#1
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How much int/wis to get to make a difference on tradeskills?
Going to be working on tradeskills and going after the Shawl on my Shadowknight. I'm realizing it's surprisingly easy to get a high int on a Shadowknight since quite a few pieces give over 10 int, combined with superior Dark Elf starting stats.
Should I aim get to get as high as possible or is 200 "enough"? Is there any kind of diminishing returns? | ||
#2
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Generally, you want as high as possible, but there is a soft cap that is probably at 215. The following is from reading eqemu source code, but has also matched some limited testing I've done here, so my guess is its more than likely correct. I haven't done the statistical analysis to try and prove it though, so its possible it could be different.
The way it works is that you have to pass 2 rolls to get a skillup. One is stat related, one is only based on your skill. The first roll is (Stat - modifier)/(skillup * success). Modifier is -15 when you're using int or wis, 0 if you're using another stat for blacksmithing or similar. Skillup is trade skill dependent and the default values that come with eqemu are set to this: RULE_REAL(Character, TradeskillUpAlchemy, 2.0, "Alchemy skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpBaking, 2.0, "Baking skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpBlacksmithing, 2.0, "Blacksmithing skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpBrewing, 3.0, "Brewing skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpFletching, 2.0, "Fletching skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpJewelcrafting, 2.0, "Jewelcrafting skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpMakePoison, 2.0, "Make Poison skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpPottery, 4.0, "Pottery skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpResearch, 1.0, "Research skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpTinkering, 2.0, "Tinkering skillup rate adjustment. Lower is faster") RULE_REAL(Character, TradeskillUpTailoring, 2.0, "Tailoring skillup rate adjustment. Lower is faster") Success is 1.0 if you succeed, 2.0 if you fail. If you're over 215 and succeeded at the combine, you will automatically pass this check unless you're doing Brewing or Pottery. Brewing and Pottery will get benefits all the way to 255. If you fail the combine, you will get a benefit from a higher stat as well for all tradeskills here, so that's the 'soft cap' benefit from a higher stat. The second check is just based off your current skill, and is (200 - skill)/2 % likely to succeed up to skill 174, then linearly drops from 12.5% to 6.1% from 175->255. If you pass both checks, you get a skill point up.
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Jayya - 60 Rogue, Officer <Auld Lang Syne>
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#3
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Wow that is fantastic info. Thanks!
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