Rogue skill ups - working?

luciferblack

Dalayan Elder
Having an INCREDIBLY difficult time raising safe fall. It has NEVER notched. I've run up and down hills that would cause damage with little falls to others with no safe fall, but it never notches for me.

Also, I have set up a hot key to practice pick pockets in combat, but have never noticed it notching in combat. Is this a waste of time in combat? Is there code preventing this from skilling up in combat?

One last thing... My hide skill is currently 163 I believe and it rarely succeeds in evasion attempts in combat (and fails a lot of time out of combat). My dex is currently 115. Not sure if this factors into the equation or not. I just notice the "Your attempts to duck out of combat fail" message a LOT. :-/

On the other hand, sneak works a lot more often. Shouldn't sneak and hide be relatively equal in terms of success and failure? Not sure if anyone has done it or not, but would it help if I posted attempt/failure ratios? I can try this tonight if it would be useful.
 
Having little else to use my skill points on, I think I dumped ~60 points into Janseth's safefall.

I've seen it raise maybe 2 or 3 times in the 11 months I've been on WR.
 
I got it at level 10. Last night, it raised to 11. I'm a human as well... that's a month of playing, and I fall a fair amount, whether it was running through EW, WW, Gobby Skull, etc. While in Sorceror's Labrynth and falling down 100 times in a few hours pulling, I got a skill up.
 
good news indeed

Thats awesome news. I had given up practicing safe fall with my rogue cause I had fallen down a hill cetaur hills for an hour or so and burned through a few stacks of bandaids. Never did get a skill up. Maybe I'll go try again now :p

p.s. bind wound skilled up :lol:
 
That's really nice to hear, I only managed to get mine to 69 before I gave up. :p

Nice trick you might want to try is to encumber yourself in Thurgadin and jump down the mine shaft multiple times. It's quick to climb right back up the ladder, and if you ever need any extra weight just convert a few plat into copper. ;)

Now maybe I can finally get it to cap. :p
 
Jaril,

If it works similar to EQL, you don't need a bunch of weight or long drops. Best idea is to find a tall, steep hill and run down it. The little "skips" while you're running that would normally make you take a few points of damage, will trigger a check against the safe fall skill.
 
At my level of safe fall, you only take damage with a long fall and some weight on you, as it is for WR you only get a chance to raise safe fall while taking damage (from what everyone told me in the past) so that seems like the best method for me.
 
I would like to hear from Wiz on whether that is indeed true. Wouldn't really make sense when you think about it. If that same line of reasoning was used for all skills, then you would only skill up on failures? :-/ I know that's not the case, because I'm almost positive that I've hit something with an arrow and archery improved, combined silks and had tailoring imrove, used sneak and had it improve, and hit something in melee and had a skill up, etc etc...

So if safe fall *IS* in fact only checked when it fails, could this be changed?
 
But safe fall doesn't improve when it fails. It gradually decreases the amount of damage you take from a fall. So you go from taking 10, to 5, to 1, to 0. At zero, the fall is trivial, and as such will no longer go up.

The same with tradeskills. You can't skil up with trivial combines (unless you can, and then this example sucks).

Same with melee. You can't skill up on green mobs (2hb, 1hb, etc, but you can skill up defense / kick / etc).

So this makes complete sense to me. Why should you get skillups just from running up and down a hill that you're not taking any damage from? That wouldn't make sense. It'd be like getting to level 250 in tailoring using your basic combine, getting 200 skill on green mobs in 2hb, etc.
 
Because as a skill it's not on par with melee or trade skills. That's why it should be allowed "trivial" skill ups. Same with defense (so clerics and others who aren't in a mob's path can "practice" defensive techniques). To me it's like those kung fu monks in the movies training on the swinging bags, etc. The bags aren't going to beat them up, but they train their defensive skills (dodge, etc) regardless.

I just think it should be possible to train on trivials because otherwise you encounter the same obnoxious time-sink crap that EQL was built on. Sure it's still a time sink on hills, but it's slightly less annoying than having to find larger and larger drops and adding more weight.

I don't mind training skills, but stuff like that is just mind numbing and does nothing to increase the "fun" factor of the game. Also it just makes no sense from a RP point of view if other skills (such as defense, archery, etc) can be skilled up on trivial mobs, but a minor skill like safe fall can't be skilled up on trivial falls.

My point is that the game world is huge and it's much more fun to go exploring and see everything out there than to drop myself off a cliff over and over. So please please please make safe fall able to be skilled on trivial drops?
 
I was going to reply but Rambler pretty much covered it.

Safe Fall isn't a "check", it just reduces damage. It doesn't make sense you can learn to fall from great heights and take no damage by stumbling over a two-foot hill.
 
Wiz said:
I was going to reply but Rambler pretty much covered it.

Safe Fall isn't a "check", it just reduces damage. It doesn't make sense you can learn to fall from great heights and take no damage by stumbling over a two-foot hill.

Okay, that makes sense to me as well, but why do people who have no safe fall skill take damage from that exact same 2 foot drop? :) I mean we can rationalize this only so far because in real life a 2 foot drop isn't really going to hurt most people, but in real life I doubt most people unencumbered or not can make it unscathed dropping 30+ feet to a stone floor.

I didn't mean check as in "check to see if it succeeds". I meant check as in "check for skill increase".

I'm not going to argue the point with you any more though. Just wanted to state my case is all. Thanks for the reply Wiz.
 
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