Hey guys synthesis guide 2 is now done, hope everyone gets good insight from it like the first.
http://www.technomicon.com/GameTech/...h-7-27-11.html
and for those that missed the first guide:
http://www.technomicon.com/GameTech/...h-5-21-11.html
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Hey guys synthesis guide 2 is now done, hope everyone gets good insight from it like the first.
http://www.technomicon.com/GameTech/...h-7-27-11.html
and for those that missed the first guide:
http://www.technomicon.com/GameTech/...h-5-21-11.html
Thanks! Great guide, indeed thoroughly written!
Sweeeeeets. Thanks a bunch!
I've noticed that in regards to risk the guide mentions that it increases over time, might i ask how accurate your sources are on this?
In my experience risk has a set value for any given time you start a synch (albeit one randomly? decided)
that doesnt actually increase at all.
When i synch a high success rate item the ones that go bad always go bad from the start (considering random luck) rather then after 70%~, in fact ive managed to save a few of those after 70% due to getting lucky.
Quick question. Have we determined if the timer in between synth actions has any bearing on success or failure rate?
A very thorough guide. Nice work!
Informative "Risk" chapter. Long suspected something like that but never quite found a way to put it into words.
Might also want to put the "Starting Quality" calculation into the guide as well:
NQ Ingredient => 0 base
+1 Ingredient => +100 base
+2 Ingredient => +200 base
+3 Ingredient => +300 base
Adjusted Base Quality = Sum(IngredientBaseQuality)/NumberOfIngredients
Actual Base Quality = Adjusted Base Quality + a small positive random value (~1 to 20ish)
E.g. So a 3 ingredient recipe where you use 1 NQ, +1 and +3 ingredient will give you around 133 quality.
If the timer has any bearing at all its very abstract.
It's the first thing that came to my mind as well when i first started crafting,
so i've seen from extensive experience that it doesn't seem to have any noticable effect.
My guess is that it's simply to allow time to decide on ability usage, without removing the pressure.