I am very pleased with the new poisons.
I like everything from the effects to the drop rates.
My favorite aspect of the tradeskill is the logic in making poisons.
Personally, I have decided to make poison only and solely based on the drops I recover. So in a group I ask for our drops and then look up the recipees. You can figure recipees out on your own as well. I like that you can make poisons for others. I like the durations. The stacking components are nice as well.
I need to work more with the deaggro stuff which I plan to do soon. I understand you can run two at once.
Questions: Are there any write ups on "test this for me will ya?"
I am stuck at stage 2, I have no idea how to bomb the water by the Arena. What is the reward/benefit of this quest?
I start a poison based on the main drop. So if I get (ie)Purified grade A mamba venom this is what I do:
I know purified grade a means level 80. Then I need to know if it's a rogue only or all/all. So now I know the vial type. (Sealed for rogue and regular for all/all and the level of the seal from poison name) For the suspension I use regular for rogue and thick for all/all. For hhe emulsifier component, I have been using "regular" so far. When do you use the other emulsifiers? Is my method correct?
The 7th Vet reward gives an increased chance to have Critical DoTs, Heals, Direct Damage spells, and HP regen, but there is not to critical melee. The only melee benefit is the increase to the damage modifier, which again is nullified if used with Assassins or RF running.
Will this effect DD Poisons so there's even a greater chance for crit blasts on them? Can't say this is necessarily a good thing based on hate that would be generated... but might be handy every once in a great while if the timing is right where you're at the point that aggro doesn't matter anymore heh
Crits "shouldn't" affect the amount of hate generated. Hate "should" be fixed to the base dmg of the proc. Pretty sure that's how it works, but I've been wrong before. hehe
* This patch contains the first phase of client memory optimization I've been working on for a while. This first pass should show some fairly significant savings in memory usage. A later pass (in a week or two) will have selectable memory modes so that you can choose between pre-loading (to minimize any on-demand loading artifacts) and saving the most memory.
* Please report any stability problems you preceive to be caused by these changes. Use this thread to comment on any performance issues you notice as well. This first pass defaults to using the "most memory usage" mode that will use extra memory to reduce loading artifacts (but still saves a lot of memory over what is currently on live).
* The goal with this is for it to be completely seamless. I.e., you don't notice that anything changed, other than the process using less memory.
*** Misc ***
* Fixed a crash related to the welcome screen.
* The friends list on the welcome screen now displays anonymous or roleplaying characters but with an "unknown" zone.
* The welcome screen friends lists now uses the longer description of the zone name.
*** Changed Files ***
* EQUI_Animations.xml
*** Design ***
*** Spells ***
* The Wizard's Mindfreeze spell should properly trigger procs from the Mana Recursion line.
*** Tradeskills ***
* Poisons have had a small change to make them slightly harder for NPCs to resist. The PvP resist rate remains the same.
* Old buff poisons have had their contact ability moved to the same slot as the current new poisons. This is intended to make them no longer stack.
* Rogue only DPS Poisons have had their hate reduced further.
*** Miscellaneous ***
* Luminescent and Incandescent Culling Vortexes are now available upon completion of the Field of Scale Theme in Seeds of Destruction.
I'm taking it our bp clicks, evenomed blades and dirty fighting all are useless now?
I'm taking it our bp clicks, evenomed blades and dirty fighting all are useless now?
No those all stack just fine.
"Forums: You have to form your opinions immediately based on jack s*it then fight them to the death! It's like Highlander, but instead of swords we use ignorance."
thats jsut for the previous lines of player made poisons. nto anyhing AA related. the bp uses the same slot as proc clickies so tis on a diff spell slot as well. ( example being clickies from vexthal)
thats jsut for the previous lines of player made poisons. nto anyhing AA related. the bp uses the same slot as proc clickies so tis on a diff spell slot as well. ( example being clickies from vexthal)
Correct. It is just the player made buff type poisons.
Basically I am enforcing a "phase out" of them by making them even more less useful than the new poisons (wow that is awkward phrasing)
* Poisons have had a small change to make them slightly harder for NPCs to resist. The PvP resist rate remains the same.
Sweet and thanks NGreth.
I plan on posting more parsing from my mushroom extinction odyssey in Direwind. Drop rate is still pretty crappy. An hour of solo killing yields normally less than 10 muscimol (about 10% but is definitely streaky with the RNG). With raid death fairly common as we are still progressing, that is frequently used up over two raid nights.
Perhaps that effort vs reward is within your design tolerance, but it still seems low to me. For example, I would expect to be able to solo for an hour or two to "stock up for the week". 3 or 4 hours should allow me to run a small profitable business, and selling the excess (probably around 10 Quellios) is hardly worth the effort.
do what I do......... tell guildies and friends that if they want there all/all poisons then they gotta save me the rog only stuff ; )
*edit to add one a want for poisons*
why can't I make the fast proc or the single proc ones in the Fire or Ice variety? For that matter shouldn't we be able to make the all/all ones in Fire and Ice?
At the very least I would like the Strike of Shissar to be makeable in Fire and Ice resist. Since I use that line the most in groups.
Last edited by Imnothereareyou; 06-06-09 at 10:26 PM.
do what I do......... tell guildies and friends that if they want there all/all poisons then they gotta save me the rog only stuff ; )
*edit to add one a want for poisons*
why can't I make the fast proc or the single proc ones in the Fire or Ice variety? For that matter shouldn't we be able to make the all/all ones in Fire and Ice?
At the very least I would like the Strike of Shissar to be makeable in Fire and Ice resist. Since I use that line the most in groups.
For now I started with a simple list. I will consider a fast ice/fire for rogues.
and no, I want a very limited list of all/all poisons.
I can understand the no on all/all resist variety. I don't like it but I can understand that. Thanks for considering a fire/cold variety for fast proc. I hope you decide to add them and that it happens soon.
So if i am reading this right, the old and new DD poisons allow you to use them both...but they share the same "proc slot"?
Specifically, old Bite fo the Shissar and new Bite of the Shissar?
What about non-DD old poisons, such as Spine rend, do they share the same 'proc slot' as the new DD poisons?
I still use dreams of drusila, havent used up my supply yet. Can I use that and Bite of Shissar? I understand you can use the new deaggro AND new Bite of shissar?
So if i am reading this right, the old and new DD poisons allow you to use them both...but they share the same "proc slot"?
Specifically, old Bite fo the Shissar and new Bite of the Shissar?
What about non-DD old poisons, such as Spine rend, do they share the same 'proc slot' as the new DD poisons?
give me spell links if you want to be sure... but Old, before the release of the new poisons will not stack with new after the release poisons as appropriate. There were "utility" poisons and DPS poisons (and DPS poisons that had utility) If it does damage, it will not stack with the new damage poisons. If it does no damage it will not stack with the new utility poisons.
Wang said:
I still use dreams of drusila, havent used up my supply yet. Can I use that and Bite of Shissar? I understand you can use the new deaggro AND new Bite of shissar?
yes, you can use the new deagro and the new bite of the shissar.
Are we 100% sure? Unless I am reading something wrong that is from Test, not live servers. So i am guessing this will go into the next patch (Wed?). After this gets patched in are they still stacking fine? Anybody on test able to confirm before this goes live?
Are we 100% sure? Unless I am reading something wrong that is from Test, not live servers. So i am guessing this will go into the next patch (Wed?). After this gets patched in are they still stacking fine? Anybody on test able to confirm before this goes live?
I did NOT touch the AA. I do not think I touched the BP effect but I would need a link to confirm. I am 99% certain I did not touch the BP effects.
By NOT touching them, they will continue to stack as they did before today's patch.
Nope. A side effect of the changes in that it used an actual poisons instead of its own effect.
For now I am not doing anything about it. When I can I will make a new effect and try and find the items that are casting that poison and put the new effect on them.
Nope. A side effect of the changes in that it used an actual poisons instead of its own effect.
For now I am not doing anything about it. When I can I will make a new effect and try and find the items that are casting that poison and put the new effect on them.
According to the Lucy database (which may or may not be accurate) only four things use that specific effect. One of them is those gloves and other three are the 1, 5 and 10-charge versions of the Bite of the Shissar poison itself, so evidently only the gloves are really in need of the new effect.
As for the gloves it turns out that they are just one of many possible drops in just one LDON raid instance. I really don't think many guilds ever did those LDON raids other than the special versions of them for a few of the OoW era Epic weapons quests where the normal loot like those gloves didn't even drop. Frankly, given what I am fairly sure is the relative obscurity of the gloves I'd consider it a fairly low level priority to fix this little issue. Then again since you'd pretty much be duplicating most aspects of the current effect I expect it's the sort of thing you could probably toss together fairly quickly.
Is the max you can be at all TS's 300 and a Maxxed trophy?
Has this changed?
It has not.
There is also a "bug" (bad feature?) in code that will prevent skill past 326 to even be possible. The chance to gain a skill turns to 0, and the previous skill point needs about an AVERAGE of 5000 combines to gain a skill... and with the way the RNG is some people will get larger numbers than that!
I also want a code change to how skill modifiers on items work before I add more skill, even if that code issue gets solved. The % effect is already getting too large... I need to be able to cap it and/or add a linear amount of skill.
......The chance to gain a skill turns to 0, and the previous skill point needs about an AVERAGE of 5000 combines to gain a skill...
"Never tell me the odds" Han Solo, Empire Strikes Back
Just making sure I am maxxed. It seems from the trivials that eventually they will go up. Being that there is no particular TS project/revamp going on I guessed it might be in Underfoot. Anyway, I am am happy it's still 300.
If you want to make things easy you can just lift the next cap to 325.
"Never tell me the odds" Han Solo, Empire Strikes Back
Just making sure I am maxxed. It seems from the trivials that eventually they will go up. Being that there is no particular TS project/revamp going on I guessed it might be in Underfoot. Anyway, I am am happy it's still 300.
If you want to make things easy you can just lift the next cap to 325.
But 325 would be horrible! something like 2k combines on average
But 325 would be horrible! something like 2k combines on average
pfft......cue old timer claiming how with the old interface and kaladim constitutionals, it needed dozens of clicks before you even hit the combine button....
or how camping in the Deep for Yttrium for days to get enough materials for even 10 combines only to see all of them fail....
thank you no. I dont want a avg of 2k combines per skill up. It's bad enough we have to deal with a drop rate in that ballpark on items I don't want it to carry over to my tradeskilling.
P.S.
Yes I am talking about the Dark Spiritbone Belt being the item = P
But 325 would be horrible! something like 2k combines on average
"But sir, the chance of successfully navigating an asteroid field are approxiximately.." C3PO
"Never Tell me the Odds" Han Solo
Ngreth, you need to embrace the hate you will get, enough with the love, deep down, you know you were jealous of Merloc when the wrath of everyone was aimed his way. Imagine the RNG making someone need 5,000 combines ofr one skillup.
All the effort for one measley point with no noticable reward for this point other then saying, "I am maxxed" it will be glorious. The gods hidden deep within the code have spoken. Your path is clear.
Thousands at 324 and a select few at 325 is perfect.
"But sir, the chance of successfully navigating an asteroid field are approxiximately.." C3PO
"Never Tell me the Odds" Han Solo
Ngreth, you need to embrace the hate you will get, enough with the love, deep down, you know you were jealous of Merloc when the wrath of everyone was aimed his way. Imagine the RNG making someone need 5,000 combines ofr one skillup.
All the effort for one measley point with no noticable reward for this point other then saying, "I am maxxed" it will be glorious. The gods hidden deep within the code have spoken. Your path is clear.
Thousands at 324 and a select few at 325 is perfect.
I do items now. I am already expecting the hate to come with that.
Sense the purpose of that thread is general feedback for everyone, I will go ahead and promise to keep it toned down. I know I get a little err "loud" sometimes, but it really isn't directed at you it is just me being me.
I do items now. I am already expecting the hate to come with that.
lol do yourself the favor of not adding the hate that would happen with tradeskill skillup rate. No need to add that on top of the item hate lol. Plus I don't want to see how high you would bump the poison triv level on the XV to keep your failure rate.
This is a great chart, although I wonder if the trivials is current. I have materials from one of the new poison quests to make Consigned Bite of the Shissar IX. From chart and other posts on that thread the trivial is around 225. My skill is 235 without my trade trophy and I get the message about someone with my skill can not conceive making the poison, or something to that effect.
Did they make changes to the skill levels recently?
They made changes to the trivials a few patches ago, so the trivials are lower for most (if not all) poisons - including the extraction step for the utility poisons.