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Changes to Imbuing

W

Wilki

Guest
Currently imbuing has the following limitations:

  1. Can imbue up to 5 properties on an item.
  2. Each property is limited to a max of 100% intensity.
  3. Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
  4. Some properties are weighted to count more towards the total intensity cap.
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.

The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:


  1. Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
  2. The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
  3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.

So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.

We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.

This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.

Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.

Thanks!


*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.
 
S

Stupid Miner

Guest
Sounds fun! I assume slayers are stuck at 100%, no way to make them do a 150% damage increase to their slayed creatures?
 

Ailish

Lore Master
Stratics Veteran
Stratics Legend
Well, I am not as thrilled with the 300% vs. the originally proposed 200% ... but that *could* be bias ;)

I am very eager to test this and see how it looks in practice. For all I know, 300% could be a perfect number.
 

aarons6

Certifiable
Stratics Veteran
Stratics Legend
i thought that is how it worked now?

for example. i just got a really nice bow from heartwood quest.. but its not great.
it has hml 18, hll 14, hld 44, hla 38, ssi 30

can i imbue that to make hml and hll higher?
it has 5 mods, so i know i cant add DI right?
 

Dermott of LS

UOEC Modder
Stratics Veteran
Stratics Legend
...

I think I like this... gives better value to actual loot finds or runic creations over store bought items.

Obviously will have to be tested, but I see potential here :)
 

Ailish

Lore Master
Stratics Veteran
Stratics Legend
aaron - the difference is that right now, you can make that bow from scratch with imbuing by simply crafting a PLAIN exceptional bow, then imbuing all the rest onto it.

This change will mean that you need to find the nice bow first, then imbue it, not just imbue it from scratch.
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
Maybe I'm a little slow here but I like the fact that a blacksmith or tailor can make exceptional items and then imbue them up with good mods. Will that still be possible with this proposed change?
 

Ailish

Lore Master
Stratics Veteran
Stratics Legend
Your blacksmith or tailor will first need to make an item that has some properties on it. With the 300% cap, you should be able to use a spined runic kit or equally low runic hammer to get your base item. You will simply have to use them with plain materials.
 

aarons6

Certifiable
Stratics Veteran
Stratics Legend
one more question, so does this mean you cant any longer imbue ANY crafted items?
say i made a bow from a oak or ash kit then wanted to add stuff to it??

ugh nm, lol one post up had my answer :)

so this change just makes it so you cant have one super nice item with 5 100% properties that you pick?
you gotta now make an item with 1 or 2 100% properties you want then add 3 more?

doesnt sound like a huge change?
 

Dermott of LS

UOEC Modder
Stratics Veteran
Stratics Legend
...

Non-exceptional < Exceptional < Runic Exceptional/mid to higher end loot

Each level will give benefits from imbuing, however the quality of the starting piece will come into play in terms of what you can make as a final object. Before, it didn;t matter what the starting piece was as the end result was basically equal.
 
R

Remakerr

Guest
honestly this doesnt change much, as far as armor goes people will just use spined kits or copper runics to get 2 mods @ close to 100% of what they want, be it MR, LRC, LMC, etc etc. and then just apply the extra mods they want.

Same would apply to weapons. Just makes it take 1 extra step to get the item you really want, which is just a timesink thats not needed
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
Then no I do not like this idea. As far as I'm concerned make arties with properties that don't normally spawn on them or something but I currently like the system where my smith can make a sword and I can imbue it up how I want it with 5 properties...maybe at 450% intensity (can't say for sure but I can not imbue my exception Items with 5 100% intensity).

This is a huge change in my opinion and would honestly make me not buy this expansion. The whole reason I came back was because of imbuing and it is great now the way it is...Changing it to where an exceptionally made item would only have 300% intensity would be a slap in the face and I would defiantly NOT buy this expansion which is the only reason I came back to UO.
 
T

TheGrayGhost

Guest
Your blacksmith or tailor will first need to make an item that has some properties on it. With the 300% cap, you should be able to use a spined runic kit or equally low runic hammer to get your base item. You will simply have to use them with plain materials.
Where does this leave tinkerers and jewlry? :(
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
Sounds fun! I assume slayers are stuck at 100%, no way to make them do a 150% damage increase to their slayed creatures?
reminder:

Specialized slayers will now do x3 damage instead of the x2 (so a dragon slayer against dragons is better than a reptile slayer against dragons)
 

Dermott of LS

UOEC Modder
Stratics Veteran
Stratics Legend
...

You can imbue crafted items AS LONG AS they are NOT crafted with special material (so iron, normal leather, normal wood, "iron colored" granite are imbuable).

So your standard method to really max out a piece would be as follows (assuming Blacksmithing for the example):

1. Runic craft item using Iron ingots (or obtaining piece of uber non-artifact loot)
2. Imbue item up to max mods as desired
3. Enhance with desired material (WARNING: by this point, Enhancing will probably be ABSURDLY risky
 
J

jamie(gri)

Guest
3 Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

I dont get this part. Does it mean you can imbue to 150% of start value?
example piece starts with 30% hit stam leach it can be imbued to 45%?

Sorry the weighted vs. nonweighted thing throws me off.
 

Kojak

Slightly Crazed
Stratics Veteran
Stratics Legend
UNLEASHED
Wilki has a promising career post-UO writing IRS regulations ... hehe

about halfway through his post my eyes really started glazing over heavily and that was the end of that
 
T

TheGrayGhost

Guest
...

You can imbue crafted items AS LONG AS they are NOT crafted with special material (so iron, normal leather, normal wood, "iron colored" granite are imbuable).

So your standard method to really max out a piece would be as follows (assuming Blacksmithing for the example):

1. Runic craft item using Iron ingots (or obtaining piece of uber non-artifact loot)
2. Imbue item up to max mods as desired
3. Enhance with desired material (WARNING: by this point, Enhancing will probably be ABSURDLY risky
Tinkerers don't have runics :( means no good jewlry and necklaces and earrings don't come as uber non artifact loot and gargs can't wear headgear and gorgets only necklaces and earrings.
 
W

Wilki

Guest
3 Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

I dont get this part. Does it mean you can imbue to 150% of start value?
example piece starts with 30% hit stam leach it can be imbued to 45%?

Sorry the weighted vs. nonweighted thing throws me off.
I'll try to explain it better.

Some properties "cost" more to imbue than others, in terms of reaching the total cap (either the 300% of imbued weight per item, or the 450/500 total weight for the item in general, which includes all properties, imbued or not).

For example, Damage Increase has the default weight of 1.0, which means that 100% counts as 100% against the cap. SSI, however, has a weight of 1.3, which means that 100% SSI would use up 130% towards the cap.

As far as individual properties go, as long as you don't exceed one of the total intensity caps for the item, then you can imbue any property up to 150%, regardless of weight.

So, that means you can have 75% Damage Increase (150% intensity for DI), and that would count at 150% intensity towards the cap.

For SSI, 150% intensity is 45 SSI, but since it has a weight multiplier of 1.3, it'd count as 1.3 * 150 = 195% against the cap.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
you gotta now make an item with 1 or 2 100% properties you want then add 3 more?

doesn't sound like a huge change?
There has been a lot of concern that imbuing shuts down crafters (other than making plain exceptional items which involve practically no investment of time/effort once skill is trained up).

This way, at least a minor runic is required to make a full-powered item (and getting the right combination of mods to build on is not trivial). 300% means that even a dull copper runic can, in theory, craft a maxed out item, but your odds of getting a perfect starting base are very low (there was a good post about this a while back). As you use more powerful runics, your odds of getting some good high mods are better, but at the risk of gaining junk properties that will just count against your total.

Yeah, jewelry gets a bit of more of nerf this way (ML exceptional jewelry is nice but extremely random with a lot of low intensities), but it it's always been on a slightly lower power curve than armor/weapons. I'm assuming gargoyles will eventually have a way of getting necklaces/earrings as loot?
 
W

Wilki

Guest
Someone reminded me that I left out some information from a prior change.

Earrings and necklaces are now only able to be imbued with armor properties. Allowing gargoyles 4 jewelry slots would have caused balance issues, obviously.

Also, we will make earrings and necklaces drop as loot as well.
 
T

TheGrayGhost

Guest
There has been a lot of concern that imbuing shuts down crafters (other than making plain exceptional items which involve practically no investment of time/effort once skill is trained up).

This way, at least a minor runic is required to make a full-powered item (and getting the right combination of mods to build on is not trivial). 300% means that even a dull copper runic can, in theory, craft a maxed out item, but your odds of getting a perfect starting base are very low (there was a good post about this a while back). As you use more powerful runics, your odds of getting some good high mods are better, but at the risk of gaining junk properties that will just count against your total.

Yeah, jewelry gets a bit of more of nerf this way (ML exceptional jewelry is nice but extremely random with a lot of low intensities), but it it's always been on a slightly lower power curve than armor/weapons. I'm assuming gargoyles will eventually have a way of getting necklaces/earrings as loot?
I hope so otherwise key pieces of Garg armor get the shaft. human and Elve's can't even wear imbued earrings and necklaces so no big deal, but there main parts of Garg Armor lol.
 

Ailish

Lore Master
Stratics Veteran
Stratics Legend
Ghost, we have asked about this and still waiting for an answer. I would like to assume that earrings and necklaces with properties tagged "Gargoyle Only" will start dropping as monster loot.

You can also already imbue the "magical jewelry" from ML - ecru citrine rings and the like. I know that still leaves earrings and necklaces in the cold ...

Jamie - the 150% intensity means that imbuing can do something that no other craft can - you will be able to put, as an example, 150 luck on an item (unenhanced) or 45 Swing Speed.

The explanation behind weight is pretty intense, but I will dig it up and put it in a different thread :) (Nevermind, see that Wilki beat me to it!)
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
Currently imbuing has the following limitations:

  1. Can imbue up to 5 properties on an item.
  2. Each property is limited to a max of 100% intensity.
  3. Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
  4. Some properties are weighted to count more towards the total intensity cap.
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.

The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:


  1. Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
  2. The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
  3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.

So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.

We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.

This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.

Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.

Thanks!


*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.
NO imbuing should be an item creation system and not an item enhancement one simply because it will lessen the gap between the haves and have-nots and the dumb lottery game that is killing monsters for items that have random abilities attached to them just to imbue them up.

A different Idea would be that someone who found an item with 2 mods on them would have a better chance adding the last 3 mods they want then someone who creates a weapon from scratch then adds mods. Right now the first 2 mods you attached to a weapon are at or above 100%. The 3rd property is around 69%, the 4th is around 30% and the 5th is about 1-7%. A better idea would be to allow added mods to have a chanced based on mods added via imbuing. For instance:

A kryss with 30% SSI and 50% DI: These have 2 good mods on them and the other 3 could be added by imbuing with the same percentage chance that someone would have with adding 3 mods on a freshly made item. The chance for failure would be lessened because it would be imbued with 3 mods instead of 5. This makes it easier for the people who go out and take the time to find good items while not limiting people who spend their money or time going out and getting the items to imbue.
 
T

TheGrayGhost

Guest
Someone reminded me that I left out some information from a prior change.

Earrings and necklaces are now only able to be imbued with armor properties. Allowing gargoyles 4 jewelry slots would have caused balance issues, obviously.

Also, we will make earrings and necklaces drop as loot as well.
Nice! Any word on the fix for not having runic made versions of earrings and necklaces?



@Ailish,

Thanks :), this is my main concern really as my crafter is fully devoted to tinkering mainly and the rest is just secondary lol. I waste thousands of mats and rarely get good things with my jewlry but it's fun, I just know the disadvantages it has vs. the other crafts far to well lol.
 

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
Earrings and necklaces are now only able to be imbued with armor properties. Allowing gargoyles 4 jewelry slots would have caused balance issues, obviously.
Does this mean humans/elves can also wear earrings for armor bonuses?
 

Alvinho

Great Lakes Forever!
Stratics Veteran
Stratics Legend
Currently imbuing has the following limitations:

  1. Can imbue up to 5 properties on an item.
  2. Each property is limited to a max of 100% intensity.
  3. Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
  4. Some properties are weighted to count more towards the total intensity cap.
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.

The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:


  1. Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
  2. The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
  3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.

So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.

We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.

This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.

Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.

Thanks!


*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.

I have some old items fomr ren ect still floating in my homes, with teh properties of 120 durability, can you test these items internally and let us know what they will produce when unraveled,or allow some items to be put in a bag wiht the 120 durability so we can see what ingrediants they can be unraveled into??
 
C

ClayPigeon

Guest
Yeah guys, this really doesn't change any aspects of how imbuing works in general, its just a cap on individual intensities and overall item intensity.

You can imbue any item which has the standard mods - jewels, armor, weapons, bows, etc etc. This just puts a cap on how far you can push a low end item - meaning you will not be able to simply buy any old NPC Item and then imbue it to 450% intensity (which is VERY powerful).

Wilki, to specifically offer feedback on these changes... I am also not so sure about 300%. This cap still means that you wouldn't need much more than a spined runic as a starting place, and you could still get REALLY nice items. So my original arguments still stand, the day ANYONE can simply craft items of this caliber I foresee it completely altering the face of UO, and not really in a good way, because a custom property suit is going to beat out an artifact suit every time. Yull end up with a handful of arties that have 150%+ intensities being used and everything else gets unraveled to craft perfect pieces.

I know everyone sees this change as a mega-nerf, But I think its fairly comparable to the intensity issues that occurred in Heartwood once upon a time. Ultimately those items were deemed OP, and the intensities were hemmed in... I just want to avoid that Uh-Oh moment. I think, have no fear... Imbuing is going to be powerful!

Ulitmately, I think as long as the cap stays in place whether its 200% or 325.257% is fine with me, I think the critical balancing factor is that cap.

Once these changes hit a publish, I am looking forward to seeing what I can do to break it!

And I do think that is an important distinction concerning the arguments surrounding imbuing: is Imbuing about creating your suit or customizing it? My vote is for customization. Blacksmithing and tailoring have always been about the creating, so a skill that allows you to customize your lootz is a great boon!
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
Currently imbuing has the following limitations:

  1. Can imbue up to 5 properties on an item.
  2. Each property is limited to a max of 100% intensity.
  3. Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
  4. Some properties are weighted to count more towards the total intensity cap.
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.

The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:


  1. Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
  2. The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
  3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.

So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.

We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.

This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.

Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.

Thanks!


*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.
I'm going to try to be constructive. I know you guys are really trying to work this out.

So basically this is a titanic nerf. I mean a huge nerf. Ok

This skill will cost the most to get to 120 anything ever has. IF, it will even go to 120.

Now, its not even going to be more useful than a really good loot item. Some of us get a LOT of loot. The word lot doesn't even come close. So, we are going to get insane items eventually.

If you nerf it this badly, then allow us to use POF on it. I mean seriously you are talking about making it incredibly difficult to get the correct item, at least let us keep it if we ever do manage to make it.
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
You can imbue any item which has the standard mods - jewels, armor, weapons, bows, etc etc. This just puts a cap on how far you can push a low end item - meaning you will not be able to simply buy any old NPC Item and then imbue it to 450% intensity (which is VERY powerful).
I think imbuing left as is will make things better simply because it will make it more like before that crapfest AoS came in and destroyed the game. This will make getting people out there with suits to compete without too much of a problem. No offense but If i want to PvM for all of my high-end loot I'll go back to WoW.

I'll say this then...If these changes do go in then it would probably be a good idea to allow mods to be take off an item or overwritten...
 
J

jamie(gri)

Guest
so this

3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

should say this

3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #3)
 
B

Bullet

Guest
Currently imbuing has the following limitations:

  1. Can imbue up to 5 properties on an item.
  2. Each property is limited to a max of 100% intensity.
  3. Can imbue up to 500% total intensity on an exceptionally crafted item, or 450% on any other item.
  4. Some properties are weighted to count more towards the total intensity cap.
Many of our beta players have expressed concern that the items created by imbuing are too powerful, and that imbuing has the potential to make other sources of items much less attractive.

The idea was then brought forth that perhaps imbuing should be less of an "item creation" skill, and more of an "item customization" skill. We thought about that, and would like to get your feedback on the following:


  1. Any item can have up to 300% weighted intensity added to it via imbuing (while still obeying the max caps from #2)
  2. The total intensity caps remain the same (500 for exceptionally crafted, and 450 for regular items)
  3. Individual property intensity can range up to 150% unweighted (but the weighted intensity still counts against the caps from #1 and #2)

What this would mean is that a regular item, with no properties on it, could be imbued up to 300% weighted intensity. An item that started out with, say, 130% weighted intensity, could then have an additional 300% weighted intensity added on top of that, for a total of 430%.

So, you could customize any valid* item with any combination of properties up to 300% weighted intensity, regardless of what it started with, as long as it doesn't exceed either of the caps from #1 and #2 above.

We feel that this would give you a lot of flexibility in creating the items you want, while not replacing so much of the existing methods of acquiring items. Loot drops that you find, or runics that you make are all good potential starting pieces for imbuing, but you'd still want to find something that fit what you're looking for.

This means that you couldn't create the perfect item from scratch, but you could customize a lot of the items that you have now, find as loot, buy on vendors, or craft yourself. However, newer players who pick up imbuing will still find it very useful in improving the items they would find while progressing through the game, or by creating less powerful items from scratch.

Please let us know what you think of these changes, we'll be reading this thread frequently. If you'd like to make other suggestions unrelated to these changes, please use the Stygian Abyss forum as we'll look for them there.

Thanks!


*A valid item is one that is currently imbuable by the imbuing system. It excludes artifacts, and any item made with or enhanced by special materials.
I can accept this change except for the fact the the time it takes to collect the materials to make one nice item,( especially mined or jacked items), takes sooo much time its easier to use runic kits with special leather, wood, ingots. This to me makes it easier to just use runics or even to fight high level creatures to get the same results in much less time. I really hoped this new method would save the crafter profession but its not looking good. On a side note those who use and have been using programs to automate Gathering these same resources,(cheating) are the ones who will benifit these changes the most!
 

Shelleybean

Certifiable
Stratics Veteran
Stratics Legend
Since necklaces and earrings will be changed to armor slots, please let us enhance them with metal and allow the appropriate resists based on what metal is used. For example, if I find 100 luck earrings, I would like to enhance them with gold ingots for a 140 luck piece. Currently there is no way for gargoyles to obtain max luck on head gear since 140 luck cannot be imbued.
 

Ailish

Lore Master
Stratics Veteran
Stratics Legend
ABC and calibek: How is this a "nerf" or causing what is possible now with imbuing to be impossible.

Your end result will still be the same as it is now. You will still be able to create those "godly" pieces now. The only difference is that you will need to craft or find a decent base first.

How can that be bad? How can keeping crafters and looters alive in the face of the power of this skill be bad? I really don't understand that.

PvM for high end loot has been the way THIS GAME has been since the beginning. Invulnerable Plate, anyone?

I don't even have a crafter, but even I could see how damaging imbuing could be to those who do.

@ Shelley - I am curious, why would they need to be enhanced when gargish armor already has a considerably higher base resist than human/elf armor. Mainly all this will do is change it so that you can have MR on your earrings, but not have + skills (which was a HUGE concern).
 
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Thangorodrim

Guest
I personally view imbuing as an avenue to return to the days when items were fungible and the game retained a greater reliance on skill yet still keep the AOS damage and properties systems.

Continuing to nerf imbuing hoses that and keeps the cost of appropriate gear inflated.

Who benefits from that?
 
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TheGrayGhost

Guest
Could you also look into the exceptional chance on tinkering? We don't have anything compaired to the other crafts. Also it would be nice to be able to craft some Garg only earrings and necklaces. I mean oO we are the jewlers and jewlry is comming into play pretty hard with the Gargs! It's time for the Tinkerers to RISE! Come my Kitty Goyle oO................


I mean I have a 50% chance to make a Dark Safire Bracelet and only a 5% chance at exceptional?! And I'm at max tinkering :(. Talismans can bump me up a bit but compare me to the other crafters please before you make any decisions.
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Does this mean humans/elves can also wear earrings for armor bonuses?
No.

Human's 6 slots armor has *nearly the same* possible total resist as Gargoyles' 4.

Gargs gets shafted by 2 slots with *mods* which is made up by imbuable necklaces and earrings. I suppose gargoyles are gonna be receiving their own veriety of artifacts which MIGHT make up their fewer mod slots problem.

I think 300% is great. It was aimed at 200% imbuable mods before today. Even at 200% is very useful. I feel the same as Ailish thinking 300% imbuable intensity is a stregth. But for all I know it MIGHT be the perfect intensity.

If you think about it as a GM exp weapon you already have 80% intensity in 40 DI. All you really need is a dull copper hammer and get 1 single mod you want with 40DI and you can go to 480 possible intensity. Using shadow hammer and above will put you well over 200% innate intensity which you can play around and use your 300% carefully.

This makes imbuing system much more refined, without killing crafters, and monster loots. For the "have nots" blah blah, are you telling me you cant even kill something like a lizardman or blood elemental? Most pieces that drops off blood elementals have well over 300% intensity.

Imbuing is meant to be imbuing, not uber item creation. Item creation should belong to the smiths/fletchers/tinkers/carpenters. NOT artificers to create perfect smith/fletcher/tinker/carpenter craftables. Unless of course IF the goal of imbuing is to kill all crafters and eliminate all kinds of monster loots then you might have a point. But it's NOT.
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
ABC and calibek: How is this a "nerf" or causing what is possible now with imbuing to be impossible.

Your end result will still be the same as it is now. You will still be able to create those "godly" pieces now. The only difference is that you will need to craft or find a decent base first.

How can that be bad? How can keeping crafters and looters alive in the face of the power of this skill be bad? I really don't understand that.
Right now the way it is set up exceptionally crafted items can be crafted and imbued with properties...this makes it easier for a person to get the exact mods they want on a weapon, a custom order so to speak.

The way the changes go you have to spend time to find the item or items with 1-2 mods on them exactly how you want them then have them imbued. The problem here is it is all a big lottery. If you're lucky you get the "base" item with the right properties or craft it with runics. Key word here is "LUCK". I don't want to have to go PvE or burn through a number of runics just for a chance to get the items with the correct mods only to attach more. If you have the money and the items to imbue from the ground up why not?

PvM for high end loot has been the way THIS GAME has been since the beginning. Invulnerable Plate, anyone?

I don't even have a crafter, but even I could see how damaging imbuing could be to those who do.
No that has never been. People PvM for high end loot now so they can PvP with it...before AoS you NEVER took invulnerable plate to Fel with you...you PvP'ed in GM leather/plate simply because of the risk of loosing the item(s). And this game was suppose to be about social interaction and fun. Only recently (AoS and above) has it really become and Item game for High End loot.
 
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Mephistos

Guest
Since necklaces and earrings will be changed to armor slots, please let us enhance them with metal and allow the appropriate resists based on what metal is used. For example, if I find 100 luck earrings, I would like to enhance them with gold ingots for a 140 luck piece. Currently there is no way for gargoyles to obtain max luck on head gear since 140 luck cannot be imbued.
FACT: Earrings and necklaces share the same imbuable properties as armor.
FACT: Armor is enhanceable with metal/leather.
CONCLUSION: Earrings and necklaces are armor.
CONCLUSION: Earrings and bracelets should have the same properties as armor.

Just agreeing with ya here is all... :)
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
I personally view imbuing as an avenue to return to the days when items were fungible and the game retained a greater reliance on skill yet still keep the AOS damage and properties systems.

Continuing to nerf imbuing hoses that and keeps the cost of appropriate gear inflated.

Who benefits from that?
My major point exactly...this is exactly what I feel.
 
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TheGrayGhost

Guest
Since necklaces and earrings will be changed to armor slots, please let us enhance them with metal and allow the appropriate resists based on what metal is used. For example, if I find 100 luck earrings, I would like to enhance them with gold ingots for a 140 luck piece. Currently there is no way for gargoyles to obtain max luck on head gear since 140 luck cannot be imbued.
It wouldn't be worth trying to enhance Earrings and Necklaces anyways. We only get 100 skill and thats going to equal a very high fail rate on enhancing because we will likely be under the same system the smiths and tailors are :(
 
C

ClayPigeon

Guest
Right now the way it is set up exceptionally crafted items can be crafted and imbued with properties...this makes it easier for a person to get the exact mods they want on a weapon, a custom order so to speak.

The way the changes go you have to spend time to find the item or items with 1-2 mods on them exactly how you want them then have them imbued. The problem here is it is all a big lottery. If you're lucky you get the "base" item with the right properties or craft it with runics. Key word here is "LUCK". I don't want to have to go PvE or burn through a number of runics just for a chance to get the items with the correct mods only to attach more. If you have the money and the items to imbue from the ground up why not?
I don't understand this point of view. Right NOW as it STANDS on Prod Shards its ALL a TOTAL lottery. You can't adjust ANYTHING! You can only slap an enhance on your item and get some very specific properties. You can only pick your mob, fight it, and hope that uber item drops. Runics below Barbed and Gold are practically useless because the intensities are far too low..

With this imbuing system you are going to be able to tweak 300% intensity on an item. That is a FAR cry from a lotto... Thats letting you PICK over 50% of the properties any item will have. Thats CRAZY flexible!

And the point of this change was so that you could NOT do exactly what you are proposing, and craft up artifact caliber items. Not because of any haves vs have-nots argument or because of any scripter argument, but because artifacts should never be craftable from NPC purchased items.
 

calibek

Journeyman
Stratics Veteran
Stratics Legend
I don't understand this point of view. Right NOW as it STANDS on Prod Shards its ALL a TOTAL lottery. You can't adjust ANYTHING! You can only slap an enhance on your item and get some very specific properties. You can only pick your mob, fight it, and hope that uber item drops. Runics below Barbed and Gold are practically useless because the intensities are far too low..

With this imbuing system you are going to be able to tweak 300% intensity on an item. That is a FAR cry from a lotto... Thats letting you PICK over 50% of the properties any item will have. Thats CRAZY flexible!

And the point of this change was so that you could NOT do exactly what you are proposing, and craft up artifact caliber items. Not because of any haves vs have-nots argument or because of any scripter argument, but because artifacts should never be craftable from NPC purchased items.
Yeah it is a major lotto...which is why I have been back sparingly over the past 6 years since AoS was released. When Imbuing was announced I felt that finally they were returning to their roots and putting things back in the players hands...apparently I was wrong and this change is a HUGE deal breaker for me and I assume others as well.

And to be honest artifacts should never have been put in the game in the first place...This skill should have been introduced years ago. Basically they put power back into the players hands, let them decide what they want and how they want things. This change is just taking a good deal of that power back and I find it to be a HUGE slap in the face...
 
G

Green Meanie

Guest
i didnt read all replies but i think the anything can be added to an item is fine as long as it cant exceed 100% normal intensity. This makes artifacts still usefull and runic gear potentialy good but if not unravial fodder. Maybe the only thing i could say is that this would make runic tools trash so to fix that make the top tools capable of 1 extra mod going beyond the normal 500% cap.

The only things i think are terribly over powered about imbuing is jewlery. I mean 70 skill points all relavent to your template comone show one of thoughs produced through other means and ill shut up.

Last though i dont mind if this change goes into effect but if it does inorder to make imbuing worth using and not just another crafter skill you stone on when helping a noobie allow the items to be imbued after enhancing and powderable.
 
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TheGrayGhost

Guest
i didnt read all replies but i think the anything can be added to an item is fine as long as it cant exceed 100% normal intensity. This makes artifacts still usefull and runic gear potentialy good but if not unravial fodder. Maybe the only thing i could say is that this would make runic tools trash so to fix that make the top tools capable of 1 extra mod going beyond the normal 500% cap.

The only things i think are terribly over powered about imbuing is jewlery. I mean 70 skill points all relavent to your template comone show one of thoughs produced through other means and ill shut up.

Last though i dont mind if this change goes into effect but if it does inorder to make imbuing worth using and not just another crafter skill you stone on when helping a noobie allow the items to be imbued after enhancing and powderable.

Earrings and Necklaces are treated the same as armor now and are subject to the same rules as armor.
 

Ailish

Lore Master
Stratics Veteran
Stratics Legend
FACT: Earrings and necklaces share the same imbuable properties as armor.
FACT: Armor is enhanceable with metal/leather.
CONCLUSION: Earrings and necklaces are armor.
CONCLUSION: Earrings and bracelets should have the same properties as armor.

Just agreeing with ya here is all... :)
Hehe ... nice one on me there. ;)
 
O

olduofan

Guest
reminder:

Specialized slayers will now do x3 damage instead of the x2 (so a dragon slayer against dragons is better than a reptile slayer against dragons)

they took daemon slayers from us some time back so now we can only do 2x dmg to daemons and they dont make lich slayers only undead same thing only 2x dmg ? but i have an orc slayer it will do 3x wow my 120 swords man can rock orcs now lol

i think all undead and demon slayers should do 3x as well ?
 

Harlequin

Babbling Loonie
Stratics Veteran
Stratics Legend
I totally understand the concerns that drove this idea. The 200% magic + 300% imbue is a great balance too.



It's just that I just really really really like being able to craft a non runic and imbue it from scratch to get the full flexibility/potential...

Personally, re magic loot/runics - As it is, I'm gonna be using my runics and magic loot to fuel the soulforge, so they will be extremely useful to me. And it will really reduce the amount of magical loot I have.



My original plan months ago was in fact, to start with a base made from my low end runics, then imbue from there. Much like what this will do.

However, in the open beta, after 1 minute of testing, I hit a major issue - HPI 4 on an armor piece which is otherwise perfect for my needs. I don't want the HPI, but can't replace it with another mod.

If the intent is to change it from item creation to item customization, is it possible then to look at the deletion of unwanted properties?

Maybe the amount of properties that a player can delete = 1 per 30 points in imbuing? Or items made from spined runics lets you delete 1 property, horned = 2, barbed = 3 etc. Likewise for the other runics.

Something that's scaled, and makes higher skills/better runics more useful. (As it is, the change will only make low end runics more desirable)

Or a combo of the 2, say GM imbuing lets you remove 1 property, and runics allows you to delete more.

But, before you do this, we'll pobably need the non-magical jewelry to be able to be exceptionally crafted. And runic tinker tools. And runic stonecrafting tools.



ps: Does anyone know whether the existing crafting talismans for mansory have the "exceptional" bonus?
 
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