View Full Version : What exactly does a high Tradeskill do?
Jonny_Reload
10-17-2007, 07:40 AM
I've increased my fletching to it's max level yet there seems to be no difference when I craft... What's the skill rank suppose to do?
Killerbee3000
10-17-2007, 08:05 AM
its supposed to influence if you get -10 +50 or +100 or -100 durability / progressbut, as a matter of fact, my sage lvl'd so insanely fast to 70 his relevant skill is somewhere at like 250 lol.. and i cant notice any difference in difficulty when crafting as oppsosed to the slowe lvling crafters i have too which have their skill maxed. in short... it doesnt really do anything.
Jonny_Reload
10-17-2007, 08:09 AM
<cite>Killerbee3000 wrote:</cite><blockquote>its supposed to influence if you get -10 +50 or +100 or -100 durability / progressbut, as a matter of fact, my sage lvl'd so insanely fast to 70 his relevant skill is somewhere at like 250 lol.. and i cant notice any difference in difficulty when crafting as oppsosed to the slowe lvling crafters i have too which have their skill maxed. in short... it doesnt really do anything.</blockquote>Why hasn't this been fixed yet? (Or at least made to be useful for something?)
hun_gover
10-17-2007, 08:09 AM
I have to agree with the poster above. I never really found it a major problem when I ended up behind on my skill level at any point on any of my crafters. I was still able to craft while behind.It is supposed to have an influence, maybe it even does, it just wasn't in any way noticeable and had no negative impact on my ability to craft,
Calthine
10-17-2007, 12:43 PM
It does make a difference, ask anyone who let their skill slip a good bit and tries to to a difficult rush order.
TheSpin
10-17-2007, 12:47 PM
<p>Usually my skill caps out by the time I'm in the low 20s, but I definately notice a difference on the success rate when my skill is up.</p><p> It simply improves your overall success chance while crafting, making crafting faster and more reliable if you keep your skill up.</p>
Killerbee3000
10-17-2007, 12:59 PM
<cite>Calthine wrote:</cite><blockquote>It does make a difference, ask anyone who let their skill slip a good bit and tries to to a difficult rush order.</blockquote>my sage got his skill at like 250 even though hes 70... i can do rush orders easily on him without uneqipping gear, cancelling buffs,or using +skill items... and no... i'm no expert at crafting... i simply spam the buttons in the correct order... the only class i've ever had trouble with is provi... crap counters ftw...
Cusashorn
10-17-2007, 02:01 PM
I was kinda hoping that higher skills would actually make crafting go faster. Even maxed out, it takes like 2-3 minutes to make a low level item. You'd think that with that skill, you'd make one in 1 or 2 passes.
Calthine
10-17-2007, 02:23 PM
<cite>Cusashorn wrote:</cite><blockquote>I was kinda hoping that higher skills would actually make crafting go faster. Even maxed out, it takes like 2-3 minutes to make a low level item. You'd think that with that skill, you'd make one in 1 or 2 passes.</blockquote>Domino speculated at a Fan Faire panel that this might be a side effect of the TS Arts revamp.
Liyle
10-17-2007, 02:54 PM
I don't notice any improvement after a certain point. The ease of combining hits a wall so even though I see improvement from white to green, once it hits grey a little is as good as a lot. The one time you could absolutely tell your skill helped was when the secondary arts were around... Geomancy and all that. You didn't get any kind of leg up on leveling. Everyone started from ground zero no matter how uber you were in your primary. Lots of level 50's spent hours grinding out that Tier 1 chemistry! Actually, now that I think about it in the waaay olden days it was easy to let seldom used skills fall behind and cause you plenty of anguish when you would need to dust them off for an order. You didn't just run your Jeweler into the Forge and use Artistry, you had to have real blacksmithing skills.
Jesdyr
10-17-2007, 05:24 PM
<cite>Calthine wrote:</cite><blockquote><cite>Cusashorn wrote:</cite><blockquote>I was kinda hoping that higher skills would actually make crafting go faster. Even maxed out, it takes like 2-3 minutes to make a low level item. You'd think that with that skill, you'd make one in 1 or 2 passes.</blockquote>Domino speculated at a Fan Faire panel that this might be a side effect of the TS Arts revamp.</blockquote>The problem with making it really fast is that you would then have high level crafters dominating the low level markets.
Calthine
10-17-2007, 06:27 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>Calthine wrote:</cite><blockquote><cite>Cusashorn wrote:</cite><blockquote>I was kinda hoping that higher skills would actually make crafting go faster. Even maxed out, it takes like 2-3 minutes to make a low level item. You'd think that with that skill, you'd make one in 1 or 2 passes.</blockquote>Domino speculated at a Fan Faire panel that this might be a side effect of the TS Arts revamp.</blockquote>The problem with making it really fast is that you would then have high level crafters dominating the low level markets. </blockquote>I sincerely doubt it. A high population doesn't seem to want to craft outside their tier, or wants to charge T7 prices for low-level combines.
hun_gover
10-17-2007, 10:20 PM
<cite>Calthine wrote:</cite><blockquote>It does make a difference, ask anyone who let their skill slip a good bit and tries to to a difficult rush order.</blockquote>I have to disagree on this, I have crafted on rush orders with crafters way under their max skill level ( basically a full tier, as i thought I had changed Art buttons at 41 as I recall and had not ) and found I could still craft Rush orders no problem. It may of course be the fact that 41 is the blue bar set, I always found the green bar set the most important for speed crafting and of course, this was still current for that tier.
hun_gover
10-17-2007, 10:23 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>Calthine wrote:</cite><blockquote><cite>Cusashorn wrote:</cite><blockquote>I was kinda hoping that higher skills would actually make crafting go faster. Even maxed out, it takes like 2-3 minutes to make a low level item. You'd think that with that skill, you'd make one in 1 or 2 passes.</blockquote>Domino speculated at a Fan Faire panel that this might be a side effect of the TS Arts revamp.</blockquote>The problem with making it really fast is that you would then have high level crafters dominating the low level markets. </blockquote>Its just not worth it from a reward point of view. I find that in the low tiers there are lots of people willing to make First combines for XP and then sell for little profit or even losses due to the low rare price. I am not gonna start making items for effectively no gain. There are some areas though I find that no one crafts in, in these I will craft and sell.
hun_gover
10-17-2007, 10:27 PM
<cite>Cusashorn wrote:</cite><blockquote>I was kinda hoping that higher skills would actually make crafting go faster. Even maxed out, it takes like 2-3 minutes to make a low level item. You'd think that with that skill, you'd make one in 1 or 2 passes.</blockquote>It does go faster when crafting items at lower tiers, less than 1 minute an item easily for the current Tier, and even less at low level when you can move an entire stage in every tick often.
Jesdyr
10-18-2007, 11:14 AM
<cite>Calthine wrote:</cite><cite></cite><blockquote>I sincerely doubt it. A high population doesn't seem to want to craft outside their tier, or wants to charge T7 prices for low-level combines.</blockquote>There are two reasons (I can think of) not to craft outside of your tier - 1 - XP ... this is fairly easy to understand.2 - Makes getting and storing materials easier if you only have to deal with one tier. Now there are other reasons but those are actually logical ones. Most people seem to think that there is more money in the higher tiers and therefore that is what they sell. For some things this does hold true but often it does not. I have seen over 100% profit margin on some under t5 items and this is taking into account the going price for all materials (rare and common) and fuel. Rarely do I see this as being true with higher tier items. The problem is that profit margin is not just the amount you earn per item, you also have to consider the time you spend crafting the item. Right now this is basically the same no matter what tier you are working in and therefore doesnt matter. If the crafting time for t4 (while lvl 70) was say 25% of the time it would take to make a t7 item, then you have a whole different story here. Suddenly that T7 would to have 4x the profit of the t4 item to be even.Maybe I am just over thinking this ... I guess it is the Min/Maxer in me. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> It is hard to talk in exact effects of anything because it can be hard to accurately predict what most people will actually do.
zhiDarkivel
10-18-2007, 12:11 PM
Way way back in the early days of the game, provisioners were bugged. They didn't have the possibility of skill increases from their arts - only when an item was completed. As you can imagine, that kept skills from raising very fast. And there came a point where my provisioner's skills were so far behind he was unplayable if I wanted to make current level recipes. So I have had definite experience that skill levels matter.
Calthine
10-18-2007, 12:28 PM
<cite>Jesdyr@Unrest wrote:</cite><blockquote><cite>Calthine wrote:</cite><cite></cite><blockquote>I sincerely doubt it. A high population doesn't seem to want to craft outside their tier, or wants to charge T7 prices for low-level combines.</blockquote>There are two reasons (I can think of) not to craft outside of your tier - 1 - XP ... this is fairly easy to understand.2 - Makes getting and storing materials easier if you only have to deal with one tier. Now there are other reasons but those are actually logical ones. Most people seem to think that there is more money in the higher tiers and therefore that is what they sell. For some things this does hold true but often it does not. I have seen over 100% profit margin on some under t5 items and this is taking into account the going price for all materials (rare and common) and fuel. Rarely do I see this as being true with higher tier items. The problem is that profit margin is not just the amount you earn per item, you also have to consider the time you spend crafting the item. Right now this is basically the same no matter what tier you are working in and therefore doesnt matter. If the crafting time for t4 (while lvl 70) was say 25% of the time it would take to make a t7 item, then you have a whole different story here. Suddenly that T7 would to have 4x the profit of the t4 item to be even.Maybe I am just over thinking this ... I guess it is the Min/Maxer in me. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />" /> It is hard to talk in exact effects of anything because it can be hard to accurately predict what most people will actually do. </blockquote>Yeah, it's a min/max approach (nothing wrong with that). I don't consider the time I spend crafting, and I differ from a lot of pepple that way. I also don't have huge markups on my goods. (And I don't consider the opportunity cost of harvesting either!)IMO, crafters who complain that they have nothing that sells aren't working their whole recipe book, lol. I actually look for market voids and fill them. And just for the record, I store 6 Tiers of raws in my Vault <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> But the point was that faster lower-level combines probably aren't going to have a lot of effect on the lower-crafting market, as the majority of high level crafters prefer to stay in or near their current tier.
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