View Full Version : Why do you lose durability when +durability on non-specialized stations soloing Far Seas instances?
Brigh
12-26-2009, 03:45 AM
<p>I noticed that I get lots of critical successes that give me durability, but when those are not happening and I lose durability, spamming durability buttons makes me lose it more often than gaining it.</p><p>This is only on the stations where I have the least skill in. The class/subclass crafting I don't have as much or any problem with.</p><p>I use the artisan tunic, +5 tradeskill quest cloak, +2% success tradeskill Mara charm, +1% success from racial ability, and +3 durability from two racials.</p><p>A side question:</p><p>Why can't I hear the rounds / the station working in the Moors instance? I thought I head it in the shipyard. It makes watching for the events hard when you can't hear it.</p>
Calthine
12-26-2009, 02:03 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p>A side question:</p><p>Why can't I hear the rounds / the station working in the Moors instance? I thought I head it in the shipyard. It makes watching for the events hard when you can't hear it.</p></blockquote><p>It does make it easier with the audible cues, but here's your visual cue: a round ends when the durability/progress buttons float up from the station. If you're going to get an event, it's *right* after that, at the start of the next round.</p>
LivelyHound
12-26-2009, 05:01 PM
<p>Basically when you spam the 3 durability answer on the far seas stations you are using lvl 9 arts not your lvl 80 ones. These when totalled together add around +30 durabilty and a fail tick is -50. Thus a lot of the time you lose -20 even using all 3 arts. (Rough numbers as I am not in game but they should be near enough). Now consider that you are using a skill lvl of around 50 against a recipe con level of 70 which is skill 250+ and you end up with a lot of fail ticks compared to normal. Thus a lot of the time even though you are using durability arts you will lose durability.</p><p>Now on the success ticks because the arts are low lvl ones you gain much less than normal also so building up a reserve of durability or even staying just ahead takes a lot of effort, and a lot less progress arts. Now if you wish to make it easier you can get the tradeskill gear and take your 50ish skill up to around 120ish and you get less fails and thus you keep your durability better. You can also get far more +%success than you are currently using again helping to offest the difficulty of those recipes.</p><p>For starters get the tinker items that add +1%, +2% and +3% for your class. All that being said, the way to make it through the fs grp instnaces is to counter everything correctly, especialy the 'severe' versions of the counters.</p><p> On your side note havnt got a clue why the noise disappears.</p>
Brigh
12-26-2009, 10:39 PM
<p><cite>Calthine wrote:</cite></p><blockquote><p><cite>Brigh wrote:</cite></p><blockquote><p>A side question:</p><p>Why can't I hear the rounds / the station working in the Moors instance? I thought I head it in the shipyard. It makes watching for the events hard when you can't hear it.</p></blockquote><p>It does make it easier with the audible cues, but here's your visual cue: a round ends when the durability/progress buttons float up from the station. If you're going to get an event, it's *right* after that, at the start of the next round.</p><p><span style="color: #ff6600;">That is the problem. I turn off combat number spam, and that included the tradeskill spam. </span></p></blockquote>
feldon30
12-27-2009, 02:20 PM
<p>Some may say I'm superstitious, but I've found if I do NOT use the -9% success chance reaction, I have better results.</p><p>I've found that if I am spamming all 3 durability buffs, that the durability will start to do well, but then quickly sink like a stone. It's annoyingly random.</p><p>When I started just doing the Durability buffs which are -power and -progress and not mess with the -success, I was able to make the process less unpredictable.</p>
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