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New buffed leather enhancement..what about old leather already enhanced?

aHolyCow

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Any word on this change will be made retroactively to armor already enhanced, or will we at least be able to re-enhance our old armor?

Spined/barbed/ etc are giving more resists now..current suits will be short in resists by a lot... aka everyone will be forced into a new suit eventually because that's alot of weight in resists.
 
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CovenantX

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Current suits aren't getting updated with the extra resistances. Only the pieces crafted/enhanced After publish 81 goes live.

everyone will be forced into a new suit eventually because that's alot of weight in resists.
Only if you're a perfectionist trying to get every single little bonus possible on your suit :D.
 

aHolyCow

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That's dumb we should just be able to re enhance with the new stats. I don't see why anyone would ever disagree with that and how it makes sense to not have it this way. Developers actually read these boards I hope?

I'm no perfectionist but this is equal to what..25-30 resists EXTRA on leather currently?
 

Tina Small

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That's dumb we should just be able to re enhance with the new stats. I don't see why anyone would ever disagree with that and how it makes sense to not have it this way. Developers actually read these boards I hope?

I'm no perfectionist but this is equal to what..25-30 resists EXTRA on leather currently?
Below are the differences in total resists per piece on exceptionally crafted armor made by a character with GM arms lore on Origin vs. another shard that doesn't have the Siege ruleset and that hasn't yet received Publish 81. (On Siege and Mugen, total resists with GM arms lore are slightly higher than elsewhere.) In each case with the special materials, the total resists have gone up by 4 on each piece of armor. So it looks to me as if you would only gain 24 in your suits total resists if all six of your armor pieces were made out of special materials.

Barbed Leather - Origin 51; Other (Non-Siege ruleset) 47.
Horned Leather - Origin 50; Other (Non-Siege ruleset) 46.
Spined Leather - Origin 44; Other (Non-Siege ruleset) 40.
Regular Leather - Origin 35; Other (Non-Siege ruleset) 35. (As expected, no difference.)

Valorite - Origin 52; Other (Non-Siege ruleset) 48.
Verite - Origin 51; Other (Non-Siege ruleset) 47.
Agapite - Origin 50; Other (Non-Siege ruleset) 46.
Bronze - Origin 49; Other (Non-Siege ruleset) 45.
Copper - Origin 48; Other (Non-Siege ruleset) 44.
Shadow Iron - Origin 47; Other (Non-Siege ruleset) 43.
Dragon Scale (other than yellow) - Origin 46; Other (Non-Siege ruleset) 42.
Gold - Origin 45; Other (Non-Siege ruleset) 41.
Dull Copper - Origin 45; Other (Non-Siege ruleset) 41.
Yellow Dragon Scale - Origin 36; Other (Non-Siege ruleset) 32.
Iron - Origin 35; Other (Non-Siege ruleset) 35. (As expected, no difference.)

I don't have a GM carpenter (yet) on Origin, so I can't check on the differences for wood, but expect they would follow the same pattern.
 
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Petra Fyde

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Any word on this change will be made retroactively to armor already enhanced, or will we at least be able to re-enhance our old armor?

Spined/barbed/ etc are giving more resists now..current suits will be short in resists by a lot... aka everyone will be forced into a new suit eventually because that's alot of weight in resists.
um, what's your current resists on the armor you're wearing? Because regardless of what they were when I crafted the piece, my suit is imbued to all 70s anyway.
 

hen

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Thanks for reminding me about this change. I was making a new leather suit for my stealther, but I'll put it on hold until the publish goes through.
 

GalenKnighthawke

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Wait, base resists are going to be higher?

Or is this something different?

Wow I really have missed a lot in this.

-Galen's player
 

BeaIank

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um, what's your current resists on the armor you're wearing? Because regardless of what they were when I crafted the piece, my suit is imbued to all 70s anyway.
All mine suffer highly on cold and poison resists, some even at fire/energy, so if the special materials bonus were to be retroactive, maybe all my armours that have about 45 to 50 poison/cold would get a small boost. :D
Or get those 70 to fire/energy on my platemail with enhanced clockwork leggings.

So I would be pleased if the bonus are made to affect old armour, but if it doesn't, oh well, it won't be the end of the world.
I can remake some parts of my armours if I need those extra resist points that badly. So far, 45 cold worked okay for my mage when I am visiting Ice to have a friendly talk with White Wyrms. :)
 

Satana

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I thought it was 3-2-3-3-5?
It is. In the publish notes the order is incorrect, they put energy before poison. It reads:

Barbed:
  • Updated Physical Resist to 3
  • Updated Fire Resist to 2
  • Updated Cold Resist to 3
  • Updated Energy Resist to 5
  • Updated Poison Resist to 3
instead of:
  • Updated Physical Resist to 3
  • Updated Fire Resist to 2
  • Updated Cold Resist to 3
  • Updated Poison Resist to 3
  • Updated Energy Resist to 5
 

Nexus

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The only area I can see this making a huge difference is with Fire Resists (people trying to get a buffer on Corpse Skin), other than that the miniscule gains would be negligible on top end suits anyways. The only real benefit is this saves crafters some imbuing ingredients or makes it easier for those that are using non-imbued runic crafted pieces to put together a new suit.
 

Basara

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Note also that the chance of breaking from enhancing is based on the amount BEFORE enhancing, not after, so changing the material bonuses won't change the enhance success chances.

+4 total resists on each of 6 items is hardly negligible, as it will free up 1-2 imbuing slots prior to enhancement (24 resists = 160% resist intensity)

2/4/3/3/3
+3/2/3/3/5

= 5/6/6/6/8 per piece before exceptional/lore bonuses

Non-runic, with GM Lore exceptional, would average 9/10/10/10/12, or a suit being 54/60/60/60/72. Or, if you crafted to minimize energy for the benefit of even resists, 4x61 and 1x62 (which would work nicely with the DCI refinements, as you'd have all 30 slots open for imbuing)

Runic exceptional GM would be 7/8/8/8/10 (or, with piece selection, 8/8/8/8/9). Juggling pieces, you could get to where resists might just need 1 Energy imbue/runic property at full intensity, 2 physical, and 4-5 in the others combined. This will make normal runic crafting a little bit more competitive with reforging

The fun part will be pressing your luck enhancing "of fortification" reforged stuff....
 
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