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Lady DSD is crafting now???Follow

#27 Sep 11 2006 at 12:47 PM Rating: Good
Quote:
Blech. Ah well. The grind is now x2 - x0 instead of x4 - x0.

Maybe so, but with tradeskill writs back in place, the grind is not what it used to be.

Over the weekend, I managed to get 2 lvls each on my tailor and provie, (entirely on writs), and still had plenty of time to ding 62 on the warden, mentor two friends in SS & Hidden Cashe to help them each get another lvl or two, AND smack the Ancient Lockjaw around, (and no, I still haven't won the roll for the tunic), before heading over to take on the Great Gardener and Moonchild!

Tonight I plan to level up my woodworker before heading out for another evening of mentoring.

My point is that where I used to consider crafting a time sink that would cost me an entire play session, now I can just chip at it till everyone is ready to start the main event!

Edited, Sep 11th 2006 at 2:44pm EDT by OldBlueDragon
#28 Sep 15 2006 at 6:48 AM Rating: Decent
Mearyk? When you say fixed are you saying that crafting naked is fixed and no longer works as it once did?

This has been an ongoing discussion between my son and I. I have a craft-naked outfit that I wear and have always followed the ideal behind it. I have always been comfortable with the whole idea of having a seperate set of crafting gear. I did this in EQ Live and just continued to do so in EQII. But if this whole power pool crafting naked principle no longer works.....do tell.

Zoo
#29 Sep 15 2006 at 8:50 AM Rating: Decent
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801 posts
It still works as usual. Power is still used as a percentage but returned as an amount per tick, and you still craft with out-of-combat power regen. So all other considerations equal a lower power pool is better.
#30 Sep 18 2006 at 5:24 AM Rating: Decent
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991 posts
zoobecca wrote:
Mearyk? When you say fixed are you saying that crafting naked is fixed and no longer works as it once did?

This has been an ongoing discussion between my son and I. I have a craft-naked outfit that I wear and have always followed the ideal behind it. I have always been comfortable with the whole idea of having a seperate set of crafting gear. I did this in EQ Live and just continued to do so in EQII. But if this whole power pool crafting naked principle no longer works.....do tell.

Zoo


Hahaha. No no no. Allow me to explain my attempt at humor. OBD originally posted this:
OBD wrote:
Any way you decide to go, please try this out and see if you like it... I think you'll join the throngs of crafters who now "craft naked"!


In a sad attempt at a pun, I "fixed" it to read this:
Me wrote:
Any way you decide to go, please try this out and see if you like it... I think you'll join the thongs of crafters who now "craft naked"!


It's ok because I make me laugh!
#31 Oct 03 2006 at 10:17 AM Rating: Decent
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#32 Dec 23 2006 at 10:58 PM Rating: Decent
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599 posts
This post should be a sticky over on the tradeskill forum
#33 Dec 24 2006 at 7:47 AM Rating: Decent
For each tradeskill technique there is orginally 3 abilities from lvl 1-9.

I tab down from hotbar line 1 to hotbar line 10.

I put the one that gives a bonus with no strings attached first(example: progess +9)

I put the one that decreases durability and increases progress second (example: durability -6/progess +18)

Then I put the success % and progress increase third. (example: success -3%/progress +9)

From lvls 1-9 I just keep hitting the first one. Whenever a technique pops up on screen I push it. This alone can probably get you pristine.

For an extra push:

If 1st pops up, hit it and the 3rd one as well.
If 3rd pops up, hit it and the 1st one as well.
These combinations tend to give bonuses.

If the 2nd one pops up, hit the 1st and the 3rd as well. At lvls 1-9 it tends to give -20/+120.

At lvl 10 preplace the 3rd one with the upgrade that is something like success -6%/durability +10. What is does is eliminate any durabiilty loss on a normal turn. So instead of getting -10/+50, you just get 0/+50.

You'll also start noticing power loss if you overdo it so keep an eye on it. (didn't notice it til after lvl 20).

Same rules apply as lvls 1-9 only when you do those combinations you start getting results like +34/+70. You can actually reverse durability loss instead of merely trying to not loss too much before completion.

If 1st pops up, hit it and the 3rd one as well. For a good bonus
If 3rd pops up, hit it and the 1st one as well. For a good bonus
These combinations tend to give good bonuses like +30/+70.

If the 2nd one pops up, hit the 1st and the 3rd as well or sometimes just 2nd and 3rd.
Typically the the 2,1,3 results in 0/+77. If you do the 2nd and 3rd way it SOMETIMES gives +10/+120.

You can just plug away with 1st and 2nd to get +10/+50, but your power will deplete before you're done. Oddly, it doesn't give 0/+59.

I usually just hit the 3rd every turn so that progress is increasing without durability loss and follow the above rules as neccessary. When it starts busting me with failures then I start combining 1st and 3rd just enough to regain durability then go back to just hitting 3rd. If the 1st and 3rd symbols pop up alot and you combine you'll probably end up with so much durabilty that it overflows and failures won't even effect it. Also, sometimes it seesm that if your doing 3rd and 2nd(for example), in that order and switch up to 2nd and 3rd, it will give you a minor failure(-30/+12). You'll have to figure it out.

I wish you got bonus experience for making items with no durability loss :)

BEWARE: This game will cheat you sometimes. You will just get failures no matter what you do right up until the durability is so bad you can't recover. I've had multiple times where it was one turn from pristine completion and all of a sudden I'll get 7 failures ina row to include a critical failure(-90/-112).

There are other techniques that probably can help you out in these situation by slowing down progress so that you can get time to recover. Haven't really bothered to test those out. Maybe I'll do that...


Edited, Dec 24th 2006 10:57am by inja
#34 Dec 24 2006 at 10:55 AM Rating: Decent
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3,829 posts
inja wrote:

You'll also start noticing power loss if you overdo it so keep an eye on it. (didn't notice it til after lvl 20).


That is because of this:

Quote:
I put the one that gives a bonus with no strings attached first(example: progess +9)



To say that this buff is "no strings attached" is a little misleading, because this is the buff that eats power. There's always a tradeoff.

Quote:

There are other techniques that probably can help you out in these situation by slowing down progress so that you can get time to recover. Haven't really bothered to test those out. Maybe I'll do that...


My method (and I haven't failed to get a pristine on a post-lvl 10 combine since I started doing this) is to make sure with each...tick? wave? surge?...of the combine, I hit the ones that increases durability (after lvl 10 obviously) for at least the first half of the first progress bar. If an adverse event occurs, of course I will hit the one that counters it first, then I will hit the other two. I don't craft naked, but I do use a power totem. If I'm running low on power anyway--rare, when using an appropriate level totem--I will only use the two that don't consume power, unless an adverse event happens requiring me to use the one that does consume power.

After the first half of the first progress bar (until about lvl 30 I actually do this through the whole first progress bar, which you may have noticed is the bar that takes the longest to complete and appears to get longer with each tier) I have "banked" a lot of durability. Yes, you can go above 100% durability--you may not see it, but it's there. So after the first half-to-whole bar is completed, I switch to the buffs that increase progress instead of durability, and spam those with each surge. If it looks like my durability is getting too low, I will switch back to the durability ones until I've topped off the durability bar. This way, the combine doesn't take forever to complete as it would if I used only the +durability buffs.

Another way to preserve durability without slowing progress too much (important if you're doing timed tradeskill writs) is to use this combination:

+ progress, - power
+ durability, - progress
+ progress, - success %

This should get you through the combination with plenty of time to spare and a pristine, as required by the writ. If you feel you've banked up enough durability, you can switch the second one to its + progress counterpart. If you're losing durability, change the first and third ones over to their + durability counterparts for a few combines.

I arrange the hotbar something like this:

(left hand)
1) + durability, - power
2) + durability, - progress
3) + durability, - success %

(right hand)
0) + progress, - power
-) + progress, - durability
=) + progress, - success %

This way, I can basically keep my hands on the number line of the keyboard with my index, middle and ring fingers on the three keys at each end, and just switch which hand I'm using depending on what my needs are for the combine. (so for durability I'll use my left hand on 1/2/3, for progress, I'll use my right on 0/-/=, and for the combo method I described above for writs, I'd use 0/2/=) It doesn't take long until you see the icon for the adverse event and just instinctively hit the button countering it without even having to remember which one it is (except for weaponsmithing, darnit, where two icons looks very much alike.)

Hopefully that made sense to someone beside me.

#35 Dec 24 2006 at 11:12 AM Rating: Default
Try this site

[link=null][/link]http://eq2.eqtraders.com
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