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 Post subject: Re: SkillCap Calculation
PostPosted: Wed Dec 01, 2010 10:51 am 
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I like the Idea of 10% thats how much a fff takes away so its a good number to have it at. What would happen over 10% though? like if you had 10.5 would it count as 10.5 towards skill cap or .5 towards skill cap?

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 Post subject: Re: SkillCap Calculation
PostPosted: Wed Dec 01, 2010 11:58 am 
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prolly 10.5, because if it was done the other way (.5) that would throw the skill cap off of every player (60 extra points minimum on a trained character)...
which is for the better of the player but.. thats not needed lol

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 Post subject: Re: SkillCap Calculation
PostPosted: Wed Dec 01, 2010 3:20 pm 
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HMMM...not sure if this is soo good for fishers..i make decent cash from fffs. i think if you do this, you need to make fffs harder than a stat fish to get..but make it so they can be used for any skill,. this would make them in higher demand and would eliminate the congestion that all those fffs make in my house(and they would finally be stackable!), and easeir to sell at vendors.

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 Post subject: Re: SkillCap Calculation
PostPosted: Fri Dec 03, 2010 9:37 am 
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chips LL wrote:prolly 10.5, because if it was done the other way (.5) that would throw the skill cap off of every player (60 extra points minimum on a trained character)...
which is for the better of the player but.. thats not needed lol
which is exactly what I am worried about as well, but not counting anything below 10% still gives a huge benefit, as for fishers the only fff I ever bought were the ones needed to get rid of the misc skills that I started with on my players... So I can see how this would harm fishers as well... though nobody buys anything from each other anymore anyways so maybe its not a big deal...

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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Dec 07, 2010 7:18 am 

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if you done that you might as well implement the locks and arrows and do away with forgetful fish.. but if you did that and increased the amount of stat fish fisherman fished up.. id hardly see a problem.. as who the hell really gives a damn about fff ne ways.. they are hardly a source of income... just more of an annoyance if anything..
i agree with the stat system not locking. but hell i actually think the skill locks and ups and downs.. would benefit much..


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 Post subject: Re: SkillCap Calculation
PostPosted: Tue Dec 07, 2010 2:21 pm 
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I just thought of somthing. Lets say the thing was set so nothing under 20% would count.
Would that mean that all 8 skills gmd would each only count as 80% on my skill cap. So i could gm another 2 skills almost? If so im up for it! lol

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