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Where isthe incentive to grind past 150?

Posted: Wed Jan 12, 2005 9:13 pm
by thanakar
I grind magical gloves and lately I"ve been wondering why I do it. I look at the current skill tree and see that there is no real incentive to push me (other than just to do it) past level 150 since that is the last level you get anything nice, the high quality pattern. After that it is just 100 levels of increased weapon crafting. Additionaly, the title for close combat crafting are still wrong. I am not a Light Melee Weaponsmith, I am a Close Combat Weaponsmith. I've sent in numerous trouble tickets about this issue but I've yet to see any thing done so that amp crafters may have their proper titles.

Re: Where isthe incentive to grind past 150?

Posted: Wed Jan 12, 2005 10:11 pm
by roninpvp
Well I'm assuming you mean for patterns since people need the higher lvl gear i.e. mages at 180,200,230 amps. Another crafter and I often discussed that we felt it was incorrect that high quality and race specific patterns are both at lvl 150. In both our view it should have been High quality at 150 and Race specific pattersn at 200. Now for Armour and amps some cool effects would be nice but alas dont think we'll get it.

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 1:43 am
by lyrah68
I am not one to rush to higher levels, for me, levels come as they come. But I would imagine being the ONLY one on the market selling higher Q level items would have its advantages, since there ARE unguilded players, and they need gear just as much as guilded players do.

Just my 2k dappers worth (hard to decide what the value of money is in game, you can keep the change).

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 5:23 am
by aelvana
If you REALLY want to know a skill where leveling it past 150 is useless, it's healing... :)

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 8:03 am
by magick1
You are already more than half way to level 250, might as well keep going :p

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 8:23 am
by paradise
magick1 wrote:You are already more than half way to level 250, might as well keep going :p
Hmmm, that is not quite true. If you graphed distance between levels. you would most surely not get a linear curve. Maybe something resembling an exponential function (but not quite exponential). The true halfway point might even be at something like lvl 215.

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 8:26 am
by basicart
Just grind up what you need Than as you need it, Unless ya got a guildie dumping alot of loot on ya to get there : ) . Its the only reson im taking amps past lvl 200 cos i need them and i know no one else will hook me up

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 11:57 am
by aelvana
paradise wrote:Hmmm, that is not quite true. If you graphed distance between levels. you would most surely not get a linear curve. Maybe something resembling an exponential function (but not quite exponential). The true halfway point might even be at something like lvl 215.
It seems to me the formula is:

constant_value * level = EXP required to complete level

IE

1k to go from 1-2
2k to go from 2-3
3k to go from 3-4
...
175k to go from 175-176
176k to go from 176-177
...

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 2:04 pm
by helbreat
i would at a guess say there will be higher craft plans at the moment we have basic craft plans medium quality plans and high quality plans whats to say they cant do excellent quality and suprme quality looks? armours that give off a glow like the guide banners and such so you dont need to press L to see in the dark ;P

Re: Where isthe incentive to grind past 150?

Posted: Thu Jan 13, 2005 2:21 pm
by predzz
if i remember correctly lvl 150 needed around 50K XP for a lvl.
so if you are lvl 149 using a ql 150 armor plan you will need to make around 20 heavy vests or 520 mats for a lvl.

but ontopic: amps are definately worth getting higher since u need them to use better spells. weapons come next in importance of ql.
jewels/armor not as much. ql is more important for boosts especially focus for harvesters. Protection is hardly noticeable when u have a good healer healing u 1K every 2 sec, does it matter whether mobs do 300(600) damage with heavy armor or 600 damage naked but saving the durability of your armor and jewels (jewels lose hp way too fast btw)?