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Q regarding combos of mats
Posted: Wed Oct 06, 2004 4:15 pm
by aether4u
My friend brought up an interesting question...
When you combine more than one type of mat in the same slot (say, for points) what happens to the stats? Are they added cumulatively? Averaged? I would venture to say they're averaged, but I don't know for sure.
Re: Q regarding combos of mats
Posted: Thu Oct 14, 2004 12:33 pm
by lyrah68
Ok from my experience. You can mix types of materials that are the same Q number and the same grade. When you mix Q numbers you will get the LOWEST Q number or lower as your result (ONE q19 ruins any chances of Q20, even if it is ONE item out of 15). When you mix grades (Fine with basic with choice) you get a higher chance of lower Qnumber, and your stats will not be as good as if you used ALL choice grade.
If you mix, for instance, different types of amber in the focus slot to make a mage amp. (trust me, this is a VERY likely event, you need more focus than shaft in those things, and the shafts are easier to get.) I believe it is averaged out, or everyone would use more than one kind of material in each slot that takes more than one of any material.
I know that I got a rather ballanced bonused amp when I mixed ALL the ambers, and another crafter found the "perfect" amber for the type of magic he was going to be using. It had a FAST heal speed, I think the cast time for heal one was two seconds, ish.
aether4u wrote:My friend brought up an interesting question...
When you combine more than one type of mat in the same slot (say, for points) what happens to the stats? Are they added cumulatively? Averaged? I would venture to say they're averaged, but I don't know for sure.
Re: Q regarding combos of mats
Posted: Thu Oct 14, 2004 5:29 pm
by XoloX
Hi!
From my personal experience:
Mixing mats of equal Q will average the stats. However, I noticed that by doing so, you'll have an increased chance of a degrade to occur.
CU
Re: Q regarding combos of mats
Posted: Sun Oct 24, 2004 7:28 am
by lyrah68
True, and mixing either GRADE or Q numbers...is almost a guaranteed degrade from the LOWEST q number. (if you make those "famous" cap eye amps...you are GUARANTEED ONLY a q16 which is the Q number of the eye balls, but the Q number on the amber amps is Q 20, and you can get a FAST caster for either heal or elem damage OR affliction, OR you could get a faster amp, with ALMOST the exact same damage as the eye balls...and not walk around with a staff in your hand that is 2/3's ROTTING body parts *shudders at the thought of sticking eye balls on a staff and focusing a spell through it*
BUT when I am grinding out a crafting level, and am too close to broke, or just have a few ODD foraged/quartered mats at the bottom of my inventory bag...I will mix and match things in a way I would NEVER do for sale. (Kippee excretion *shudder* just what part of its body did THIS come out of after I killed it...do I REALLY wanna know?? Or Basic sap with Fine oil with Choice resin (ONE of a kind or two) and a Basic resin. This mix would pretty much guarantee a piece of CRAP not worth putting on...but MIGHT be the ONE item I needed to get a level or finish a mission.