Showing Posts For aRTy.8951:
And yet, this particular character already had a Gift from Scarlet. It is odd that this only happened at this time, and no other, with multiple kinds of items.
The Gift From Scarlet was sent twice, so thats nothing unusual.
The living story featured a lot of mails, in particular with the last episode sending out two. Also, wintersday sent a few, like the orphan letter which was sent twice. I guess because of that the limit was reached for more players than usual, which results in this bug report. I doubt it is the first time it happened for a bunch of people, but like you said, since it is not game breaking, it was either not reported or it got reported already in the past, but was not changed.
I looked through my side characters and found a mail with a non accepted Gift From Scarlet. I opened the story journal in the hero window and generated several mails by clicking “Play This Episode” on several chapters. After a few mails, the Gift of Scarlet was automatically put into my inventory and the corresponding mail is gone.
There are account wide mails and there are character specific mails. The Gifts From Scarlet as well as the Queen’s Jubilee invitation mail (with 5 free gauntlet tickets, see here for example) were character specific and the mails from the living story are as well. I guess there is a certain limit how many mails of this kind are stored and the oldest ones get deleted if the limit is exceeded.
Note that the displayed limit of 10 mails does not count all types of mail, most or even all generic/invariant game mails do not count, even if there is a mail-specific item attached (like the ones mentioned above or the recently sent Orphan letter, which is account wide though). These mails have a green star icon.
Mails that do count towards the limit of 10 (with an envelope icon) are, off the top of my head:
- Mail sent by other players
- Black Lion Trading Post item delivery, even though it uses a template, probably because the attached item is variable.
It’s up to you and Anet Devs whether to call that mail handling a bug, but there is your explanation.
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If you take items out of the mail, they appear at the right side and are listed in the chat. Even if you switch armor or rings/accessories/amulets by having another one in your inventory and double clicking it, the item you “switch off” and thus into your inventory gets listed on the right and in chat.
As I said, the item was probably in a mail for a long time and was automatically accepted now, because the game sent you new mails.
I’m pretty sure both the 5 Gauntlet Tickets and the Gift from Scarlet were in your mail/inbox. You either accidentally accepted the item or the game automatically did that when sending you new mails because of the living story.
From what I saw today, the clouds are only there once the respective boss is (successfully) killed.
Since the gloves are awarded for the "Tangled Paths Episode " achievement (= completing the episode), this seems intentional, since you only complete this achievement once. The shoulders were not connected to an achievement but were part of the reward for the “hidden arcana” story step.
You can find the gloves in the “Greater Nightmare Pod” (big chest in the center of the labyrinth, after the breach event) or, with a smaller chance, even get them from Lost Bandit Chests.
I got the two additional gloves needed within ~15 Greater Nightmare Pods, which seems to be lucky though. However, I saw a lot of other people ping the glove box drop too, talking about it in map chat.
why they need to hack peoples computer with those and not programming this in a clean code.
For some detection software its basically enough that programs call others / interact in general, depending on the configuration. You can also get false positives just because the file name roughly resembles some known malware. It’s not as simple as “clean code”.
“Deposit all Material” used to be called “Deposit All Collectibles”, which is still more accurate, but was renamed since the collectible tabs solely stores stuff now which can be used in crafting in some way, even though not every single item in there is classified by the game as a “crafting material”. Most people prefer easy wording over perfect game mechanic labeling.
You can easily check for yourself. You need the ID of the item: Look it up in the wiki for example, look into the page’s code (“edit” at the pages top, you can close it afterwards without changing anything) and copy the ID out of the infobox at the beginning of an article.
Then look the item up with the API from gw2 itself:
Obsidian Shard: Trophy
Glob of Dark Matter: Trophy
Glob of Ectoplasm: Trophy
Mystic Coin: Trophy
Piece of Candy Corn: Consumable
Whereas:
Nougat Center: CraftingMaterial
Elaborate Totem: CraftingMaterial
Charged Core: CraftingMaterial
I think monocle drop rate got buffed too looking at gw2tp. Are they dropping from something other than gauntlet chances now?
Judging by recent data like this the drop rate does not seem changed. Looking at gw2tp also shows that the monocle supply was 17, 19 and 24, which is not much. There were also very few high buy offers, which you can’t easily see on gw2tp, but I remember because I got a monocle and was checking the TP in game regulary the last days. Consequently, the price can easily drop only because a few people decide to sell their savings. Combine that with the (current) tiny but steady drop due to gauntlet chances, and you have the result.
Other example: Take the desert rose skin (gw2tp-link) and look at the May 13th price drop. People thought the price would collapse because the Zephyr Boxes would cause a huge supply, but they did not right after the update. The rate was so low, people opened thousands without seeing any back item skin and were discussing if certain skins were even in the boxes at all. However, the price did not jump back right away, but took 1 week for a smaller rise and another 1 week for a huge one.
The market for items like monocles is fragile, I think. It’s a rather expensive item for only a small look, compared to other armour and alike. If only a few people here and there keep panicking because of the price drop and sell their monocles quick and cheap(er), they cause exactly what they feared: A further decreasing price. Just because they think it is happening they start actually making it real.
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The drop rates for the backpieces have been increased. I think the price drop is perfect proof.
The recipe, however, has been unchanged.
The monocles also halfed in price, though they come from the gauntlet chances, not the zephyr boxes. That is the weird point.
Yesterday, after the patch I farmed 500 gauntlet chances. I ended up with 3-4 backpieces, 4 monocles and a chaos of lyssa recipe.
Either I should play the lottery or they increased the drop rate significantly.
As a result I sold my entire stock of Chaos of Lyssa recipes to guard against this. All in all I made about 500g from the returns.
tldr: sell everything while you can before it catches on.
I doubt there was a change. The Chaos of Lyssa recipe is stable in price and I did not get much out of about 500 chances I opened after said patch. Can’t speak for the Zephyr Boxes though.
I’d guess that some people were simply very lucky, posted their results along with the “drop rate was increased” idea and made others who hoarded items sell them, in fear of price loss. Of course, prices dropped because suddenly a lot items were sold, falsely “proving” the drop rate myth.
Since you only want the runes from the one set of armor (=skin and stats are fine already), I would rather recommend using a black lion salvage kit on the armor with the traveler runes. You get the runes for sure, material like ectos in addition, and you only use 6 charges of a kit, which are way easier to get (or cheaper to buy) than 6 transmutation crystals.
The disparity was larger some weeks ago, because 3 contributors used the table wrong. They did not add the number of times they got something, but added how much of something they received. For the 1 clover recipe thats the same, because you always get 1 single clover, but for other materials you get more than just 1 and often times it’s even a range like 2-4 or 1-5.
Consequently, the automatic calculations of the table template got a bit screwed, because the data of those contributors (how they entered it, not how they meant it) corresponded to chances of 9.5%, 13.8% and 15.6% for clover, which of course lowered the total chance of that data column.
I happened to notice that about two and a half weeks ago and corrected it with several edits (last minor one today).
You can find more on the discussion page Talk:Mystic Clover/Drop rate#spoiled data.
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Septemptus, what was the rarity (“color”) of the items you salvaged? They need to be exotic.
It is a permanent change which was even announced, so that people had time to use their items with boosters, if they wanted to.
According to the prices I just looked up it is significantly cheaper to craft Spiritwood Planks and Deldrimor Steel Ignots than to buy or even order them in the TP. As you need them for your weapon anyway, I see no point in not using those for crafting xp too.
Also, assuming that there are no critical crafts makes it certainly easier to calculate, but not realistic, especially if you deliberately try to get crits (with a booster and choosing a good day regarding wvw/guild bonus). Since discoveries always give bonus xp, they get away far better in this comparision than they actually are.
It might happen because the fractal relics were actual items in the beginning and were later modified to be a currency in the account wallet. So it changed from occupying an inventory slot to just being a number in the account wallet window.
When using autoloot, there is no window or whatsoever showing the relics as an item, looting the chest just increases the number in the wallet (from a player view). When not using autoloot however, the relics have to make their appearance in “item disguise” in that extra looting step. That might complicate the process.
Based on data available so far the 10-unit recipe seems to have a slightly better yield-rate than the 1-unit recipe.
The results are very close, that is a usual variation with such data. Judging from the data, I see no reason to believe that the yield-rates are actually different (in the game code).
2) I believe the only things we can craft are Lump of Mithrillium, Deldrimor Steel Ingot, Glob of Elder Spirit Residue, Spiritwood Plank, Spool of Thick Elonian Cord and Elonian Leather Square. Is this correct? And with the once a day requirement won’t this be slow?
Completely incorrect. You can only craft those items after you reach level 500
Well, no.
Once you reach 450, you can craft the timegated (“daily”) items: Mithrillium, Elder Spirit Residue and – if you are a huntsman – also Elonian Cord. Refining those into Deldrimor Steel, Spiritwood Planks and Leather Squares is also possible already.
Consequently, you want to level to 425 by material refinements and to 450 with exotic discoveries, like stated above. At 450, I always started with just crafting the daily items until I reached the amounts I needed for the weapons I wanted to get. Once I had enough, I waited until a thursday/friday for high WvW bonuses and used a crafting booster. Then I refined all the Steel/Planks (and maybe Squares), as well as the Bloodstone Bricks, Empyreal Stars and Dragonite Ignots, which brought me to about 467-470.
For the last part, you want to discover exotics again, which give roughly 3 levels each. So you will need 10 if you actually made it to 470 before (if you have material for 2-3 weapons or convert lots of additional dust), otherwise 11 or maybe even 12.
Though you can get to 475 with refinements, those start to give less and less experience from 470 onwards. If you have tons of material you want to craft anyway or you don’t care about karma resp. obsidian shards you put into additional bloodstone bricks (since you drown in dust), then feel free to max that out and safe an additional 1-2 exotic crafts.
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The first one.
I use the formula
(Power / 916) * (1 + (CritChance * (BonusCritDmg + 0.5) ) )
Note that CritChance and BonusCritDmg are percentages and thus values like 0.65 and 0.39 for the first example.
I get ~3.696 for the first and ~3.344 for the second set of data. The first coefficient is quite a lot higher, or the be precise, 3.696/3.344 ? 1.105 = 10.5% higher.
Keep in mind though that I assumed power to scale at a factor of 1, which might be wrong in some cases. Consequently, the formula is not correct with certainty.
It’s more about the scaling of the skills than dependend on your stats, I’d say. And most skills scale quite well.
Of course, you can always calculate extreme cases, but the game has limits. A character with full power equipment and traits has something of about 2000 power, maybe add a few hundret for special effects. Add even more for buffs like might if you really want to. However, you don’t get to values like 4000, even 3000 seems way to high for proper calculations.
So I took 2000 power and 0 bonus crit damage as a starting point and looked at which crit chance value (so basically precision) changes would equal out (so 2100 vs +10%). It’s when the crit chance is a bit higher than 65%, which is also a very high value. It’s actually so high you don’t hit it with equipment only (if you want to keep your maxed power). You need skill effects or alike. Until that point, power is better off, given a power scaling of 1 (which is common, or at least I think it is).
If you take more natural values though, so your crit chance is a little lower and you don’t compare 0 vs 10 crit damage but rather 40 vs 50 or something, power is the better choice.
According to my calculations though, you won’t feel THE difference if you take one or the other. It’s like a 1-3% difference (depending on your stats :P ).
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Well, I play with autoloot enabled (F11 Options) and never encountered or heard of that problem before.
Do you want to have it disabled for a particular reason? Because I think it makes playing way smoother, in general, and thus would recommend it.
If you want to get an average result in general, and in particular “get the clovers safe”, use the 1-recipe. Since you have a lot more MF-uses with that recipe, the variation will even out much more.
Not every effect is calculated into skill tooltips or the stats at the hero window. I can’t guarantee you that the #6 effect is working, but at least I am sure that you can’t test it like you tried it, so it’s totally normal not to see any difference there.
yes, it’s fixed
Each manual can only be used once per character to unlock the respective traits. Getting your traits reset is only a side effect of those items.
To just reset traits, talk to a trainer NPC of your class, he has a dialog option for that.
Dungeon tokens and the Batge of Honor got a “Deposit collectible” option in the right click menu with the wintersday update a few minutes ago, but the option is greyed out and the bank has no register for it.
Though I don’t see any possible malfunctions which may eat up tokens, I wanted to report this half/half state.
The critical chance is calculated by the additional precision compared to a certain (level based) value. Thus your critical chance decreases if you keep the same precision value while leveling. In your case you gained some precision, but not enough to compensate that.
Bloodstone Shard, Crystal and Philo Stone are soulbound. The rest should be account bound.
Did every single map tell you that you have 100% in it? If not, re-check malchors leap, in the middle of the northern edge there is a single vista (in a small area which needs to be uncovered first). Apart from that, I dont know any single vista which could be easily overlooked.
The four WvW maps do count, which explains why you have all hearts already, since there are none in WvW.
Teleporters and POIs in dungeons do not count, just to clear about that.
Once you have the remaining maps completed, you might need to visit the Chantry of Secrets again, even if you already were there.
It was announced that the survivor is replaced by a placeholder (the ???), a new achievement for the monthly will be revealed soon, probably at halloween.
As far as I know, it only made gear that you are currently wearing not transmutable. So if you want to transmute things, you have to put both items in the regular inventory.
If you don’t log out&in after the counter reset (0:00 GMT), every bar stays at 100% until something counts into that category, thus until your first kill, first gather and first event.
In case it’s possible with manageable effort, one could include automatic recipes and the buyable ones from the profession master NPC next to the crafting station.
This would exclude the hard-to-find uses in a recipe you only can buy from a specific heart-karma-NPC, but wouldn’t leave out recipes that everyone uses. Especially items like ectoplasm, which partly even have to be used to master a profession (if I am not mistaken), shouldn’t leave out those professions in the tooltip.
That explanation seems odd to me, but thanks.
As said, I don’t think people know the current system, which should imply confusion and frustration too.
The rarity is most definitely in the stats not the skin. Anyone that says otherwise is trolling because they are wrong.
I’d rather assume they just didn’t know better, misunderstood or don’t know about the specific term “rarity” here or used the typical “It seems logical to me so I just declare it as true for myself”-method.
But yeah, they are wrong.
I suggest changing the tooltips of crafting material to reflect all uses of the item, thus including automatically learned recipes and bought recipes as well, not only discovery recipes like it is now.
When the game was released and one had to figure out which items to put into the inventory to discover recipes, the specific tooltip had it’s benefits I guess, but already back then the tooltip system was not explained ingame (I think) and thus tended to be misleading. Now that we are able to discover out of the account vault, I’d say the tooltip becomes even more important for profession requirements in general, so one knows what to think of an item and for which professions it might be worth collecting them.
I am not sure whether people are even aware of the current system, for instance the english wiki has a bug note at Glob of Ectoplasm about missing professions.
Gems can be applied to armor as they are a general upgrade type. Runes are specific to armor, those can’t be applied to weapons or jewelry.
The rune tooltip you get states how much active runes of that type you have. Thus, if you wear the gloves, they state 1/2 because they apparently have a rune. While in the inventory, they state 0/2 because your active/worn armor does not have any runes of that type in it.
There are 3 qualities of runes, “minor”, “major” and “superior”, which give (respectively) up to 2, 4 and 6 boni. Thus, if you want all effects of a superior rune, you have to apply one to each of your 6 armor parts to get 6/6.
If you are lacking that many waypoints, POIs and Vistas (but not the other two types), please check again whether you really completed the 6 big cities (5 racial capitals and lions arch).
5x Pirate rune:
30%
10% + 15%+ 25% = 50%
I got ectos recently, so I’d guess: bad luck.
(Re-)enter the Chantry of Secrets.
ummmm rarity is in skin not stats last i checked. i dont know about legendaries though
Referring to what specifically?
Because what I wrote was not meant to be for legendaries only, but a general explanation.
That isn’t a valid sample. That is a 1->1 conversion, of course it can’t be dimished. What the OP is talking about is when you convert something and get a random number back.
How about 2-4 T6 materials with that recipe? Judging by data I saw, these were not affected.
Item rarity is taken from the skin rather than from the stats, so yes, it’d still be legendary.
No. Item rarity is determined by stats, not skin, since rarity and level requirement together determine the values of the stats, while item name and skin are both just visual aspects.
Consequently, the legendary status is lost, however, Devs said they want to address that problem concerning legendaries (and precursers I think).
Did you, Bellatrix, visit the Chantry of Secrets again? If not, try it.
I’m also German, but had no comparable issues. I’d guess you tend to hit Q accidently or your keyboard is a little broken.
You could try to remove the Q-binding for a few hours and see if that fixes the problem, so determine if it’s rather the game or you.
Mystic Salvage kits have a 25% chance to get rare materials. 80% chane to get runes back.
Black lion salvage kits have a 50% chance to get rare materials. 100% chance to get runes back.
So if your after rare materials ( eg ecto’s ) black lion has double the chance to net you rare materials.
Well, no. If the recent studies are correct with their conclusions, the tooltips are misleading. Salvaging itself seems to have base percentages for different outcomes and the chances stated by the kits only modify these base values.
I read of 11% base chance for rarer materials, but whether this number is correct or not, just use it as an example. If you used the mystic kit with its 25% better chance, that would increase the 11% by 25% to a total of 13.75%. The black lion kit would increase our 11% by 50% to a total of 16.5%. Yes, it is better, but far away from doubled.