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  1. #226
    Darxide23's Avatar Member
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    Originally Posted by BaseN View Post
    No worries, tomorrow is also good as by that time I'll also finish import/export of queues so I can start on the optional assets full on

    Edit: Methuselas, do you know if a task has say 3 optional slots, can they be all craftsment, all tools and any combination of, or can they have specific requirements? (eg 2 craftmen only and 1 tool etc etc).
    As far as I know optional slots can hold any profession asset.

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  2. #227
    Rhendanwan's Avatar Member
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    Originally Posted by BaseN View Post

    @Rhendanwan:
    What is your timeout value set at? If you set it lower than 5 put it back to 5. If it is at 5 already try with 10. It does look like you have network issues.
    it is 5. I didn't change it. ok I will try with 10.

    I don't know,what kind of network issues do you mean? everything else works fine :/

    is there any way to check for these issues? as to what kind and how to fix it?

  3. #228
    Darxide23's Avatar Member
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    Originally Posted by BaseN View Post
    Edit2: If neverwinter.gamepedia.com is correct then tasks can only have these configurations:
    a)3xCraftsmen
    b)3xCraftsmen or Tool
    c)3xCraftsment or Tool but tools have no effect.

    If that is the case indeed, then tasks that fall under case C I'll have them as case A.
    Which page exactly are you seeing this? If it says that then I assume it's a bug that has been fixed because I have used all sorts of combinations while crafting and all worked as you'd expect.

  4. #229
    Methuselas's Avatar Sergeant Major
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    Originally Posted by Darxide23 View Post
    Alright, I'll get to work on them. Don't know when I'll be finished because I've got something going on later tonight and plus dinner is about to happen. Should be finished tonight, though.

    Darxide,

    I'm in the same boat. I'm heading off to work (I work as a bartender), but we can split them up, if you'd like, 'cos it will make it go faster. I just don't have Tailoring done. My wife's account has Tailoring, but it's only on Level 17. Basically, I have 2 sets of each for Platesmithing, Mailsmithing, Leatherworking, Weaponsmithing and Artificing, so I can log into multiple toons to double up on the rare jobs. Alchemy, I have one at 20 and 1 at 7. Tailoring, I don't have, at all.

  5. #230
    Methuselas's Avatar Sergeant Major
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    Rare Crafting jobs will require 1 Worker and 1 Asset. The 3 additional slots can have any combination of workers or assets, provided it's 3 total. Therefore, you could do a job that has an iron mortar, grandmaster alchemist, 2 mithral stones and a steel mortar, so you would get a 50% speed bonus and 120% crafting bonus. You don't have to fill the additional slots, if you don't want to.

    Leadership jobs all have 1 additional asset slot and it only uses workers.

    6/8hr Refining/Gathering jobs have 3 additional slots, but only for workers.
    Last edited by Methuselas; 02-19-2014 at 07:29 PM.

  6. #231
    BaseN's Avatar Active Member
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    Originally Posted by Rhendanwan View Post
    it is 5. I didn't change it. ok I will try with 10.

    I don't know,what kind of network issues do you mean? everything else works fine :/

    is there any way to check for these issues? as to what kind and how to fix it?
    Open a command prompt and do a "tracert gateway.playneverwinter.com" and paste the output of traceroute here.

    Originally Posted by Darxide23 View Post
    Which page exactly are you seeing this? If it says that then I assume it's a bug that has been fixed because I have used all sorts of combinations while crafting and all worked as you'd expect.
    See here: Leatherworking - Neverwinter Wiki

    Example recipe: 20 Common Royal Guard's Gauntlets
    Notice the "6" note on the Tools, it reads down:
    ↑ 6.0 6.1 6.2 6.3 6.4 6.5 While Tools can be placed in the optional asset slots for these tasks, they have no effects on the final products.

  7. #232
    Methuselas's Avatar Sergeant Major
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    Originally Posted by BaseN View Post
    Example recipe: 20 Common Royal Guard's Gauntlets
    Notice the "6" note on the Tools, it reads down:
    ↑ 6.0 6.1 6.2 6.3 6.4 6.5 While Tools can be placed in the optional asset slots for these tasks, they have no effects on the final products.
    Only RARE jobs increase Tier level through tools. Tools will have no effect, on common jobs.


    Each Rare item, has a T1, T2 and T3 stat. Alchemy jobs just increase the output of potions.

  8. #233
    BaseN's Avatar Active Member
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    Ok. So there is no point allowing Tools in common jobs at all even if the normal game/gateway interface allows it. Correct?

  9. #234
    Methuselas's Avatar Sergeant Major
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    Originally Posted by BaseN View Post
    Ok. So there is no point allowing Tools in common jobs at all even if the normal game/gateway interface allows it. Correct?
    Yup. I think it's just a static flag that detects if the job is rare or common, running the appropriate code without coding two functions for each. Poor implementation from a pipeline perspective.

  10. #235
    Darxide23's Avatar Member
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    Originally Posted by Methuselas View Post
    Yup. I think it's just a static flag that detects if the job is rare or common, running the appropriate code without coding two functions for each. Poor implementation from a pipeline perspective.
    Not entirely true, the Mass Gathering tasks are common (white) and you can place workers in there to shorten the time. Placing tools in those slots does nothing because there is no "quality" to those. Same for the noted tasks in that link. If the task only has one possible result, tools will not improve anything because there isn't anything to improve.

  11. #236
    BaseN's Avatar Active Member
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    We were talking about Tools specifically though..not workers

  12. #237
    Methuselas's Avatar Sergeant Major
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    No, those are entirely different jobs. Crafting jobs that require tools come in both rare and common. I think the crafting jobs use the same code, but the tool quality code is turned off for common items. Either way, allowing a job to slot items it can't use nor has any benefit is poor code. Then again, I am a modeler/animator by trade. ;P

    Edit- Actually, I am going from memory here, but I don't think a single common crafting job requires a tool. Only a worker and resources. I will check this tomorrow.
    Last edited by Methuselas; 02-19-2014 at 08:47 PM.

  13. #238
    Insignis86's Avatar Corporal
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    In the Leatherworker wiki page linked you can see at least few common jobs that actually have T1 and T2 results thus require tools assets for better quality. They actually require sometimes 2 person and 1 tool and have 3 optional tool/person slots. Thou in all sincerity - probably nobody needs to use optional slots in those common tasks to rise quality of stuff, that is worse than other items crafted/or random blue stuff dropped.

  14. #239
    Darxide23's Avatar Member
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    Originally Posted by Methuselas View Post
    No, those are entirely different jobs. Crafting jobs that require tools come in both rare and common. I think the crafting jobs use the same code, but the tool quality code is turned off for common items. Either way, allowing a job to slot items it can't use nor has any benefit is poor code. Then again, I am a modeler/animator by trade. ;P

    Edit- Actually, I am going from memory here, but I don't think a single common crafting job requires a tool. Only a worker and resources. I will check this tomorrow.
    Boots of the Covert Brigand and Boots of the Daring Outlaw are both common tasks with two tier results and both can accept tools. That's just one example from the Leatherworking page. Other professions have similar tasks.

  15. #240
    Methuselas's Avatar Sergeant Major
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    And both of those make RARE items. Common and rare tool usage is dependent on the item, not the job.e

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