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Old 05-16-2007, 14:08   #81
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hi jimmy,
just noticed that you have set combat reflexes at 8% in evader, while it is actually 11%, as confirmed by both the chipping thread, and my own evader thread.

cheers,
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Old 05-16-2007, 15:39   #82
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When you experimented with the crafting skills did you also check the effect on SR the diffrent skills had? Now im proboly really outdated tho back in the days engineering and technology(mechanics etc. included) was said to increase the TT meanwhile manufacture and blueprint comprehension effected the SR.

But with theese skills check you could make up a picture of how it actually is.
So my question is simply how big effect did the diffrent skills have on SR?


You guys did a great job with theese Jimmy B!
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Old 05-17-2007, 11:32   #83
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Quote:
Originally Posted by jdegre View Post
hi jimmy,
just noticed that you have set combat reflexes at 8% in evader, while it is actually 11%, as confirmed by both the chipping thread, and my own evader thread.

cheers,
/jdegre.
Thanks jdegre, now corrected. Copy & Paste error I suspect

Quote:
Originally Posted by Malvakten View Post
When you experimented with the crafting skills did you also check the effect on SR the diffrent skills had? Now im proboly really outdated tho back in the days engineering and technology(mechanics etc. included) was said to increase the TT meanwhile manufacture and blueprint comprehension effected the SR.

But with theese skills check you could make up a picture of how it actually is.
So my question is simply how big effect did the diffrent skills have on SR?


You guys did a great job with theese Jimmy B!
Thanks Malvakten.

The scope of this thread doesn't really include what the effect of gaining profession levels is, or non-profession related impacts of skill gain. There's probably other threads where SR/TT are discussed in detail, and I'm not a crafter so I know little about it, but if you wanted a guess I would say its most likely that the SR (and TT return) for a blueprint is related to your overall profession level rather than individual skills. But that's in no way an informed opinion...
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Old 05-19-2007, 18:12   #84
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Update

Received some new data today for the crafting professions.

As a result I've made estimates for the impact on crafting professions for Industrialist, Manufacturing Methodology and Equipment Methodology.

I can't be absolutely sure they're perfect but they look pretty good with the numbers to me. As they fill out the professions to 100%, it looks to me like their are no higher level unlocks around.
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Old 05-19-2007, 20:12   #85
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http://www.thornefolk.net/Midnght/pe/MidnghtsSkill.xls

My skills hope some it helps there's at least some carpentry info.
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Old 05-19-2007, 23:46   #86
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Thanks Midnight, I'll take a look at those shortly
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Old 05-23-2007, 08:50   #87
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quickness & intuition

hi jimmy,

i've received some new data (from stormer) regarding evader. setting quickness to 9% nails down to the last decimal place his evader level.

if this is finally confirmed, intuition would account for the remainder 3%.

seems a little bit unbalanced, if you ask me, so it would be nice to have it confirmed from someone with intuition unlocked (neomaven, star...).

/jdegre.
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Old 05-23-2007, 14:28   #88
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Thanks jdegre (and Stormer)

I've updated Evader - would be great if anyone else with Quickness or Intuition could PM myself or jedgre with their relevant skills so we can confirm it. (The required skills are listed under Evader on Page 2)

Also it'd be nice to do the same for Dodger

I've heard that Intuition also contributes to MF professions, and unlocks that contribute to a number of professions often contribute less so maybe its not so surprising. There are some high level unlocks that contribute a relative small amount (e.g. Commando @ 3%, although obviously a big contribution to HP too).
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Old 05-26-2007, 15:10   #89
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Quote:
Originally Posted by Jimmy B View Post
Thanks jdegre (and Stormer)

I've updated Evader - would be great if anyone else with Quickness or Intuition could PM myself or jedgre with their relevant skills so we can confirm it. (The required skills are listed under Evader on Page 2)

Also it'd be nice to do the same for Dodger
I got in touch with stormer again to find out the influence in dodger, and quickness is at 9%, as in evader.
Since there was a 14% of unsolved skills in dodger, I guess we can set intuition at 5%.
Again, further confirmations would be nice, but meanwhile, I think that we could assume those values as correct.
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Old 05-26-2007, 16:07   #90
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Thanks again

Dodger updated.
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