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Using Maker, what exactly do they affect?
I used 4 while making shoes and all they changed was the defense.
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From what I've gleaned from Southperry, I think they remove the possibility of below average stats in exchange for a 10% fail rate.
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Oh, that makes sense.
Thanks.
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2009-09-29, 05:53 PM
(This post was last modified: 2009-09-29, 05:55 PM by Bomber.)
@Blaine
Fact.
Also I've used about 7 topwear stims, all turned out avg
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Blaine Wrote:From what I've gleaned from Southperry, I think they remove the possibility of below average stats in exchange for a 10% fail rate.
And I think everyone gleaned it from the Maker Manual (which I copied then chucked immediately afterwards).
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KajitiSouls Wrote:
And I think everyone gleaned it from the Maker Manual (which I copied then chucked immediately afterwards).
[COLOR="Red"]Shush you. 
I never even read that... [/COLOR]
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You can't even read all of it, some of it is cut off at the bottom =/
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It ends with "...materials used for making the item will disappear." I've checked, there's no more to it.
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My wife's Reverse Diesra came out with higher attack than just from the diamond while using a stim. The chances of them working seems low though, because out of 5 tops i made only one of them got +1 dex and another +2 def. The 10% chance of failure is more than a bargain for avoiding below average stuff though.
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CarrionCrow Wrote:My wife's Reverse Diesra came out with higher attack than just from the diamond while using a stim. The chances of them working seems low though, because out of 5 tops i made only one of them got +1 dex and another +2 def. The 10% chance of failure is more than a bargain for avoiding below average stuff though.
Getting +1dex out of 3 possible results [-1dex, 0dex, +1dex] (or 2, with a stim) would be relatively less likely than getting +1/+2/+3/+4/+5 out of [0, +1, +2, +3, +4, +5].
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Kalovale Wrote:Getting +1dex out of 3 possible results [-1dex, 0dex, +1dex] (or 2, with a stim) would be relatively less likely than getting +1/+2/+3/+4/+5 out of [0, +1, +2, +3, +4, +5].
When I say low chance I am comparing them to something like a chaos scroll. Not that I expected to see several stats jump up like that, but I had secret hopes.
All I'm really saying is that people shouldn't expect to get supergodlyawesomesauce gear for throwing in a stim.
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Stimulators don't completely cut out the negative stat possibilities out but rather just convert them to zero. Like if you had a weapon with a variance of 5 to weapon attack, you would have a range of -5 to 5, or -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5. The stimulator just converts this to 0, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, so you have a bit more than a 50% chance of getting an average result on a specific stat (not to say that getting +5 is equally likely as getting +0, I'm just assuming the chances are the same for both ends of the variance).
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Cyanne Wrote:Stimulators don't completely cut out the negative stat possibilities out but rather just convert them to zero.
Hence why stimulators work 'better' on items with wider fluctuation range.
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Kalovale Wrote:[code][./quote]
[COLOR="Red"]Lol'd.
So, Cyanne, that leaves you with the same exact % chance of getting +1,2,3,4, or 5, and just stretches the % for even/average?[/COLOR]
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Blaine Wrote:[COLOR="Red"]Lol'd.
So, Cyanne, that leaves you with the same exact % chance of getting +1,2,3,4, or 5, and just stretches the % for even/average?[/COLOR]
Oops, my bad.
And yes. So if you aim for 3+ above and only 3+ above, there would be no need for stims.
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Technically it's a slightly smaller chance with a stimulator due to the <10% bomb rate, but intentionally shooting for a decent amount above average isn't very realistic because of the low chances. You'll probably want to rely on the effects of an advanced black/dark crystal for that, which, in my experience, I've seen to have equal chances of each result (-3 through +3 or -5 through +5), unlike natural variation. Black/dark crystals' effects are applied after those of stimulators though, so you may still come out with below average even with a stimulator.
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