the new skilling system

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the new skilling system

Post by qpwoalsk on Tue Dec 18, 2012 2:39 pm


Im sure a lot of you have realised A team changed the skill up
success percentage so does anyone have new system out there?

I just failed 4 times using (4) to level my fire n ice ipa from (15), however
using (5) seemed to work making me think (5) is now the new (4).

Problem is getting from(4)to (5) is difficult, but I am unsure
whether to use (2)' or (3)'s?

Someobe else also suggested using (3) to level is more efficient.
Any ideas?

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Re: the new skilling system

Post by God_of_War on Tue Dec 18, 2012 5:02 pm

I leveled from (1) to (20) 3 days ago with just 3 losses total. 2 singles getting to (4) and my only stack failure at (18). My system is set in stone.

Singles up to (4)
(3) up to (5)
(4) all the way to (20)

I have a couple of idiosyncrasies that I swear by to have so few failures! Only 3 stack failures total in the last 3 monsters I have leveled.

1. Sacrifice animation is always on.

2. When using singles I stop the animation when the spikes are half way through their drop!

3. When using stacks I ALWAYS let the full animation sequence play out.

4. If a single fails then using a stack straight after has never failed. For instance when leveling Health I would build a random stack of Att+. If a single fails I use a readied stack of Health on my main monster to level, let the animation run and get skill up every time.

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Re: the new skilling system

Post by ryesteve on Wed Dec 19, 2012 1:36 am

You could do this sitting under a ladder with a black cat on your lap, and it's not going to affect your success rates any more than timing when you click the animation sequence.

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Re: the new skilling system

Post by Deathblob on Wed Dec 19, 2012 1:55 am

I have to confess that I have also given up on the "level up to level 2 first, skill up, level up again, skill up, etc etc" stack-building ritual.

Rationality is depressing!

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Re: the new skilling system

Post by God_of_War on Wed Dec 19, 2012 11:35 am

ryesteve wrote:You could do this sitting under a ladder with a black cat on your lap, and it's not going to affect your success rates any more than timing when you click the animation sequence.

I know what you are saying but you don't know that for sure. Whenever I click as soon as it will let me I get horrible results and mostly fail.

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Re: the new skilling system

Post by ryesteve on Wed Dec 19, 2012 1:01 pm

Yeah, you can't know anything for sure. In order to get through life, you have to lean towards what's logical and reasonable. And the idea that A Team has implemented a secret click-timing mini-game within skill sacrificing, is neither of those things.

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Re: the new skilling system

Post by JessicaMD on Wed Dec 19, 2012 2:00 pm

ryesteve wrote:Yeah, you can't know anything for sure. In order to get through life, you have to lean towards what's logical and reasonable. And the idea that A Team has implemented a secret click-timing mini-game within skill sacrificing, is neither of those things.

lol killjoy


I don't think anyone is seriously standing by these rituals as concrete ways to boost skill leveling, it's all just casual "mysticism"

I'm pretty sure that saying "come on, come on, come on, come on" under my breath when I'm stopped at an intersection doesn't make the red light turn green any faster, but I can't imagine that it makes it turn any slower, or hurts anybody.

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Re: the new skilling system

Post by ryesteve on Wed Dec 19, 2012 2:09 pm

Yeah, it doesn't hurt, but the OP was looking for legit advice I think...

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Re: the new skilling system

Post by God_of_War on Wed Dec 19, 2012 4:23 pm

ryesteve wrote:Yeah, it doesn't hurt, but the OP was looking for legit advice I think...

If you read the first half of my post you will find I gave legit advice also.

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Re: the new skilling system

Post by qpwoalsk on Wed Dec 19, 2012 9:15 pm

actually guys the first pot method worked so well... i didnt fail a (4) using the method
and all the times i cancelled animation in middles dven for (3) to (4) nothing
failed...

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Re: the new skilling system

Post by qpwoalsk on Wed Dec 19, 2012 10:13 pm

Thanks god_of_war by the way lol

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Re: the new skilling system

Post by bacsiha on Wed Dec 19, 2012 10:27 pm

God_of_War wrote:I leveled from (1) to (20) 3 days ago with just 3 losses total. 2 singles getting to (4) and my only stack failure at (18). My system is set in stone.

Singles up to (4)
(3) up to (5)
(4) all the way to (20)

I have a couple of idiosyncrasies that I swear by to have so few failures! Only 3 stack failures total in the last 3 monsters I have leveled.

1. Sacrifice animation is always on.

2. When using singles I stop the animation when the spikes are half way through their drop!

3. When using stacks I ALWAYS let the full animation sequence play out.

4. If a single fails then using a stack straight after has never failed. For instance when leveling Health I would build a random stack of Att+. If a single fails I use a readied stack of Health on my main monster to level, let the animation run and get skill up every time.

haha funny
i think the result is already made when you click the "Sacrifice" button (because there is "Now loading" then) , not when you click the screen during the sacrifice animation (no "Now loading" then)

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Re: the new skilling system

Post by Guthrie on Sun Dec 23, 2012 11:35 pm

Not sure what is going on anymore but I used 4 single sacs for agility and couldn't get past lvl 2. My phone won't survive that scenario again

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