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Herculez
11-24-2004, 12:38 PM
I’ve been working for sometime to determine just how random stats on items produced are, and here is what I have found. Items do NOT have random stats, rather a different set of stats based on the quality level. A pristine threadbare robe will always have the same stats, but a normal threadbare robe will have different stats. The stats may or may not be the same type, meaning you may get +22 vs poison with a pristine, but +10 fire and cold for a normal. The only scaling stat I have noticed is the ac and the level to use it. As quality goes up, the maximum potential ac rises as does the level the ac caps at. Ac does not change for current lvl; no matter the quality you’ll always have the same ac as anyone else the same level wearing a different quality of the same item.

I have worked to get the stats for a full suit of pristine iron chainmail, and after doing 2 copies of each, always with the same stats, I am ready to post my results and hopefully get some more people to start putting in the stats for different items or qualities.

These recipes range in skill level from 15-16 for all buy the legs which are 18 and chest which is 19. They all come in books lower than their lvl though and I was able to make pristine coats at artisan skill 17 through smart usage of my counters

Pristine Forged Iron Chainmail Coat: +11 vs disease, +16 vs magic, ac 63 at lvl 13 (120 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot chest.

Pristine Forged Iron Chainmail Leggings: +4 health, +2 power, +11 vs cold, +10 vs poison, ac 38 at lvl 13 (72 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot legs.

Pristine Forged Iron Chainmail Mantle: +4 health, +2 power, +5 vs cold, +22 vs heat, ac 38 at lvl 13 (72 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot shoulders.

Pristine Forged Iron Chainmail Bracers: +3 health, +3 power, +22 vs divine, +5 vs poison, ac 38 at lvl 13 (72 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot forearm.

Pristine Forged Iron Chainmail Coif: +3 health, +3 power, +22 vs divine, +5 vs mental, ac 25 at lvl 13 (48 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot head.

Pristine Forged Iron Chainmail Gloves: +1 health, +5 power, +22 vs disease, +5 vs heat, ac 25 at lvl 13 (48 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot hands.

Pristine Forged Iron Chainmail Boots: +2 health, +4 power, +16 vs magic, +11 vs mental, ac 25 at lvl 13 (48 at lvl 20). Medium armor skill, required skill 50, mastery skill 100. Weight 3.0. Slot feet.

Aguirre
11-24-2004, 01:48 PM
Really nice summary! My friend and I are working together so that we each have pristine tanned and chain armor. I wear light armor, but this will help him a lot. It is 50/50 right now, so we should have stats for the 3rd level of quality.

Herculez
11-25-2004, 12:21 AM
One further note, the lower quality levels have a reduced required skill to wear, i believe the forged iron chainmail (no name) is skill 40 to wear.

As to increasing your success rate, i was able to make a tunic 2 skill levels lower than its con by first spamming 2 of the counters, cant remember names but the 2 lvl 2 counters that increase durability, one with a cost of power the other chance of success ( the one of a hammer striking a sheet is NOT the one i used ). I would do this until i got the first level of progress then used the one that cost success till completion. If youll notice the bar at top, the first lvl of quality takes 2x the progress to achieve. My first 3-4 combos of any chainmail was to boost up my metalshaping skill, which flew to 75ish from 35 in just a few combines. After that i am able to achieve nearly perfect pristine success using the above mentioned counter combo. The combo works well in that the one that costs success chance ( constant heat i think, flame graphic ), raise durability by +5 to +15 on a normal tick, combined with the counter with the chain rings graphic i would average +25 durability. By the time i achieved crude quality, i had pushed my durability bar really high. Just incase you dont know, you can raise durability past the 4th bar. It's invisible but still counts so if you get +100 durability and have the bar full before you get that total increase, you must lose 101 durability before you'll ever see the bar shrink. Using that method has proven to be very profitable, i am selling chest and legs for 15sp, everything else for 12 sp. Not a large profit but a quick one, i had sold a full suit, a 2nd leg and 2nd helm with one round of auctioning in commonlands.

Dafydd
11-30-2004, 02:26 PM
.............. If youll notice the bar at top, the first lvl of quality takes 2x the progress to achieve.


I have been noticing this in many areas. I have waited to post this untill I could confirm this with more recipies and on more professions.

In my testing I test various items that are relatively easy to make so that I get mostly normal results and I don't use any buffs....

Normal results are -10 durability and +50 progress.

QL 1 Bar = takes 200 progress to complete
QL 2 Bar = takes 100 progress to complete
QL 3 Bar = takes 150 progress to complete
QL 4 Bar = takes 150 progress to complete

I will be posting this in the main forums as well because I have noticed this trend in most all recipies.

Nilty
12-01-2004, 08:41 AM
seems liek to me that finished products take more progress for some items then the refining and intermidate processes. I have done refining steps where I get over a whole bar filled in 1 pulse but never came close to that during a finish process..

When doing armoring I love the Fire icon if I'm lucky I can just spam that 1 skill and end up with a perfect full durablity item and full power. If I have a bad pulse or 2 I start adding the joint counter in till my durablity is back up... and then back to just the flames.

Herculez
12-01-2004, 12:44 PM
It really varies in the actual progress requirements for different items, but in every combo ive done it does follow the pattern of the first quality level taking more. On some items, it takes 200 progress for level 1, and 100 each after that, on some it takes 150 for the first, 75 each for 2nd and 3rd, and another 150 for the final. If you look at the notches on the progress bar you can get a rough idea of how one relates to the other. The most common is where the first bar is 2x the other 3, and the other 3 are all the same, which equates to my first set of number. On some youll see a large first and last bar with the middle two each being close to half the size.

My general method for making items is to spam two of the tier two counter that increase durability until the first quality level is met. After that, i use one counter, preferably the one that costs success chance because at this point your skill at tailoring or metal shaping is so high it doesnt hurt much. I will occasionally go back to double spamming if my durability drops alot, but after the first quality level, you should have built up some extra durability and should be safe with just the one power free counter.