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 Post subject: Re: Tinkering Guide
PostPosted: Wed Sep 01, 2010 11:48 pm 
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Location: On the Seas, dropping EV's on your Fisherman
I would carry trapped boxes as a form of "revenge" for PKs/Looters

One thing I can't quite remember.. Did thieves get hit by the trap if they snooped a box you had in your pack? That's one thing I never experimented with.


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 Post subject: Re: Tinkering Guide
PostPosted: Tue Jan 04, 2011 7:18 pm 
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Tinkering was really easy raise.

I started it as a newbie skill with about 49, it was in the 50s shown skill.

I made lockpicks till 93.

Heating stands till GM. Nothing new here.

It took me about 15k Ingots, and one afternoon.

It's an easy enough skill that if you intend to make a tinker trap character who will get murder counts, you can just bake up a tinker real quick so you dont have to worry about stat loss. I wouldn't want to lose my GM Smith/Carp/Tailor/Mage/Scribe as well if something happened :)

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 Post subject: Re: Tinkering Guide
PostPosted: Tue Jan 04, 2011 7:27 pm 
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Joined: Wed Jan 27, 2010 8:19 pm
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Of course you could avoid taking counts alltogether when you trap a box on the floor, and not in your backpack.

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 Post subject: Re: Tinkering Guide
PostPosted: Tue Jan 04, 2011 7:29 pm 
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Ah, good to know

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 Post subject: Re: Tinkering Guide
PostPosted: Tue Jan 04, 2011 9:30 pm 
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On the floor of a house you own, to be more specific. Not sure if it works on co-own or friended.


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 Post subject: Re: Tinkering Guide
PostPosted: Sat Mar 19, 2011 10:46 am 
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Is it possible to gm tinkering making only lockpicks? Heating stands are a bit waste of ingots, no value. Even slow gain would be ok as long as I had a product to sell at the end!


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 Post subject: Re: Tinkering Guide
PostPosted: Tue Mar 29, 2011 1:56 pm 
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You will probably burn way more iron attempting to GM tink making lockpicks past 95 rather then switching to heating stands.

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 Post subject: Re: Tinkering Guide
PostPosted: Wed Mar 30, 2011 11:28 am 
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But will it still get him to GM, eventually?
Or will he eventually stop gaining before he hits GM?

I'm also begining to work on a tinker and I won't mind wasting ingots to make lockpicks over the more efficient heating stands, considering that lockpicks I create will be used by my thunter, while heating stands are useless.


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 Post subject: Re: Tinkering Guide
PostPosted: Thu Mar 31, 2011 3:00 pm 
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i belive you have a 100% success rate attempting lockpicks somewhere between 90-95 skill.

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 Post subject: Re: Tinkering Guide
PostPosted: Mon Apr 23, 2012 8:18 pm 
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I know this is an old thread but I am currently at 93.2 shown with my crafter and I am wondering if I can keep making lockpicks until I GM so I can give someone an awesome deal on bulk lockpicks when I am done.

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 Post subject: Re: Tinkering Guide
PostPosted: Mon Apr 23, 2012 8:24 pm 
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runuo default is like 99 skill for 100% chance to make lockpicks i think.. would have to double check that. you can not gm from it.

would be interesting to see the ingot consumption of doing lockpicks from 93-99 vs heating stands.

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 Post subject: Re: Tinkering Guide
PostPosted: Mon Apr 23, 2012 9:19 pm 
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I am at base 93 now so I will keep track of how many it takes. Someone will need to compare with the heating stands as I have no interest in making two tinkers (one is already tedious enough) :lol:

PS thanks for the prompt reply

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 Post subject: Re: Tinkering Guide
PostPosted: Tue Apr 24, 2012 8:08 pm 
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It took 2.5k to get from 93 base to 95 shown and it seems to have stopped there. I went through 1.3k more since then and no change, i will burn through the last 700 just to make sure but if no gains occur from 2k I think it is safe to say that they will not change with more ingots.

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 Post subject: Re: Tinkering Guide
PostPosted: Wed Apr 25, 2012 4:01 am 
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lockpicks take 1 ingot right? i think 1300 attempts and no gain is safe to say it's capped

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 Post subject: Re: Tinkering Guide
PostPosted: Thu Apr 26, 2012 8:00 pm 
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GM'd today, took 8k to get from 95 to 100 doing heating stands.

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