Basara
UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Specifically (this is a HIGHLY modified version of the data from the enhancing calculator to provide better examples)
The following formulae are used in the calculation of the success chances (
Thanks to Chew of the Tower of Roses for getting the skill formula from Hanse the Developer.):
- All Resistances: Failure % = 20 + Current Resistance +/- (skill modifier)
- Durability: Failure % = 20 + ( Current Max. Durability / 40 ) +/- (skill modifier)
- Lower Requirements: Failure % = 20 + ( Current Lower Requirements% / 4 ) +/- (skill modifier)
- Luck: Failure % = 30 + ( Current Luck / 2 ) +/- (skill modifier)
Drop all decimals from the calculations.
Note that the Durability, LR, and Luck fail chances also apply to weapons. The chances for failure for manipulating elemental damage were never released, but probably are something resembling a cross between resist and LR changes on armor (my best guess would be 20% + current intensity in the element/10 for each element the material adds, even if there's no room for it - the last part, at least, was mentioned by the devs.)
The Failure Chances are checked for each property you are trying to enhance on the item.
Skill Modifier: The Failure Chance is lowered by 1% for every 10 points over Grandmaster Skill. (some sources said +1% at GM as well, but I remember the devs specifically stating +8% at 120 smith with a +60 ASH)
So A GM blacksmith or tailor enhancing a piece of armor with 10 in each resistance with any material that alters all 5 resists (with no other properties added - example: Verite or Barbed) would give you 5 checks with each 30% chance of failure, or 70% chance of success, which in the end amounts to a success chance of about 16%, when truncated (70%*70%*70%*70%*70% = 16.81%).
At Legendary skill (120), the same item would have a success chance on each check 2% higher (72%*72%*72%*72%*72%), as the failure chance drops 1% per 10 points over GM. This equates to a final success chance of 19% (19.35%).
A legendary smith swinging a +60 ASH, for the same enchantment has a +8% success chance per element enhanced (78%*78%*78%*78%*78%), with a final success chance of 28% (28.87% if not truncated).
The chance of breaking an item is about 10% lower than the failure chance for each property that is enhanced.
Only your skill level and the number of properties you are trying to enhance and their original value affects the success chance. The magnitude of the properties you are adding has no effect on the success chance.
Maximum properties:
Certain properties can get close to or pass the threshold where failure gets extremely likely, especially taken in combination.
Resistances: Not gonna happen. Would take 80 in one resist for this to occur. Even enhancing 1 resist that is already at 20, is a 40% chance of failure.
Durability: Not going to happen from this either. Most enhances with Durability increasing ingots will fall between 15%-25% Failure (worst case 26% at GM, unless the bonus for GM is applied as a negative modifier for skills under GM, in which case worst case would be 30% failure)
Lower Requirements: Worst case is 45% at GM, and that's if you're enhancing something already 100% lower requirements (say, enhancing something gold to increase luck that was already 100% LR)
Luck: This is the biggest danger. At GM skill, the chance to break an item that is 100 luck to start is 80%.
That means that a Carpenter, Fletcher or Tinker cannot enhance anything that is 140 luck to a higher luck value without a forged metal tool. 30+70, with no skill bonus.
Legendary Tailors have a 2% chance at 140 luck to enhance luck, as the -2% to failure from skill reduces fail chance to 98%. This means that 144 luck is their 100% fail point.
Legendary Smiths, using a +60 ASH, can take items with up to 155 luck and enhance them (1% success chance at 154-55 luck, 3% for the Wrong/Shame/reforging 150 Luck items).
OF course, that's just for the Luck enhance.
After all, if you have something that only has a 40% cumulative chance to survive resist enhancement (near minimum resists before the attempt with gold), an 80% chance to survive lower requirements enhance (0 LR before the gold), and a 3% for the Luck enhance, that works out to only about a 1% chance to survive ALL the enhancement checks.