May I have some guidance on gilding equipment beyond 2 slots?
Do people normally spam gilding songs on a piece? or is there some recycling or slotting mechanic that I'm missing.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Need advice on gilding
Early game, it's just tons of luck. Anything that is easy to cycle is your first use--cheap, best chances to socket. After that, just start working your way down. Mostly it's just spam. Later in the world when you have xp to spare, or have a realm that can grant you extra xp, then gilding song isn't a bad choice, but it gets expensive fast after the first couple of gilds, especially if you're up to 5 or 6 or more.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Need advice on gilding
Spam, spam, spam is the name of the game. Aim for gildings that use sewing for the early stages, then you "cap" with items that have unmatched gild types.
Example: Gilding linen pants for survival
Leather patch (doesn't match, good survival gild) -> extra stitches (40%-100%) => Hide layer (45%-85%) -> Rough guard patch (40%-100%)
Your best unrelated gild first, and then followed by your best gild chances weighted against the cost of the gild itself. The earlier in the step a gild is, the more you'll burn. That's why extra stitches comes before rough guard, because they're weighted the same but extra stitches is dirt cheap. After you've gotten all the reasonably easy gilds done, now you use a "closer". This is a gild you want, but isn't likely to succeed. In our case, you could close with a taproot lacing since it doesn't match the slot and is unlikely to succeed. After you've done those steps, then you consider gild songing. Obviously in the case of survival, gild songing is probably overkill. But you have 4 useful gilds and could consider things like MC combat gilds as well to make hunting faster.
For simplicities sake, if you perfectly stat and match with linen pants you will be getting 35% chance to suceed at each step. That means a 6 gild pant is expected about one out of every 200 tries before you account for recycling boosts. 5 gilds 1/66 tries. 4 gild 1/23.
Just to give you some ballparks.
Example: Gilding linen pants for survival
Leather patch (doesn't match, good survival gild) -> extra stitches (40%-100%) => Hide layer (45%-85%) -> Rough guard patch (40%-100%)
Your best unrelated gild first, and then followed by your best gild chances weighted against the cost of the gild itself. The earlier in the step a gild is, the more you'll burn. That's why extra stitches comes before rough guard, because they're weighted the same but extra stitches is dirt cheap. After you've gotten all the reasonably easy gilds done, now you use a "closer". This is a gild you want, but isn't likely to succeed. In our case, you could close with a taproot lacing since it doesn't match the slot and is unlikely to succeed. After you've done those steps, then you consider gild songing. Obviously in the case of survival, gild songing is probably overkill. But you have 4 useful gilds and could consider things like MC combat gilds as well to make hunting faster.
For simplicities sake, if you perfectly stat and match with linen pants you will be getting 35% chance to suceed at each step. That means a 6 gild pant is expected about one out of every 200 tries before you account for recycling boosts. 5 gilds 1/66 tries. 4 gild 1/23.
Just to give you some ballparks.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system