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Mirrors cloak breaking - Two times!

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My mirror cloak broke twice today... once just before the crash and once afterwards...

If the odds are 1/10k for a breakage then I must be the unluckiest man in EL...

Has anyone noticed an increased breakage of mirrors?

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My mirror cloak broke twice today... once just before the crash and once afterwards...

If the odds are 1/10k for a breakage then I must be the unluckiest man in EL...

Has anyone noticed an increased breakage of mirrors?

Did I say the odds are 1/10k?

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for my whole career of EL, i have only had 3 mirrors break on me.

2 of them being this year...but they were a maybe a month or 2 apart.

 

 

-Kat

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i think that rate of items being broke has increase in general or maybe its been increase while in invasions, but im guessing its not that, as that would be a little compelcated to program and it might as well of just been raised normally, and i think its not only cloaks, its all item

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Yea, my wife lost 2 mirror cloaks in 2 days.... thankfully she got one back as a drop. I think this is great though... If they increased breakage for mirror cloaks, it will bring the market value back up..... well once the storages are depletted

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Well as with cooldown I think this will have the greatest affect on Fighters. Didnt see any harvesters/alch/manu ppl worried about this, wonder why??

 

:)

Edited by Tsunami96306

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Well as with cooldown I think this will have the greatest affect on Fighters. Didnt see any harvesters/alch/manu ppl worried about this, wonder why??

 

:(

 

Have you ever seen an alch/harv/manu getting a mirror drop ? :)

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Yea, my wife lost 2 mirror cloaks in 2 days.... thankfully she got one back as a drop. I think this is great though... If they increased breakage for mirror cloaks, it will bring the market value back up..... well once the storages are depletted

 

I dont think the market value will increase if the breakage chance is too high. If it happens within 300-600 seconds of combat time...Then the Mirror cloak has become a "potion". An item that helps you for a few momments. In that case...500-2500 gc each...

 

If the breakage is way too high then the cloak is almost useless...

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Well as with cooldown I think this will have the greatest affect on Fighters. Didnt see any harvesters/alch/manu ppl worried about this, wonder why??

 

:D

 

 

Because fighters had the advantage to begin with?

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Well as with cooldown I think this will have the greatest affect on Fighters. Didnt see any harvesters/alch/manu ppl worried about this, wonder why??

How often does a harv/alch/manu person break a mirror cape? For that matter, how often do you trigger the mirror skin perk when you aren't fighting?

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I too have the idea that breakage-rate has increased. Also, Mother Nature seems to hate me lately, and I have never seen so much teleport nexusses. Or bees for that matter.

 

Lost two swords in one day recently, and nearly died while harvesting flowers yesterday (Im not that high in lvl, and Mother Nature got pissed off at me three times, plus two bees).

 

If this is on purpose (change in the randomizer? change in the chances?): I like it! It makes the game that more realistic IMHO (like, buying a new sword, killing bunnies, cursing Mother Nature and the Gods when the second sword breaks, go harvesting and Mother Nature gets back at you...).

 

IMHO, gameplay is better with cooldown and this. It is harder, but more fun. I play for fun not for levelling up!

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We didn't touch the radom number generator in like 1 or 2 years.

We made some other modifications related to the random special days, but I did check and they shouldn't affect the breakage of items in non special days either...

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I am the latest victim...

 

Yeah, fur capes break too fast :)

I coulda told you that from when I started playing... as good looking as I was in my stylin' fur capes I made myself, the breakage rate wasn't worth making new capes AND fighting the wolves and foxes to get the fur... so I quit wearing a cape for then.

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And by the way I would be curious to know the formulas uses for all random events in the game.

Having made some pots and essences, my impression is that the "failure" event distribution is not exactly a binomial one.

I have not made a thorough analysis but I would say that there is a significant chance that failures occur in a row.

 

Anyone had the same impression, or backed it with numbers ?

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The formula for items degradation is simple:

int degrading_upper_limit=10000;

if(check_player_flag(NO_MORE_TEARS,actor_id))degrading_upper_limit=40000;

.....
if(my_rand(degrading_upper_limit)+chance_to_degrade>degrading_upper_limit)transmute_item(actor_id,i);

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