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Make and Stimulators!
#1
Hi guys Smile I just wanted to know what stimulators do exactly. My friend says that they add a slot to the maker UI for the item you're making but, I always thought they affected the stats of an item. I just wanted some clarification because I'm going to make a Reverse Evernew(120 bowman overall) and I just wanted some clarification Smile I do know they blow your item up if it fails..

Ty Smile
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#2
They randomly affect the stats of the item.

and this probably shoulda gone to Amherst Biggrin
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#3
Sn1perJohnE Wrote:They randomly affect the stats of the item.

and this probably shoulda gone to Amherst Biggrin

Oh, okie dokie. I never did know where to place my threads... =(
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#4
Sn1perJohnE Wrote:They randomly affect the stats of the item.

and this probably shoulda gone to Amherst Biggrin

I don't quite get what you mean, chaos-like much?

Quote:Hi guys Smile I just wanted to know what stimulators do exactly. My friend says that they add a slot to the maker UI for the item you're making but, I always thought they affected the stats of an item. I just wanted some clarification because I'm going to make a Reverse Evernew(120 bowman overall) and I just wanted some clarification Smile I do know they blow your item up if it fails..

Ty Smile

here

Or take my words for it.

When you make items, naturally, there will be a fluctuation in stats, for example, 85 ~ 95 atk is possible for a Casa Crow (90 being avg).
The formula for this is: 1 + floor(stat/10); caps at +/- 5.

Now comes the use of stimulators, they simply remove the chances of negative fluctuations, guaranteeing you an above-avg item if the forging is successful (90% chance of success, as you may have known).
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#5
Kalovale Wrote:I don't quite get what you mean, chaos-like much?



here

Or take my words for it.

When you make items, naturally, there will be a fluctuation in stats, for example, 85 ~ 95 atk is possible for a Casa Crow (90 being avg).
The formula for this is: 1 + floor(stat/10); caps at +/- 5.

Now comes the use of stimulators, they simply remove the chances of negative fluctuations, guaranteeing you an above-avg item if the forging is successful (90% chance of success, as you may have known).
Is this new to maker? because stimulators used with items forged through NPCs could always give you worse stats.
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#6
If you read the Maker Book it says Stims guarantee you an above average item if the forging is successful...well thats how it reads to me.
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#7
Chameleonic Wrote:If you read the Maker Book it says Stims guarantee you an above average item if the forging is successful...well thats how it reads to me.
It may SAY that but does it actually DO that?
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#8
IsaacGS Wrote:It may SAY that but does it actually DO that?

It did that to me 3 times, 107, 105 and 104 atk Pinakas (all used with intermediate diamonds so we can assume that +/- 0 is excluded by Stimulator use). I'll be hunting more to further substantiate this. However, theoretically, this use is logically acceptable to me.

The older use of Stimulators via Item Maker NPCs was vague to me. If it were to be able to add 5 stats, do those 5 stats go on top of the original fluctuation, making 10-above-avg items existent? I do not think that was the case. If they do overwrites the fluctuation, then there really isn't a use for stims after all.
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#9
Heres what we do, we make a bunch of low lvl shoes using only stims. if you get a below average, then stims act like chaos scrolls in a way. Get all shoes above average, then the stims act like 100% positive chaos scrolls, always improving. Get some shoes above and some normal, then it does not 100% above average the item, but prevents maker from making them below average.
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#10
IsaacGS Wrote:It may SAY that but does it actually DO that?

With the help of a friend I made 11 Cravens all with stimulators and advanced diamonds. 1 boomed, while the others ranged from 49-53 att base. I would say it actually DOES that, though my experience is in now way a completely deciding experiment.
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#11
Though through only 3 tries, I'm positive stimulators give [0; +5] stats randomization.
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#12
I have never seen anyone who used a stim get a negative effect, they all got +0~+5 effect.

I believe Msea confirmed this long ago and so did other versions with maker.
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#13
Kalovale Wrote:The older use of Stimulators via Item Maker NPCs was vague to me. If it were to be able to add 5 stats, do those 5 stats go on top of the original fluctuation, making 10-above-avg items existent? I do not think that was the case. If they do overwrites the fluctuation, then there really isn't a use for stims after all.
Without a stimulator, there was no original fluctuation.
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#14
I think that dude's 37 stat clean overall is proof enough that Stims don't take away stats.
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#15
Yeah I made a red arzuna last night with a stim, it was avg.
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#16
FrozNlite Wrote:With the help of a friend I made 11 Cravens all with stimulators and advanced diamonds. 1 boomed, while the others ranged from 49-53 att base. I would say it actually DOES that, though my experience is in now way a completely deciding experiment.

But the question is, did you test that against ones WITHOUT stimulators; otherwise, you have no basis for comparison.

For example, I forged my Reverse Pescas (my dagger) with only a Advance Diamond and an Intermediate Luk Crystal. The result? 112 attack 3 luk, when the average is 105 attack 0 luk. This means I 'randomly' gained 4 attack, but this was without a stimulator.

What this means it that the maker skill already applies a variation onto the equips, but the question is how does the stimulators affect these. If they do indeed add 0-5 stats (or attack is what I am specifically looking for), then any negative result without diamonds, crystals, etc. would be sufficient to prove this wrong. I will test this later with some noob daggers, since I have so many extra dagger stims.
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#17
iFrancisco Wrote:But the question is, did you test that against ones WITHOUT stimulators; otherwise, you have no basis for comparison.

For example, I forged my Reverse Pescas (my dagger) with only a Advance Diamond and an Intermediate Luk Crystal. The result? 112 attack 3 luk, when the average is 105 attack 0 luk. This means I 'randomly' gained 4 attack, but this was without a stimulator.

What this means it that the maker skill already applies a variation onto the equips, but the question is how does the stimulators affect these. If they do indeed add 0-5 stats (or attack is what I am specifically looking for), then any negative result without diamonds, crystals, etc. would be sufficient to prove this wrong. I will test this later with some noob daggers, since I have so many extra dagger stims.

Page 7 of maker manual states

- If you do not use a stim, your item stats will still vary
- If you do use a stim, your item stats will vary but only in a positive way

Point #2 Translation: All stats are going to be average or above. Impossible to be below average

I have yet to see anyone post evidence of what I just said to be untrue. Evidence involving dark/black Crystals cannot be counted because there's too much variable to account for.
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#18
Kaasoljoyyx Wrote:Page 7 of maker manual states

- If you do not use a stim, your item stats will still vary
- If you do use a stim, your item stats will vary but only in a positive way

Point #2 Translation: All stats are going to be average or above. Impossible to be below average

I have yet to see anyone post evidence of what I just said to be untrue. Evidence involving dark/black Crystals cannot be counted because there's too much variable to account for.

IsaacGS Wrote:It may SAY that but does it actually DO that?

I finally got around to testing this on some cravens today, and I will say that I did not have a negative result, but that does not yet prove it just yet (but it does seem true).

From my experience of Stims vs. non-stims so far, I yielded worse high-end results when using a stimulator; the best weapons were yielded without a stimulator but they also yielded negative results too. Seems to me that stimulators really like to give you 0-2 attack above, but the non-stims range like crazy (and for me, yielded +3 to +5 and -3 to -5 attack more often).
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#19
It's impossible to prove it but it only takes 1 case to disprove it. Until that case comes up, it's safe to assume the manual is correct.
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