Okay... long ago, someone decided there was a good reason to exceed the 100.0 skill cap on several skills. Mining is not one of those skills. The trouble with this is that someone else decided that in order to combat scripters (and in the process make the casual miner's life a total living hell), resources would randomly up and change from the location that they're spawning in.
The practical upshot of this is that you can have a maximum of 105.0 mining (while wearing Ringmail Gloves of Mining), and therefore can still fail occasionally while smelting agapite, verite, and valorite. The problem with this, of course, is that now that it's harder to find a constant source of valorite (or verite or agapite for that matter, it's just that the lower you go down the tree the more numerous the spawn points are).
My suggestion therefore is that it's about time to update mining (and indeed lumberjacking as well) with 120.0 powerscrolls garnered in whatever fashion you see fit (though I would suggest that existing crafting systems would be the way to get them, not champ spawns).
Now, I understand that introducing anything over 100.0 in mining introduces a new question... what about a 110 and 120 level ore? My suggestion would be to introduce two new ores that spawn -- I don't have any clever names for them, but my suggestions would be a purple-hued ore and a bright off-white that might resemble titanium or something in that vein (not like bright white, ice white or any of that). Clearly introducing new ores introduces new potential properties for crafting, and I would suggest merely that the two higher ores would perhaps carry the same point spread as valorite with a different distribution so as not to introduce anything unbalancing to the current balance of the crafting system.
Yes, this means that we would re-replicate the valorite issue with the two new ores once you reach 120, however, I would simply suggest that at 120 mining, you are no longer capable of failing at smelting.
Of course, we could bypass all the extras and simply say that at 100 mining you are no longer capable of failing at smelting... but wouldn't it be nice to see something new in this regard?
Anyway... my thoughts on the matter... in the end, failure smelting should go away at the skill cap given the resource spawn changes.
The practical upshot of this is that you can have a maximum of 105.0 mining (while wearing Ringmail Gloves of Mining), and therefore can still fail occasionally while smelting agapite, verite, and valorite. The problem with this, of course, is that now that it's harder to find a constant source of valorite (or verite or agapite for that matter, it's just that the lower you go down the tree the more numerous the spawn points are).
My suggestion therefore is that it's about time to update mining (and indeed lumberjacking as well) with 120.0 powerscrolls garnered in whatever fashion you see fit (though I would suggest that existing crafting systems would be the way to get them, not champ spawns).
Now, I understand that introducing anything over 100.0 in mining introduces a new question... what about a 110 and 120 level ore? My suggestion would be to introduce two new ores that spawn -- I don't have any clever names for them, but my suggestions would be a purple-hued ore and a bright off-white that might resemble titanium or something in that vein (not like bright white, ice white or any of that). Clearly introducing new ores introduces new potential properties for crafting, and I would suggest merely that the two higher ores would perhaps carry the same point spread as valorite with a different distribution so as not to introduce anything unbalancing to the current balance of the crafting system.
Yes, this means that we would re-replicate the valorite issue with the two new ores once you reach 120, however, I would simply suggest that at 120 mining, you are no longer capable of failing at smelting.
Of course, we could bypass all the extras and simply say that at 100 mining you are no longer capable of failing at smelting... but wouldn't it be nice to see something new in this regard?
Anyway... my thoughts on the matter... in the end, failure smelting should go away at the skill cap given the resource spawn changes.