Something is fantastically awkward in trying to explain the mechanics and benefits for Herbalisim III (optimal shucking abilities for the home or community herb gardener) and Super Seedy Powers (Always get double seeds when shucking herbs). While I understand there is a range of for shucking some herbs and there are two 'groups' of herbs, the fail rate seems unordinarily high when fully upgraded.
Examples (with Herbalisim III and Super Seedy Powers):
Group 1 - A stack of 50 Rubeweed yields 200 seeds, 4 per flower. A stack of 25 yields 100. Shucked one at a time I get 4 seeds per shuck. These are consistent.
Group 2 - A stack of 50 Purple yields 112 seeds, for an average of 2.24 per flower. Super Seedy Powers seems to be in effect, ensuring the first 100... but is 0.24 really 'optimal shucking'? A stack of 25 yields 56 (0.24) - yes, I am aware both of these results are at the low end of the spectrum but they are also not uncommon. Shucking 25 flowers one at a time yields 14 results at x2, 10 results at x4 and one fail.
I understand a (fairly low) fail rate, I understand the basis of receiving the 2 seeds for Group 2 Herbs *is* the double seeds... but what exactly is 'optimal' in practice for the 4x?
I've started a topic in the FAQ Group as a data gathering exercise to help make sense of some of it. Feel free to participate... but really? What gives?