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upgrades....

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@carnage i wasnt referring to you.. but now u mention it ....................
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[quote="AMOEBA"]@carnage i wasnt referring to you.. but now u mention it ....................[/quote]
"AMOEBA"@carnage i wasnt referring to you.. but now u mention it ....................


I don't even know what you're on about so don't worry about it, I'm not.
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[quote="CARNAGE"][quote="AMOEBA"]@carnage i wasnt referring to you.. but now u mention it ....................[/quote] I don't even know what you're on about so don't worry about it, I'm not. [/quote]
Think +10 should b a thing
Pan Claw[Epic] Pan Claw+8
Attack : 56~69
Weight : 22
Durability : 3976
Speed : A+(358)

Req. Str : 100
Req. Dex : 96
Req. Skill : 153
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[quote="PIXEL"]Think +10 should b a thing [item post=169103 index=0] [/quote]
Nicely played pixel!
And maybe its just my luck/rng BUT
I seem to have a lot more success with the 0 skill gems (have had 8 or 9 items at +5/+6 from ct's and town's (dsoma)
But only 2 items go +5 with a pills (using 150 skill crafters)
Are we sure the 0 skill tabs take the 150 skill success rate?
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[quote="MERLIN"]Nicely played pixel! And maybe its just my luck/rng BUT I seem to have a lot more success with the 0 skill gems (have had 8 or 9 items at +5/+6 from ct's and town's (dsoma) But only 2 items go +5 with a pills (using 150 skill crafters) Are we sure the 0 skill tabs take the 150 skill success rate?[/quote]
Not sure how this server works on upgrades it's why I asked my previous question regarding 100-150-200 skill, from what I remember about esoma the only skill required to do upgrades was 100 in a metal craft, dropped upgrades like rdt, dt, tows etc required 0 skill but your success was same as an 100 skill crafter.
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[quote="RAVENSOUL"]Not sure how this server works on upgrades it's why I asked my previous question regarding 100-150-200 skill, from what I remember about esoma the only skill required to do upgrades was 100 in a metal craft, dropped upgrades like rdt, dt, tows etc required 0 skill but your success was same as an 100 skill crafter.[/quote]
"PIXEL"Think +10 should b a thing
Pan Claw[Epic] Pan Claw+8
Attack : 56~69
Weight : 22
Durability : 3976
Speed : A+(358)

Req. Str : 100
Req. Dex : 96
Req. Skill : 153


Sexy epic with noice attack, sucks it has same recoil as some +6s =(
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[quote="WEEEEEEEEEP"][quote="PIXEL"]Think +10 should b a thing [item post=169151 index=0] [/quote] Sexy epic with noice attack, sucks it has same recoil as some +6s =([/quote]
There was a post finito made on the somadev forum regarding success rates at 200 skill compared to 150.

I use to have a screenshot on my old laptop, but I remember that from +1 to +5 it was relatively the same success rate only differentiating in around 3% and after @ +6 +7 and +8 is were the big difference came, +8 for example was a 10% success rate difference, I think it being normally 40% with 150 skill and with 200 it was 50% ish.

Why not just make 200 skill 10% better than 150 skill. At least you’d be grinding for a solid success rate.

If I recall correctly

@ 150
70 67 64 61 58 55 52 49

@200
70 68 66 64 62 60 58 57

That’s off the top of my head.

To be honest considering how much of a grind it is to get 200 skill why not increase the % success rate overall by 10% from 150 so it would look like this

80 77 74 71 68 65 62 59

In my opinion these success rates helps the casual as +5 is obtainable and +6 on wards is balanced for those who hardcore and grind for it.

One, it would make the server more lively all around the board @isylver you can just see for yourself how much of an impact x2 rates benefits the UC, the game in general and I’m sure it also benefits you. So why not increase success rate by 10% of each attempt at 200 skill so that at least a crafters that grind for 200 feel like they’ve gotten something that will help them tremendously and furthermore help the server in general, more items, more trading, more income, higher uc, everybody wins.

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[quote="NITE"]There was a post finito made on the somadev forum regarding success rates at 200 skill compared to 150. I use to have a screenshot on my old laptop, but I remember that from +1 to +5 it was relatively the same success rate only differentiating in around 3% and after @ +6 +7 and +8 is were the big difference came, +8 for example was a 10% success rate difference, I think it being normally 40% with 150 skill and with 200 it was 50% ish. Why not just make 200 skill 10% better than 150 skill. At least you’d be grinding for a solid success rate. If I recall correctly @ 150 70 67 64 61 58 55 52 49 @200 70 68 66 64 62 60 58 57 That’s off the top of my head. To be honest considering how much of a grind it is to get 200 skill why not increase the % success rate overall by 10% from 150 so it would look like this 80 77 74 71 68 65 62 59 In my opinion these success rates helps the casual as +5 is obtainable and +6 on wards is balanced for those who hardcore and grind for it. One, it would make the server more lively all around the board @isylver you can just see for yourself how much of an impact x2 rates benefits the UC, the game in general and I’m sure it also benefits you. So why not increase success rate by 10% of each attempt at 200 skill so that at least a crafters that grind for 200 feel like they’ve gotten something that will help them tremendously and furthermore help the server in general, more items, more trading, more income, higher uc, everybody wins. [/quote]
+1
Nite

I wud defo do 200 then
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[quote="SUBXERO"]+1 Nite I wud defo do 200 then[/quote]
+1 Nite.
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[quote="P3RF3CT"]+1 Nite. [/quote]
+1 nite would 200
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[quote="EVOLVE"]+1 nite would 200[/quote]
The more casual friendly the better, I know i cannot be fucked grinding 10 hours anymore for what little i get to rip.

I understand the feelings of some not wanting others to get what they have while investing a smaller amount of time but surely a better usercount has more positives.
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[quote="STUFF10"]The more casual friendly the better, I know i cannot be fucked grinding 10 hours anymore for what little i get to rip. I understand the feelings of some not wanting others to get what they have while investing a smaller amount of time but surely a better usercount has more positives.[/quote]
https://myth-of-soma.com/Forum/Thread.asp?ID=16734&title=upgrade+success+rate+by+skill+and+%2B+attempt&Page=1
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[quote="HEIDI"]https://myth-of-soma.com/Forum/Thread.asp?ID=16734&title=upgrade+success+rate+by+skill+and+%2B+attempt&Page=1[/quote]
Out of curiosity..

If original numbers I posted from a spreadsheet Fuji sent me were correct.. and if 150-200 got the same chance boost as 100-150, we'd end up with something looking like this:

100/150/200
+1 56% 67% 78%
+2 52% 64% 76%
+3 48% 61% 74%
+4 44% 58% 72%
+5 40% 55% 70%

Rolling Odds +0 to +5 :: 100skill = 2.4600576% chance of success
Rolling Odds +0 to +5 :: 150skill = 8.3440192% chance of success
Rolling Odds +0 to +5 :: 200skill= 22.1090688% chance of success

Current rolling odds of 200skill +0 to +5 is 10.6850304% chance of success.


All assuming the original numbers were correct. There's a huge difference there.

The fear would have to be, if this kind of chance took effect.. 1/5 items making it to +5.. Would the game just be too quick and easy? Eva sets cap at +5, Accuracy sets cap at +5.. 1/5 Weapons getting to +5 would make rare/epic obsolete, you're going to only try intense+. Because the chance is high enough to ignore lower tags completely.

Now, 200skill is a HELL of a task to take on, it's a horrible experience and demands so much time dedication to a very boring task.. Should there be more benefit? Yes. I believe there should, however as one of the minority who are actually getting the 200skill, there is some bias there.

Is 4 SRs and a 2.3% chance boost worth the effort.. No, but we can hope there will be more effects at some point, everyone that took on the task of 200 knew the differences.

Will leave it open to discussion.
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[quote="FLICKTHEBEAN"]Out of curiosity.. If original numbers I posted from a spreadsheet Fuji sent me were correct.. and if 150-200 got the same chance boost as 100-150, we'd end up with something looking like this: 100/150/200 +1 56% 67% 78% +2 52% 64% 76% +3 48% 61% 74% +4 44% 58% 72% +5 40% 55% 70% Rolling Odds +0 to +5 :: 100skill = 2.4600576% chance of success Rolling Odds +0 to +5 :: 150skill = 8.3440192% chance of success Rolling Odds +0 to +5 :: 200skill= 22.1090688% chance of success Current rolling odds of 200skill +0 to +5 is 10.6850304% chance of success. All assuming the original numbers were correct. There's a huge difference there. The fear would have to be, if this kind of chance took effect.. 1/5 items making it to +5.. Would the game just be too quick and easy? Eva sets cap at +5, Accuracy sets cap at +5.. 1/5 Weapons getting to +5 would make rare/epic obsolete, you're going to only try intense+. Because the chance is high enough to ignore lower tags completely. Now, 200skill is a HELL of a task to take on, it's a horrible experience and demands so much time dedication to a very boring task.. Should there be more benefit? Yes. I believe there should, however as one of the minority who are actually getting the 200skill, there is some bias there. Is 4 SRs and a 2.3% chance boost worth the effort.. No, but we can hope there will be more effects at some point, everyone that took on the task of 200 knew the differences. Will leave it open to discussion.[/quote]
I'm on the same page as Stuff10.

I've got a few upgrade items and things upgraded but I'm tired of losing everything or nearly everything to get one item. Its quite a heartless cycle you need to go through and to do that you have to play out of repetition, not so much fun or joy and thats been the mantra this game needs to work on more off. More fun, more casualness.

That said, how do you do that without giving everyone too good a chance to get the best items?

Change the max upgrade for weapons to be +25 and the +15 for armors but the effectiveness is diminished (e.g 33% of what their min and max is now), that way you can take on any number of solutions to fix the rate of sucess and availability of most upgrades. You then can make the % success difference of 200 skill a lot more obvious and rewarding with out being OP in general.

Need a character reset though for the above imo.
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[quote="FOXTRCK"]I'm on the same page as Stuff10. I've got a few upgrade items and things upgraded but I'm tired of losing everything or nearly everything to get one item. Its quite a heartless cycle you need to go through and to do that you have to play out of repetition, not so much fun or joy and thats been the mantra this game needs to work on more off. More fun, more casualness. That said, how do you do that without giving everyone too good a chance to get the best items? Change the max upgrade for weapons to be +25 and the +15 for armors but the effectiveness is diminished (e.g 33% of what their min and max is now), that way you can take on any number of solutions to fix the rate of sucess and availability of most upgrades. You then can make the % success difference of 200 skill a lot more obvious and rewarding with out being OP in general. Need a character reset though for the above imo. [/quote]
150 skill guys seem to be havin a lot more luck with their ups than the 200 skill guys.
Considering 150 skill is approx 25% (crafttime wise) on the way to 200 skill.. i would think 200 needs some buffing to make some noticeable difference... It's what u would expect
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[quote="LUPISCUS"]150 skill guys seem to be havin a lot more luck with their ups than the 200 skill guys. Considering 150 skill is approx 25% (crafttime wise) on the way to 200 skill.. i would think 200 needs some buffing to make some noticeable difference... It's what u would expect[/quote]

 

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