Tailor Archive

Thread: Novice Tailor Experimentation Bugged or as designed?

Calamari
Fri Jul 04, 2003 7:41 am
#1

Whenever I make a tailored item, and attempt to experiment (I know it has no noticeable affect yet, but work with me) I get 36% failure rate by adding only 1 point of durability. Is this intended?



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donnah42
Sat Jul 05, 2003 12:13 am
#2

I've never added more than one point of complexity per experimentation attempt. ButI've found that I get one extra complexity each time I experiment on an item. So if I had 5 experimentation points, and used them each one at a time, I could add up to 5 complexity to the item as long as I was able to keep experimenting. But if you succeed to well, you won't be able to use the remaining points to improve the item further.


I made a travel pack complexity 21 once, but it didn't give me any more xp than the others (though I thought in beta higher complexity used to help xp), and the durability wasn't higher either. So I'm not sure doing the points one at a time like that actually does any good.




Kara Vasa
----------------
Radiant Master Tailor
Mayor of Barsoom, Rori
Tirranus
Sat Jul 05, 2003 6:05 am
#3

Unless I'm making items for armorsmiths, I never experiment durability, because it has zero effect right now, and more importantly isn't listed anywhere on the items. Assuming clothes one day actully start decaying, it is in our best interest to keep them low durability for repeat business, unless the durability stat is actually displayed as an item property.




Tyr Tirranus
High Chancellor of the Antillian Resistance
Governor of Antillia, Rori (Bloodfin)
CEO of TyrCo Industries
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Alphatraz
Sun Jul 06, 2003 1:49 am
#4

You get more experimentation points and lower risk as you advance in the Tailoring line (Tailoring I is even called experimentation), but yeah, it's useless at the moment. But they will eventually add decay for tailoring items. They have a reason for not adding it now, probably something along the lines of "Uhhh.. We forgot!"
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