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Do you think that alchemy has fixed rates?
Yes 55%  55%  [ 6 ]
No 45%  45%  [ 5 ]
Total votes : 11
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 Post subject: Alchemy Rates
PostPosted: Sat Sep 03, 2011 11:00 pm 
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Do you think they're fixed?
Which means that if the success rate for +4 to +5 is is 30%, Is it the same if you do the alchemy anywhere or anytime?
nothing lucky about empty places or the time after inspection or any other thing!
and it's been like that since they added alchemy to the game.

Don't you think that Joymax may control the servers' economy with those rates, or set something against abusing the alchemy system so that if you do something unusual your alchemy enhancement would fail?

I know that no one know, but everyone can make his assumption based on his own experience.

Also take into consideration how lazy silkroad coders are, don't think that they would spend time into making alchemy system more complicated, so that's making more into the idea that it's just a fixed %, but they're changing the rates from time to time.

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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 12:32 am 
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I think it's just pure %, cuz JM are just so damn lazy. It may have some little extras though. But i still think that any weird stuff that has happened with alchemy is just pure coincidence. :)

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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 8:37 am 
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omier44 wrote:
I think it's just pure %, cuz JM are just so damn lazy. It may have some little extras though. But i still think that any weird stuff that has happened with alchemy is just pure coincidence. :)

This. Some people still seem to think there are other factors that influence pimping. I have been quite succesfull (until +5, never tried it any higher so far)) by just pimping between the consignment npc and the grocery trader in Constantinople, but that's because the distance between consignment and grocery trader is short there and there are no taxes.^^


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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 8:48 am 
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Yes Perfect place to do alchemy is in Constantinople cuz no tax and near in lucky powder. its all I don't believe in any formula in doing alchemy. It's all about %, the higher the ++ the lower % of success rate.

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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 9:54 am 
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:palm:
I still can't believe some people think there's some insane formula and their special trick or a particular place makes your chances better. It is definitely fixed. The most obvious reason is that its stupidly difficult to code most of these crazy formulas. It can only be a fixed percentage which gets progressively harder as your + goes up.


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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 10:16 am 
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maybe they didn't make it more complicated on purpose.
like if there's a bug that can give you the same outcome over and over if the server is overpopulated and you're fusing really fast, so they make it fail if you do it really fast, things like that.

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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 1:45 pm 
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Unless they were coding with their feet when they made this game, there should be no relationship between alchemy and server capacity whatsoever. Its incredibly simple to code the alchemy system in this game. The player's client tells the server its doing alchemy, the server checks what the item's level and stats are (SoX and +) from the database, therefore working out the percentages of success and failure then it returns result (either you gain a +1 or it fails and you go back to 0). The only possible thing that could make you fail alchemy when the servers are at high capacity is packets being lost on the way back from the server and due to poor coding that somehow gives a fail result to the client, but that is highly unlikely as this would more likely result in a disconnection or nothing happening at all.


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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 2:36 pm 
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DragonStar wrote:
Unless they were coding with their feet when they made this game, there should be no relationship between alchemy and server capacity whatsoever. Its incredibly simple to code the alchemy system in this game. The player's client tells the server its doing alchemy, the server checks what the item's level and stats are (SoX and +) from the database, therefore working out the percentages of success and failure then it returns result (either you gain a +1 or it fails and you go back to 0). The only possible thing that could make you fail alchemy when the servers are at high capacity is packets being lost on the way back from the server and due to poor coding that somehow gives a fail result to the client, but that is highly unlikely as this would more likely result in a disconnection or nothing happening at all.


Considering this is joymax we're dealing with, I'd say this is extremely likely to be the case...


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 Post subject: Re: Alchemy Rates
PostPosted: Sun Sep 04, 2011 2:38 pm 
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Sometimes it happens to me when plusing an item that the alchemy sound and visual effects keep playing and the loading bar is full, but it just won't fail or succeed. Then i have to close the alchemy window and try again.

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