BarbeQQ on 06/25/2012, 01:09 PM - view
This is what everyone seems to be misunderstanding, my results are not from a poorly designed experiment.
Pretty much all I do in Tera these days is play the auction house. For me this means buying low level superiors, enchanting them to +6, then selling for profit. It's why I'm still 38 and not 60 long ago like my friends.
What this means is I've gone to +6 hundreds of times, I won't claim I've done 1,000 yet because I probably haven't, but I'm probably getting close. But that is definitely thousands of attempts at general enchanting from 1 to 6.
My conclusions are based on getting to +6 as efficiently as possible. And by efficient I also mean cheaply. When I enchant an item to +6 these days:
+1 = lowest base item level
+2 = lowest base item level (usually lowest is very cheap so I keep using it)
+3 = highest base item level white item - (at +3 there is a noticable drop in failure rate if I continue to use lowest base item level whites. So depending on the market I switch to mid-range base item levels.
+4 = midrange base item level
+5 = highest item base item level (cheaper to skip this rank quickly than fail a bunch on mid range greens)
+6 = highest item base level green OR if the market has cheap blues, I use these, specifically unenchantable blues because their base item level is higher than enchantable ones.
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So to all of the T12+ people who are screaming this doesn't work (but I assume have not tried it) there's a very easy way to test this, start buying unenchantable T12s instead of enchantable. They will have item level 139 instead of 135, and at least on my server, be as cheap as or cheaper than 135s. This should increase your success rate, even if just a little bit - FOR ZERO COST - and then maybe we can get some convincing data for the +7 enchanting.
You are very correct that I probably shouldn't have called this a guide. It was something I was writing and forgot about. When I came back to it I said screw it and posted it. I had forgot the second half was based on theorycrafting, and therefore not exactly guide ready. I apologize for that. Hopefully a GM will rename this for me...
But yeah - everyone feel free to post your own results proving or disproving me. But also understand I tested getting to +6 over and over again. That's a whole lot of enchant attempts. About half of that was before I realized the correlation between item level and my successes and failures. Which means I did not have the foresight to record my results, I did not know I'd be needing that data. Wish I did it'd be useful.
Cause it really bothers me when people run poorly designed experiments and then post their conclusions based on misinterpreted results. Then other people who lack critical thinking ability believe it and then start spreading the myth.
Like you pointed out, there's some serious problems with the OP's results. I'm not about to launch my own study and type out a extensive report about why he's wrong. All the "haters" in this thread are pretty much correct. Just some are bigger jerks about it.
This is what everyone seems to be misunderstanding, my results are not from a poorly designed experiment.
Pretty much all I do in Tera these days is play the auction house. For me this means buying low level superiors, enchanting them to +6, then selling for profit. It's why I'm still 38 and not 60 long ago like my friends.
What this means is I've gone to +6 hundreds of times, I won't claim I've done 1,000 yet because I probably haven't, but I'm probably getting close. But that is definitely thousands of attempts at general enchanting from 1 to 6.
My conclusions are based on getting to +6 as efficiently as possible. And by efficient I also mean cheaply. When I enchant an item to +6 these days:
+1 = lowest base item level
+2 = lowest base item level (usually lowest is very cheap so I keep using it)
+3 = highest base item level white item - (at +3 there is a noticable drop in failure rate if I continue to use lowest base item level whites. So depending on the market I switch to mid-range base item levels.
+4 = midrange base item level
+5 = highest item base item level (cheaper to skip this rank quickly than fail a bunch on mid range greens)
+6 = highest item base level green OR if the market has cheap blues, I use these, specifically unenchantable blues because their base item level is higher than enchantable ones.
_____________________________________________________________________________
So to all of the T12+ people who are screaming this doesn't work (but I assume have not tried it) there's a very easy way to test this, start buying unenchantable T12s instead of enchantable. They will have item level 139 instead of 135, and at least on my server, be as cheap as or cheaper than 135s. This should increase your success rate, even if just a little bit - FOR ZERO COST - and then maybe we can get some convincing data for the +7 enchanting.
You are very correct that I probably shouldn't have called this a guide. It was something I was writing and forgot about. When I came back to it I said screw it and posted it. I had forgot the second half was based on theorycrafting, and therefore not exactly guide ready. I apologize for that. Hopefully a GM will rename this for me...
But yeah - everyone feel free to post your own results proving or disproving me. But also understand I tested getting to +6 over and over again. That's a whole lot of enchant attempts. About half of that was before I realized the correlation between item level and my successes and failures. Which means I did not have the foresight to record my results, I did not know I'd be needing that data. Wish I did it'd be useful.