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Added tiers to the weaponchart

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Old 12-20-2009, 17:37   #1
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Added tiers to the weaponchart

I added primary functionality of tiers to the weaponchart. The consumption cost is not taken in account, and currently only range and damage tiers have effect.

If anyone can help out with the effect of CHA on you critical hits, I can add that one too.
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Old 12-21-2009, 04:16   #2
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May I also request that you set up, so each item can show the tier-up ingredient lists?

For example, if someone wanted to know the ingredient list to tier-1 a TT ore-excavator. That list would also show total TT/MU costs, like the crafting recipes.
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Old 12-21-2009, 05:55   #3
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JohnC has started a thread to collect the info on tier-up recipes here, in the meantime.

And I agree, this would be best kept recorded in Entropedia
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Old 12-21-2009, 06:13   #4
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A tiering array similar to the one that displays mob difficulties/stats would be nice. i.e. tiering stats separated from the rest, allowing quick comparison of Tier I costs, components quantities, but also allowing for a quick review of relative expenses. I have a hunch higher tiers may require more expensive ores, components etc. I would like to be wrong about the ores
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Old 12-21-2009, 06:46   #5
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Quote:
Originally Posted by Witte View Post
I added primary functionality of tiers to the weaponchart. The consumption cost is not taken in account, and currently only range and damage tiers have effect.

If anyone can help out with the effect of CHA on you critical hits, I can add that one too.
Good work

We need an additional added value to UL tools that can be enhanched.

What is the cost to move a tool to Tier1 (maybe a worst case when second item is lost and a best case where you get both items back)
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Old 12-21-2009, 07:13   #6
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Nice to see some people are doing a nice effort to start charting all this.
I love the new stuff, wish I had more time to investigate.

Subscribing
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Old 12-21-2009, 09:14   #7
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I plan to add an ingredient chart too, but I don't know enough about it yet. I am not sure how to implement it when the required materials are more or less random for every tier, as it would mean that for every UL item 10 sets of ingredients need to be added. But when the materials are the same, I will use the same setup as the blueprint materials chart. About tier-up cost, we will first need to know what the profession will do to the success and salvage rate.

Things that still need to be figured out:

*needed ingredients for higher tiers
*consumption rate of enhancers
*effect of CHA on you critical hits
*tier-up rate on items
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Old 12-21-2009, 14:30   #8
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Quote:
Originally Posted by Witte View Post
I plan to add an ingredient chart too, but I don't know enough about it yet. I am not sure how to implement it when the required materials are more or less random for every tier, as it would mean that for every UL item 10 sets of ingredients need to be added. But when the materials are the same, I will use the same setup as the blueprint materials chart. About tier-up cost, we will first need to know what the profession will do to the success and salvage rate.
A way similar to how MobLevelcharts works i.e. trivial stats include sweat attempts, regeneration. All faps require similar upgrade ingredients, all weapons require a different set, but are the same in terms of the type of ingredients (but this set of ingredients is separate to faps).
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Old 12-21-2009, 14:32   #9
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Ranged Damage Assessment

I'm glad someone understands it sufficienly to document it. This will repay careful reading when it is complete. Good work guys.
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Old 12-21-2009, 15:20   #10
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Quote:
Originally Posted by Immortal View Post
A way similar to how MobLevelcharts works i.e. trivial stats include sweat attempts, regeneration. All faps require similar upgrade ingredients, all weapons require a different set, but are the same in terms of the type of ingredients (but this set of ingredients is separate to faps).
Aah ok if it works like that it would be the best solution indeed. As long as no item with deviation ingredients is found in one item class.
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