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

Come in, pull up a chair, let's discuss all things Ryzom-related.
User avatar
achim
Posts: 472
Joined: Tue Sep 21, 2004 2:26 am

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

Post by achim »

sorry if I understood something wrong or if I missed something (german comm you know *g*), I usually get 51k.
now my facts to describe how to do it. my main lvl is 206 melee 2 hand sword.
2nd is 2 handed axe but only lvl 172. If I am fighting in a team and we kill purple 1* mobs I get 51k for dp (terrifying tyrancha for example). If I am digging, I will get 22k with my lvl 120 harvest. so for me it is the best to kill things in a team, but with a lower skill. BUT I do not know if this also works if you are much lower in you 2nd best skill. but this 30 lvl are the perfect range to get rid of dp.

so I can say, the theory of borg9 (Level of Skill used / 10 * XP gained = DP removed.) is true.

172/10 * 3000 = 51600, I do only get 51,000 but maybe they rounded it off.
User avatar
ozric
Posts: 538
Joined: Tue Sep 21, 2004 2:26 am

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

Post by ozric »

@ Neun : just crafted a hq weapon that was q+45 over skill lvl and got 9240 xp
Pinsao - The Samsara

Carp et Diem
Wealth and Glory !
mrozzy
Posts: 314
Joined: Wed Sep 29, 2004 1:29 pm

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

Post by mrozzy »

Max xp = number of mats used x 300
Flora - Dragon order of Abylus
Member of The Grand Alliance
User avatar
glipe
Posts: 394
Joined: Sun Sep 26, 2004 1:29 am

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

Post by glipe »

People in Matis tend to have one or two places that they enjoy harvesting to level. Safe places. Places where they won't die sporadically. Like Towerbridge, or the valley in Fleeting Garden. As long as you are careful, you won't die and you can get up to Q150. No problem. You want higher than that? Well, there is always the Grove of Confusion, Kami Circle or the PR. There are safe areas there but it's getting more dangerous. You want excellent and supreme at high levels? You'll have to go somewhere dangerous. But you would have to be at a high level to want to try this, yes? Do you expect the monsters there not to reflect the level you are at? If so, where do you want the nasty monsters to be? Hiding in a cave nowhere near anything important? Do you expect to harvest in safety in order to get the best mats in the game? This is not The Saga of Ryzom: Harvest Moon! Harvesting the best stuff is dangerous! Take a party with you to guard you! Be more careful! Make sure there are a few of your friends nearby to rez you if things get rough! Or level up your other skills and be ready to fight or flee!

If all you want to do is harvest and craft you are going to be weak. Why should the game be more lenient to you because you chose to be defenseless? If a fighter wanders into a patch of kinchers, naked, with no weapons and a big grin, should his death penalty be less because that's the way he wanted to play? Or will it be lots of naked, unarmed kincher fighters banding together to complain that should make it so?

In summary; you don't less dp, don't die. :D
Sanz - Matis Explorer and Leader of the Stormdancers

"I am just an explorer, on my way to somewhere else...."
User avatar
ozric
Posts: 538
Joined: Tue Sep 21, 2004 2:26 am

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

Post by ozric »

mrozzy wrote:Max xp = number of mats used x 300
Where did you get this from ?
Pinsao - The Samsara

Carp et Diem
Wealth and Glory !
mrozzy
Posts: 314
Joined: Wed Sep 29, 2004 1:29 pm

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

Post by mrozzy »

ozric wrote:Where did you get this from ?

By crafting more then 100 levels below quality. I noticed the xp I got when I made a piece was a nice rounded number .. Then I saw that rounded number was different when I crafted other things, after that it didn't take long to figure it out.

You'll hit max xp about 50 lvls below quality, crafting with a difference over that number is pointless (more degrades, less xp).

One thing I'm wondering about is: When will you hit the best average xp? Its not when you craft at or above the quality (almost no degrades but low xp) and it also isn't best when you craft at max xp (to many degrades). So, has anyone ever calculated the averages?
Flora - Dragon order of Abylus
Member of The Grand Alliance
User avatar
boinged
Posts: 395
Joined: Mon Sep 27, 2004 7:53 pm

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

Post by boinged »

IMHO:

If crafting for dapper or xp then the higher the level below quality the better.

Assuming the % success is capped at 5%, then you've got the same chance of making something 50 levels better than your level than 100 levels better.

So the average ql you craft will be higher for crafting 100 levels below. I.e. the 'expectation' value is higher.

You may only get 300*mats XP for crafting a 50 below or 100 below, but you'll be more likely to make 50 belows when crafting 100 belows.

Does that sound right?
Low Officer [highlight]Rashan[/highlight], Expert Heavy Armorer
The Samsara - Wealth and Glory
[thread=11008]We are recruiting. I DARE you to apply![/thread]
mrozzy
Posts: 314
Joined: Wed Sep 29, 2004 1:29 pm

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

Post by mrozzy »

Yes, allthough not shown, the success rate seems to keep dropping after it has reached 5%
Flora - Dragon order of Abylus
Member of The Grand Alliance
zippo123
Posts: 98
Joined: Wed Nov 10, 2004 8:05 pm

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

Post by zippo123 »

mrozzy wrote:Oh, and the most frustrating thing is .. tracking down a source you were looking for the whole past week, getting killed a few times trying to get to it. Once you did reach it, you start to prospect, and you get the message: "This source is empty for now, you have to wait a while before it gets back" .. wich usually means at least sevral hours, and there is no way to see when it gets up, since the tracker doesn't tell you.

After finally getting those mats, you craft a wepon or something for a guild member, he tells you politely "thank you", very excited he/she starts hunting. 2-3 Hours later your guildmember shows up again and tells you: "I just got 10 more fight levels, I need a new wepon" ..

LOL SO TRUE!
zippo123
Posts: 98
Joined: Wed Nov 10, 2004 8:05 pm

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

Post by zippo123 »

mrozzy wrote:Yes, allthough not shown, the success rate seems to keep dropping after it has reached 5%

My ring lvl is 71, my earring lvl is 63 or so..
Rings are easy to make q160 and rings at q160 takes ages and a lot of degraded... Been like that for a long time now...Explain me please :-)
Post Reply

Return to “General”