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Re: post-patch crafting...
Posted: Sun May 29, 2005 2:20 pm
by vutescu
iphdrunk wrote:What I still don't know is the relationship between the 95%, and the number of 'craft failures' (no mats used, focus wasted, time lost and increased loss of mobility in the wrist)and 'degrades items' (item obtained of lower quality). As far as I know, your 5% determines the success of a perfect item, right? and then?
Yeah, the sucess of a perfect item.
The degrades are a different animal. Bsically, the higher class and quality means more chance of degrades. Also the "right" combinations for perfect items have a high chance of degradation.
Let's say you use kitin larvae to make a sword. Because of its rarity and the good stats, the chances to have a finished product at the right quality are very low. Also, the boosting stats added to melee weapon stanza are a drawback.
Those are things that I find out with trial and error. I can't guaranee are true, but happened to me often enough to call them empiric rules.
Re: post-patch crafting...
Posted: Sun May 29, 2005 2:40 pm
by b00ster1
(but then i guess armor crafters aren't that much obliged to go searching for excellent or supreme mats-- looks and boost are really the most important factors on armors, not specific stats).
Depends on crafter/crafter needs/crafters customers.
"Some crafters" few days waiting on spot to forage *specific* grade *specific* 72 mats to craft last armor part [finish armor]. This do not mean, u waiting for *best* mats, just you can't replace any mat, due stats/modifiers redistribution and often resulting in strongly differing stats and armor parts "name" (in comparison with the others, preliminary/before crafted parts).
In this case - weaps crafter have a bigger advantage, cuz they dont need to craft 6 identical items (ps. i'm not only armor crafter).
"Black crafting hours"
This was before patch.
Duration few min - few hours. Sometimes was hard to craft/overcraft anything up to 2 hours.
Success rate.
In my opinion, current system is wrong.
Yes, success rate fall below 5% (5% is min. displayed, but not min. craft. success rate), and still, i think this is wrong. Eg. As HA crafter, having LA/MA branches at lvl 151 - i think
i DON'T have "rights" to craft HQ Light Q250 (or at least without wasting few k mats).
Same to weaps crafters.
In my opinion, Lvl 240+ Axe crafter, should not "too easy" (wasting "only" 100-200 mats) craft Sword/Pike/...
Is too late to rework tree system/skills redistribution, so maybe devs trying "adjust" this with % success rate?
PS. Also i think, if devs do not plannes SHQ/UHQ at lvls 200-250, HQ should be available at least at lvl 200, not 150, but this is story
for another discussion.
Re: post-patch crafting...
Posted: Sun May 29, 2005 2:43 pm
by thomdal
DIdn't they just introduce a new set of armor plans called Caster Armor at lvl 245 (yeah i know, skill required is 2500) ?
Re: post-patch crafting...
Posted: Sun May 29, 2005 2:47 pm
by iphdrunk
thomdal wrote:DIdn't they just introduce a new set of armor plans called Caster Armor at lvl 245 (yeah i know, skill required is 2500) ?
That's one of the possibilities yes (otoh, check also elemental 245, there are some new DoT + Affliction spells grayed, thus unavailable...) I do think that new patterns may be added in the future. The only thing that bothers me a bit, is that "caster" armor already existed in Open Beta, so crafters had to buy both the light armor patterns + the caster armor... being both almost identical, except the name and the 'caster pants' skirt, at some point the devs removed the caster armor. A few questions arise, like why there are two (named caster and medium quality caster)? and will they really make them availbale at 245 or at 200 and then 250?
Re: post-patch crafting...
Posted: Sun May 29, 2005 3:25 pm
by akicks
vutescu wrote:5% means 5 successes and 95 failures. Not 1 sucess and 20 failures.
5/100=1/20
k, thanks.
Re: post-patch crafting...
Posted: Sun May 29, 2005 3:51 pm
by vutescu
akicks wrote:5/100=1/20
k, thanks.
Ok. I get tired to PM so I write down here.
There are 2 methods.
1. 100% method. Bassically is substracting your rate out of 100. So when the dice is roll is not 0-100. Is 0-95. If dice roll is bigger than 95 you win => no failure.
2. division method. Basically it substract 1 after each attempt. It makes a comparation. 5 / roll dice (0-100) = x if x is bigger than 1 you win. After 1 attempt, becomes 5 / roll dice (0-99). After 2 attempts is 5 / roll dice (0-98)... etc.
Re: post-patch crafting...
Posted: Sun May 29, 2005 3:52 pm
by keoni
b00ster1 wrote:Yes, success rate fall below 5% (5% is min. displayed, but not min. craft. success rate)
In my experience, this is incorrect. 5% is, in fact, the minimum success rate. I craft jewelry 100+ levels over my base quality every day.
Re: post-patch crafting...
Posted: Sun May 29, 2005 4:46 pm
by b00ster1
In my experience, this is incorrect
Crafting everyday below my higher lvl in range 20-150 lvls.
5% success = 50 lvls difference, getting most degraded items with occasionals "craft action failed"
5% success = 150 lvls difference - 19 from 20 crafts "craft action failed".
Re: post-patch crafting...
Posted: Sun May 29, 2005 5:28 pm
by keoni
b00ster1 wrote:5% success = 50 lvls difference, getting most degraded items with occasionals "craft action failed"
5% success = 150 lvls difference - 19 from 20 crafts "craft action failed".
There's definitely a difference in the nature of the fails, depending on how far you're overcrafting. But, from what I've seen in jewelcrafting, the odds of a perfect success remains constant. So, to say that the success probability falls progressively below 5% is not in keeping with what I've seen.
But, hey, I've done little other than jewelcraft. Maybe the crafting algorithm is skewed somehow by crafting things that use a lot more mats per item.
Re: post-patch crafting...
Posted: Mon May 30, 2005 1:33 am
by caitiff
ok, so much about crafting
I believe what vutescu is trying to say about it being 5:95 compaired to 1:20 is the following. In math 5/100 does = 1/20 but statistically this is misleading. By looking at 1:19 (notice the difference between / and : one is a ratio and one is a fraction) you get the idea that out of 20 crafts you should succeed once. Though looking at 5:95 it looks quite different. Now it looks like you should have 5 successes out of 100. Now where will these 5 successes occur? Will they be the first 5 or the last 5 or somewhere inbetween? Looking at 1:19 you are expecting them more often, though in 5:95 you can't really expect it like that now can you?
Also, every craft is treated seperately. It does not take into account how many times you have failed so far. So if you have failed 20 times that does not mean your chances for success the next time is not still 5%. This can be misleading to some and they will wonder why it didn't succeed. Now if the more crafts you do the closer to 5% it will actually appear. 1000 crafts will be closer then 100 crafts, etc.. OK, that was long but I think this is basically what vutescu was saying.
Should the fail rate be able to drop below 5%? Well, I have mixed thoughts about it. For the most part I think it should but then their is another small side saying it is good this way. Is this because I am not at 250 all in my LA craft? Maybe slightly
But I think for the most part this would help improve the crafting system. It wouldn't help as much now as it would have in the past because there are already the people that are high in crafting so that equipment will already be availabe for sale or whatnot.
ok, im off for now, peace all