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  1. #1
    Player
    LudvicStone's Avatar
    Join Date
    Jul 2014
    Posts
    35
    Character
    Ludvic Stone
    World
    Tonberry
    Main Class
    Marauder Lv 60

    New Gathering nodes

    As someone who has supras on all 3 gathering classes, when I heard about the new main hand tools coming I knew I would need to increase some aspect of my gear to have a better chance at them
    luckily the only thing that isn't fully melded at this point are my offhand for miner and bot.
    Both are at 452 gathering and 442 perception with the only things not melded are the i70 off hands i have for both of them.

    Now onto the issue, we need to gather 99 HQ antumbral rocks and 99HQ redolent logs, going off of the assumption that bother share the same requirements for getting them, I am going to say at my current gathering I have a 84% chance to obtain the rock/log itself and a 4% to get a HQ rock/log

    So now I come to my fellow gatherers, what should i meld my offhands with, and how should I be going about opening up these nodes, wasting the 2 strikes at the start to open them up so i have the 600 GP for increase both my gathering and perception? or should i use toil of the mountaineer?

    EDIT: sorry i named the thread wrong I meant to say "new gathering tools" not nodes
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    Last edited by LudvicStone; 01-22-2015 at 04:33 PM.

  2. #2
    Player
    Dreufo's Avatar
    Join Date
    Mar 2014
    Posts
    90
    Character
    Kildean Damask
    World
    Exodus
    Main Class
    Gladiator Lv 80
    Wow, that sounds brutal. And we need 99? ugh

    On more difficult nodes I always start with Toil and then pick the appropriate Gathering and Perception boosts and go for the guaranteed HQ at the end.

    A gamble that sometimes works out is to for the highest Perception boost(300gp) and go straight for the slot. If have at least 580gp to start you'll have another 300gp before the last hit and then you can tag on one more strike which will give a guaranteed HQ...but again only if you don't miss any.
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  3. #3
    Player
    synesthetic's Avatar
    Join Date
    Dec 2013
    Posts
    402
    Character
    Rihael Eden
    World
    Hyperion
    Main Class
    Astrologian Lv 60
    I'm pretty sure I remember clearing debris for antumbral rocks and redolent logs in one swing pre-patch, using the artisan mainhand, not-melded offhand, and mostly optimal armor (just ~4 Gathering below max potential since I have forager stuff but cheaper accessories). So Toil is as effective as using Solid Reason here.

    I think I also already had about 85% success rate on them then. With supras, the rate should be a bit higher. I can't check ingame right now to see my current success rate.

    It's a given that 300 GP should be spent to boost your HQ rate, so the big question then is if you should spend the rest of your GP on success rate or on Toil/Solid Reason to get a swing back.
    5 swings at 100% success and ~35% HQ, vs.
    5 swings at ~87% success and ~35% HQ with a 6th swing that has two scenarios each with about a 50/50 chance of happening: ~87% success and ~35% HQ, or 100% success and 100% HQ. (I say it's a roughly 50/50 chance because 0.87^5 is just shy of 0.50.)

    I'm not good with statistics, but my impression is that Toil/Solid Reason comes out ahead. If someone could properly math it out, that'd be fun to read.


    edit: With supras and 4 gathering below max possible, and with a not-melded offhand (total 448 gathering, 438 perception), I had an 86% success rate and 33% HQ rate (with the buff going).
    So for me, at least, it'd be a 47% chance of succeeding on the first 5 swings to get that 100%/100% proc.
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    Last edited by synesthetic; 01-22-2015 at 09:02 PM.