvl and replace it every time it drops from 100 to 99, as the tool costs 1000 dappers and a degrade will cost me up to 200K as the ql34 item just cant be sold...

Factors that effect crafting result (no proven, but I have crafted a few items in my time :P )

-Tool hps

-Mats over ql ... ql200 mats on a ql180 craft (better mats less fails, also now the % changes based on the mats used ... you get the ql150 success rate even if you use ql180 skill when you use ql150 mats)

-Grade of mats ... (seems that higher grade mats seem to reduce success rate) also degrade with excellent mats cause the item made to be entitled basic/fine/choice !!! stats of excellent, title of choice, junk to NPC :o

-Repeation ... I have found that if I get a run of bad crafts ... it stays like that bad, if I get a run of good crafts ... the results stay good! (There must be some logic in there ... random seed list not very random maybe)

-Equipment worn ... don't craft in anything other than light or Nakid :P (seen a large increase in nakid crafters at the stables.... puts tonge back in month :o )

-Whats in you bag ... seems weight and bulk have some effect, but not much.

-Where you mats are ... seems this has and effect too :P

All of the above factors seem to have an effect, no much in isolation, but I guess they add up.

I personally get my best results out in the field! Dig-Craft-Dorp or Sell.

I tend to replace my tool regularly... as stated 1000 dapper to a crafter is money we wouldn't bend down to pick up :P

I find that crafting with mob mats has a high success rate (but this could be down to the basic vs choice grade thingy!)

Don't think location or weather has an effect, but making for order vs lvling does, but thats not a game mechanic thats just Sod and his laws!
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micrix
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by micrix »

borg9 wrote: -Whats in you bag ... seems weight and bulk have some effect, but not much.
It is very much !! I found this out on friday by accident. Do following:

Open your a-window to show you crafting tree with their xp-bars

Put your mats on a packer

Start crafting ( i did grind with ammo crafting. Like with jewels you can create huge numbers of items at one session)

After a while your bag is filling up and suddenly yellow numbers apear in your
skill-tree window. Dont know what they are. Never recognized them before

Craft some more..

Suddenly you will notice more degrades and failures. And your chance % drops
suddenly. Hardest for me was a drop from 84% to 2% !!!!

My tool was somewhere at 70/100

If you empty your bag by selling, close your craftwindow and restart the crafting
you will be back on your normal percentage.

Since that i always check and empty my bag regular. I am sure that i dropped many xp in past, not knowing this and not checking percentage while grinding.
Last edited by micrix on Mon Mar 14, 2005 10:12 am, edited 1 time in total.
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boinged
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by boinged »

Those yellow numbers are because you are overencumbered.

Everyone has a max bulk (300) and a max weight they can carry.

When your bulk is full you can't carry any more equipment/mats regardless of how much weight is free.

When weight gets to a certain value your speed reduces (shown in the character screen 'P') and your skills reduce - you basically become less effective. Eventually your speed reduces to zero.

Anyone who levels range will know this effect well as it's all too easy to fill up your bag with ammo and then release you can't move!

I've got lots of my own superstitions about crafting success but I still think the process is totally random. We need a scientific investigation ;)
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hans1976
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by hans1976 »

I did some testing this weekend with tools at 100/100 vs 99/100 and it seems that a tool that has full hp isnt used in the calculation, where a tool that has lost hp is. The effect is noticed at its fullest when crafting with a huge gap in lvls, so at 5% success rate. When I grind vests, the difference isnt really there.

So when I try to make a perfect set, the vest is last, and I replace my tool after a point is lost.

Agree that wearing nothing at all will up success a bit, but actually I do this to prevent unwanted wear on my ql200 focusgear. Also I always empty my bag before crafting, just makes sense to me...

Just remember that all this is for getting perfect items, when grinding I dont really care as the successrate seems to be pretty accurate when between 60 and 80. Other parts I dont grind, they will get up from high xp due to lvl diff and degrades.
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borg9
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by borg9 »

hans1976 wrote:I did some testing this weekend with tools at 100/100 vs 99/100 and it seems that a tool that has full hp isnt used in the calculation, where a tool that has lost hp is. The effect is noticed at its fullest when crafting with a huge gap in lvls, so at 5% success rate. When I grind vests, the difference isnt really there.

So when I try to make a perfect set, the vest is last, and I replace my tool after a point is lost.

Agree that wearing nothing at all will up success a bit, but actually I do this to prevent unwanted wear on my ql200 focusgear. Also I always empty my bag before crafting, just makes sense to me...

Just remember that all this is for getting perfect items, when grinding I dont really care as the successrate seems to be pretty accurate when between 60 and 80. Other parts I dont grind, they will get up from high xp due to lvl diff and degrades.
Your forgot to mention the entertainment value you add by crafting at the stables, unfortuantly you being my suspected sister kind takes the fun outa it :P

Can we have an increasing in crafters at the stables...... But Zoria light pants should be make crafting rates increase.

- Can anyone answer this off-topic question..... where do you put you undies, when you put on Zoria light pants? Cas you definately aren't wearing them :P

Also is it me or is Male Zoria light a Panto Peter Pan outfit?
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hans1976
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by hans1976 »

When the comments goo too bad, I tend to walk behind the stables with the stableboy targetted. Can still sell, can still craft, am a bit hidden.

And why is everyone so worked up about nudity anyway? Clothes have a function and sometimes they dont have one. Never been to a sauna?
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sprite
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Re: Death penalty a little to much for high lvl crafters/harvesters?

Post by sprite »

hans1976 wrote: Never been to a sauna?
All the time... We have one in Pyr you know ;)
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