YetiSwarm Posted October 26, 2019 Share Posted October 26, 2019 I've been noticing low-mid level crew skill missions (so far tested archeology and treasure hunting) are failing significantly more often, even if they're grey stuff you've been running for months with barely any issues. This may be a bug, but it seems like a nerf to crew skills that I haven't heard about yet. Anyone know which? Is it part of the big middle finger to crafters that is 6.0? Link to comment Share on other sites More sharing options...
jedcjedcjedc Posted October 26, 2019 Share Posted October 26, 2019 crew skills failing isn't the only issue. Wait until you start actually trying to craft things http://www.swtor.com/community/showpost.php?p=9779063&postcount=2 Link to comment Share on other sites More sharing options...
Void_Singer Posted October 28, 2019 Share Posted October 28, 2019 I've been noticing low-mid level crew skill missions (so far tested archeology and treasure hunting) are failing significantly more often, even if they're grey stuff you've been running for months with barely any issues. This may be a bug, but it seems like a nerf to crew skills that I haven't heard about yet. Anyone know which? Is it part of the big middle finger to crafters that is 6.0? congratulations, you've found the hidden "gem" to crafting changes.... not only were difficulties raised, but the failure rate for all difficulties was ALSO raised..... oh and fun fact, failure rates are flat percentages that are checked FIRST so the logic flow is: roll for failure if not failure, roll for crit which means your critical rate for running a missions is actually (critical_rate - failure_rate) Link to comment Share on other sites More sharing options...
ThatGuyToo Posted November 8, 2019 Share Posted November 8, 2019 it seems the critical chance for crafting has also changed even though the information in the window has not changed. With the crafting window showing me a companion has a 78% chance to crit I am seeing something closer to a 20-25% chance. Since we have to do a lot more crafting to actually craft something it stands out. It is odd hos Bioware made crafting much more work for a game that is a shell of it's former self. Backwards thinking. Link to comment Share on other sites More sharing options...
thorrnnn Posted November 9, 2019 Share Posted November 9, 2019 tried making augs yesterday. the greens were 100% but i tried to decon them and noticed the wording 5% chance of getting blue schematics. Link to comment Share on other sites More sharing options...
Void_Singer Posted November 10, 2019 Share Posted November 10, 2019 it seems the critical chance for crafting has also changed even though the information in the window has not changed. With the crafting window showing me a companion has a 78% chance to crit I am seeing something closer to a 20-25% chance. Since we have to do a lot more crafting to actually craft something it stands out. It is odd hos Bioware made crafting much more work for a game that is a shell of it's former self. Backwards thinking. Crafting window crit and efficiency display numbers have been various kinds of wrong since 5.10 dropped... The Max you should be able to crit (not including Amps) is 53% for Crafting, and 50% for everything else.... sources of crew skill crit are: Companion Level * 0.5% (rounded down to nearest whole percent): Max 25% Subscriber Bonus: +10% for Orange difficulty, +15% for al others (not displayed) Legacy Crafting Bonus: +3% Max, crafting only Guild Set Bonus: Fortune set gives 2% Guild Perk (static): various +crit bonuses, Max +3% Guild Perk (Skill): +5% while active, checked at crew skill completion Those are the ones that affect Base Rate.... Amps are NOT added to base rate, they are applied AFTER base rate is applied, and max out at 13.5% Failure Rate is a completely separate roll, so you will want to discard them when calculating your critical rate for crew skill missions. (Critical rate is only checked IF you don't fail) Link to comment Share on other sites More sharing options...
DragoshNashu Posted November 11, 2019 Share Posted November 11, 2019 The Max you should be able to crit (not including Amps) is 53% for Crafting, and 50% for everything else.... sources of crew skill crit are: Companion Level * 0.5% (rounded down to nearest whole percent): Max 25% Subscriber Bonus: +10% for Orange difficulty, +15% for al others (not displayed) Legacy Crafting Bonus: +3% Max, crafting only Guild Set Bonus: Fortune set gives 2% Guild Perk (static): various +crit bonuses, Max +3% Guild Perk (Skill): +5% while active, checked at crew skill completion Those are the ones that affect Base Rate.... Amps are NOT added to base rate, they are applied AFTER base rate is applied, and max out at 13.5% Do you have a source for these numbers? I would be very interested to dig a bit more into them. Link to comment Share on other sites More sharing options...
DawnAskham Posted November 11, 2019 Share Posted November 11, 2019 (edited) Has anyone tested the mission / mission specific + % success amplifiers (on mods - such as +1.5% slicing success or +0.75% mission success)? If I recall - the failure chances were 0% for grey, 1% for green, 10% for yellow, and 15% for orange, though it appears those have changed as I have failed grey missions post 6.0. Just wondering if the mission success amplifiers are fully maxed, if it is possible to push failure for most mission back to zero. Knowing Bioware, they increased the failure chance and coded the amplifiers to only reduce the chance of failure as a percentage of the failure rate such that a.1.5% success amplifier only reduced the failure rate itself by 1.5%. Edited November 11, 2019 by DawnAskham Link to comment Share on other sites More sharing options...
Void_Singer Posted November 12, 2019 Share Posted November 12, 2019 Do you have a source for these numbers? I would be very interested to dig a bit more into them. Companion bonuses were told to us in some dev post after the change to glabal bonuses (and the rounding beg discovered by testing) Hidden Subscriber Bonus is (IIRC) what used to be the base crit rates before F2P Legacy and Guild bonuses are listed in t heir description All the Above have been tested by multiple people on the forums, myself included. you can check them too by plugging in the above values as they apply to you (and use it to figure out the base time for missions and crafts if you're plucky) Amp Bonuses for efficiency have also been tested by me against known base times (such at the 4hr Invasion force base craft time) I haven't seen any numbers posted for how success/critical amps work yet, and only recently got a set to test with so it'll be a bit before I figure those out... when I do, I'll post it so others can check my numbers. Link to comment Share on other sites More sharing options...
lawfig Posted November 13, 2019 Share Posted November 13, 2019 I've been noticing low-mid level crew skill missions (so far tested archeology and treasure hunting) are failing significantly more often, even if they're grey stuff you've been running for months with barely any issues. This may be a bug, but it seems like a nerf to crew skills that I haven't heard about yet. Anyone know which? Is it part of the big middle finger to crafters that is 6.0? 6.0 made crafting not profitable at all. It also makes it too expensive just to gear your own legacy characters. I loved crafting, now I'm meh not worth it. Link to comment Share on other sites More sharing options...
jedcjedcjedc Posted November 13, 2019 Share Posted November 13, 2019 6.0 made crafting not profitable at all. It also makes it too expensive just to gear your own legacy characters. I loved crafting, now I'm meh not worth it. currently 315 mill per character just to augment Link to comment Share on other sites More sharing options...
AhaziBorn Posted December 3, 2019 Share Posted December 3, 2019 currently 315 mill per character just to augment No wonder the Credit spammers have grown exponentially these days. Link to comment Share on other sites More sharing options...
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