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Imbuing clarification

X

Xel Naga

Guest
As this "imbuing system" looks almost identical to WoW's enchanting profession, will we be able to imbue items in a trade gump with someone on request?

Ie. Ability to imbue items with "X property" in a trade window temporarily until the buyer chooses to finalize it and click accept which would consume the ingredients and transfer the gold from buyer to imbuer.

Or.. A system which allowed imbuers to make repair deed types of items. Where I could say at gm-120 imbue a scroll to add +2 mana regeneration on armor. That way allowing me to stock the said scroll on a vendor and let someone buy it and attempt to apply it to something themselves without needing to trust handing over an item to an imbuer to do.

This lack of a current system which allows for secure enhancing/etc via trade window I believe hurt the community in a large sense that now everyone will simply rely on having their own mules and do everything solo since it's not viable to rely on someone else to do it without handing your item over and risk having it stolen.

I miss the days of being a reputable blacksmith at brit forge repairing gear for adventurers, I'm sure a lot more crafters and peaceful players/rpers would love to be able to stand in town and offer their services in imbuing, repairing, inscribing, etc if it were available in a secure trade type system.

Another system to possibly borrow from would be the crafting system on Dofus.com which basically allows a buyer to have resources on them and combine resources from the buyer and crafter's inventory to create an item via a unique trade window while still allowing for further addition of crafting tips etc.

EDIT: Added question

Since currently, old juka bows with Demon slayer + any elemental slayer does triple damage to a Doom's Dark father, will this mean imbuing will simply allow users to apply demon or elemental slayer to any looted type weapon which had demon or ele slayer on it already to achieve the extra bugged damage?

IE, I loot a demon slayer katana with 50 DI from a corpse, Would I now be able to go and imbue it with elemental slaying and now turn it into an extremely powerful doom weapon that is no longer restricted solely to a very slow unmodded old bow ?
 
F

Fink

Guest
Xel, you bring up a valid point regarding trust and trade of imbuing as a service.

I think we're now in a better position to trust an artificer. Before, you gave your items to a smith to repair or enhance, there was a chance of breakage. Or if you want to look at it in a cynical way, an "excuse" for the smith not to return your items ("sorry, it broke"). With Imbuing, the failure to imbue simply means more materials are needed, rather than the item being lost.

Speaking as a grass roots crafter (one who's been semi-retired since runics came about), I think there will be a demand for a person who knows/understands the system to ply his or her trade specialising in this sort of service. At least, I'm looking forward to it. I would hope that, given my reputation as a fair trader and a member of the Oceania community in good standing, I could benefit from people's trust and work as an artificer.

Reality's a little slow to step up to the ideal, though. I've had an at-cost weapons engraving service for about a year now and I've only had a handful of people trust me with their prized weapons enough to hand it over for engraving.

Hopefully a culture of trust will be built up around Imbuing and we'll see some more of that bygone "smithy at the forge" type of servicing, and any would-be scammers will be hard pressed to find marks among a community based on reputation.


Since currently, old juka bows with Demon slayer + any elemental slayer does triple damage to a Doom's Dark father, will this mean imbuing will simply allow users to apply demon or elemental slayer to any looted type weapon which had demon or ele slayer on it already to achieve the extra bugged damage?
I'm pretty sure it's a case of being restricted to one Slayer property per weapon.
 
A

Argnak

Guest
How do crafting skills relate to imbuing?
I mean, for instance, do i must have bs and imbuing in the same char to imbue/unravell a sword?
If not, is there any bonus for having both skills on the same char?
In short, does my artificier needs to be a crafter, or can he be a fighting char?
 
X

Xel Naga

Guest
How do crafting skills relate to imbuing?
I mean, for instance, do i must have bs and imbuing in the same char to imbue/unravell a sword?
If not, is there any bonus for having both skills on the same char?
In short, does my artificier needs to be a crafter, or can he be a fighting char?
He can be a fighter char.
 

Chrome

Adventurer
Stratics Veteran
Stratics Legend
Q: If we can add Slayer Mods how many can we stack out of the "5" mods possible.
A: One. If a slayer property already exists on the item and you attempt to imbue a slayer property again, the player will be informed that he will be replacing it.
Q1)Replacing (slayer)
When I have a weapon added only "Dragon Slayer" (1 property),
Can I Imbue "Slayer" property many times(more than 5), meaning of replacing?

Q2)Replacing (other peoperties)
When I have a weapon added only "HCI +1%" ,
Can I Imbue "HCI" up to 15% gradually by 1%?
At first, imbuing HCI+2%, next HCI+3%,..., finally HCI+15%.
(Though They are far apart from practical use.)
 
S

Sarphus

Guest
Q1)Replacing (slayer)
When I have a weapon added only "Dragon Slayer" (1 property),
Can I Imbue "Slayer" property many times(more than 5), meaning of replacing?

Q2)Replacing (other peoperties)
When I have a weapon added only "HCI +1%" ,
Can I Imbue "HCI" up to 15% gradually by 1%?
(Though They are far apart from practical use.)

If you imbued slayer to overwrite the slayer mod on an item it wouldn't change the total number of mods on the item.

Your question raised an interesting test case,though. What happens if you have an item with 2 slayer mods on it and you imbue that item with a different slayer mod? Does it overwrite both mods with the new slayer mod making the item a double slayer of the same slayer mod?

What happens if you imbue a double slayer item with a slayer mod already on the item?

What happens if you imbue a single slayer item with the same slayer mod that's on the item?

Well anyway... I can see how the imbuing logic could end up with an exploit if people could effectively imbue a double slayer item to bypass the restriction of being only able to imbue a single slayer mod on an item.
 

Hunters' Moon

Grand Inquisitor
Stratics Veteran
Stratics Legend
Will we be allowed to stack effects from imbuing?

Example: NPC bought weapon with no mods and I imbue it five times with the same enchant(hit lightning) to give me a possible 100% hit lightning. Will this be possible?
 
X

Xel Naga

Guest
Will we be allowed to stack effects from imbuing?

Example: NPC bought weapon with no mods and I imbue it five times with the same enchant(hit lightning) to give me a possible 100% hit lightning. Will this be possible?
Nope.

Each mod will only be able to be added once with a possibility of the max intensity of the mod. A chart is listed on the FoF with the possible mods for each slot of gear. The intensity of your imbuing would be based on your skill level.
 
O

Out of Date

Guest
so basicly, us smith's are being screwed up the ass again?
Our efforts and investments with runic's just pissed away?

Not really... use runics to get the properties and intensities you want, un-ravel the runic made item and imbue something else!

Besides, crafting got a nice boost with a patch earlier this year.

Some of us have spent excess of half a billion gold burning runics, filling bods in order to
end up with a very few select weapons we can sell/use covering practicly none of the costs of producing it. And the patch you mention were one of the buttrapes where all the weapons we already had produced became low end overnight and we had to start over.

So I guess my question is - will you dev's EVER start considering us stupid fools who keep playing the game, despite what you've been doing to us for nine years?
(Just copy pasting other games into this one isn't necessarily a good thing. Sure, you get a new hype
to stamp on your 'new' product but isn't it so that most 'new' players play for only a couple months, if that? how bout respecting your current/old customers?)



This system lets people who didn't take advantage of the cheating (like myself) to catch up gearwise with those who did
All good and well for new players.
however those of us who havent cheated (like myself) and have played for almost 10 years (like myself)
who have spent those years amassing the resources we have legally (wich is very hard in my oppinion).
giving new players a free ticket to get to the same level as a 10 year vet just because they're lazy/impatient. How is that fair? This soulforge is total rubbish! It's nothing but another way to screw us over again.
If you want fairness, start with a clean sleat, whipe everything, start anew, hire staff to supervise the game. Don't go negating years of work for some of us. these things are why UO is empty now. people will only take so much.
Rid yourselves of the unjustified jelousy. Some of you seem blinded by your own selfishness, buying into
what's nothing more than yet another nerf for every last one of us. You're just not established enough to be affected in a major way.

The quest to build perfect items will be a long quest...
With people still supporting bull**** like this... yes...
The word impossible would seem to fit more.

Where's the challenge in a game where you just sit and wait for the next patch to boost your own
usless playstyle? why does people who play the game and overcome the challenges have to suffer?
shouldnt people who DO take on the challenge get rewarded? and no, it's not a reward if you just take
it away afterwards.
(and by 'you' I'm not referring to anyone in particular here.)

You spent that money under an old, antiquated gear system
Calling it antiquated, hiding it behing the pretense of ME doing the wrong thing by playing the game? Open your eyes.

So my conclusion is still:
so basicly, us smith's are being screwed up the ass again
Our efforts and investments with runic's just pissed away
 
O

Old Man of UO

Guest
so basicly, us smith's are being screwed up the ass again?
Our efforts and investments with runic's just pissed away?
Not really... use runics to get the properties and intensities you want, un-ravel the runic made item and imbue something else!

Besides, crafting got a nice boost with a patch earlier this year.
 
S

Sarphus

Guest
so basicly, us smith's are being screwed up the ass again?
Our efforts and investments with runic's just pissed away?




Some of us have spent excess of half a billion gold burning runics, filling bods in order to
end up with a very few select weapons we can sell/use covering practicly none of the costs of producing it. And the patch you mention were one of the buttrapes where all the weapons we already had produced became low end overnight and we had to start over.

So I guess my question is - will you dev's EVER start considering us stupid fools who keep playing the game, despite what you've been doing to us for nine years?
(Just copy pasting other games into this one isn't necessarily a good thing. Sure, you get a new hype
to stamp on your 'new' product but isn't it so that most 'new' players play for only a couple months, if that? how bout respecting your current/old customers?)
You spent that money under an old, antiquated gear system. Imbuing is the begining of a new and improved crafting system. A system where instead of relying on the RNG to give you something of value (instead of more crap), you actually have a choice.

You still have an advantage with items that were made with a runic, because those items can be fortified forever. You can just make similar items easier once imbuing is mainstream.

Also, with the recent duping, runic-crafted items are more common than they were ever intended to be. This system lets people who didn't take advantage of the cheating (like myself) to catch up gearwise with those who did.
 
D

D'Amavir

Guest
Also, with the recent duping, runic-crafted items are more common than they were ever intended to be. This system lets people who didn't take advantage of the cheating (like myself) to catch up gearwise with those who did.
And since there will be no way possible for dupers to dupe the new and exceeding rare ingredients required to get the really high level imbuing done, things will be better. Uh huh.

And scripters won't find a way to script train imbuing and have it at 120 before anyone else is even close. Indeed.

This is just another example of the 'throw boosted items at it' mentality that too many developers buy into these days. But, it works obviously. Since so many people are stoked about the new boosted items that imbuing will be added to the mix soon. And all the new faction items that will be added to the mix.
 
5

5% Luck

Guest
Am I reading this right?

unraveled "regeants" dont have a propery attached to them. They do have a percentage of ANY mods based on the quality of the item unraveled. Like if i unravel a 20 lrc bracelet the "regeant" could produce any property via the imbuing craft window? Or would i be talking the mods right off one item and dropping in on the other.

I think the former every one i talk to thinks the later.
 
S

Sarphus

Guest
Am I reading this right?

unraveled "regeants" dont have a propery attached to them. They do have a percentage of ANY mods based on the quality of the item unraveled. Like if i unravel a 20 lrc bracelet the "regeant" could produce any property via the imbuing craft window? Or would i be talking the mods right off one item and dropping in on the other.

I think the former every one i talk to thinks the later.
Nope.

It works like this. There are 3 types of resource you can get by unraveling an item. The total intensity (sum of intensities of all mods on the item) determines which ingredient you get.

You add specific mods to an item by selecting the mod from the imbuing menu as you would select a type of item from the blacksmith menu to create that.

That's the system in a nutshell... it's more complicated than that, but you get generic ingredients by unraveling... imbuing takes specific ingredients (including the generic ones you get from unraveling) to imbue a mod onto an item.
 
5

5% Luck

Guest
i read ther are three types of unraveled ingredients. Each come from items with a certain total of mods on a unraveled item. are you saying that I can get a relic with LRC attached to it <-----------> or a relic used in imbuing max LRC to an item via a crafting window?

Im worrried that I will need five-5mod 80% intensity items for one 5mod 100% intensity item. it seems very hard to achieve!

Thats 5 mods to 1 Im losing mods in the long run!

To get one 20 lrc mod i would unravel one 5 mod 80% intensity item? Plus rare/uncommon resources.
 
S

Sarphus

Guest
i read ther are three types of unraveled ingredients. Each come from items with a certain total of mods on a unraveled item. are you saying that I can get a relic with LRC attached to it <-----------> or a relic used in imbuing max LRC to an item via a crafting window?

Im worrried that I will need five-5mod 80% intensity items for one 5mod 100% intensity item. it seems very hard to achieve!

Thats 5 mods to 1 Im losing mods in the long run!

To get one 20 lrc mod i would unravel one 5 mod 80% intensity item? Plus rare/uncommon resources.
I'm having trouble understanding what you're asking.

Unraveling is the part of the system where you consume garbage items to make ingredients. You then use those ingredients to enhance other items you are working on. The ingredients you get from unraveling aren't the only ingredients required to imbue. You also need gems and probably other stuff we don't know about yet.

Imbuing lets you add or enhance mods of your choice on existing items. You can add mods to an item as long as it doesn't already have 5 mods on it. If you have an item with the right mods on it, you can use imbuing to max out those mods. If you have an item with some of the right mods, you can add the other ones to the item. The closer an item is to being maxed out, the harder it is to successfully imbue on it.

Since imbuing lets you pick what mods you want to put on an item, I think it's safe to expect it to take you several tries to build a perfect item.

Also, you can't imbue an item once it has been enhanced and you can't use powder of fortification on an item once it has been imbued. What this means is that you will need to first powder an item up to max duribility (assuming you want max duribility). Then you will imbue the item to put the mods you want on it. Then you can attempt to enhance the item if you want.

It wouldn't make sense to enhance metal weapons, so it will be easier to build your max mod metal weapons.

It would border on insanity to try to enhance a max mod piece of armor you made. That being said, you and I both know that we're all insane when it comes to what we'll do to enhance our suits :) The more high intensity mods there are on an item the harder it is to enhance, so you'll probably break a few armor pieces before you actually enhance one.

So anyway... you seemed to have the impression that you'd be able to just plop 5 mods of your choice on an item in a few minutes. I just wanted to dispel that though, because I really don't think it's accurate (didn't want the system to come out and really bum you out).

The quest to build perfect items will be a long quest...
 
F

Fink

Guest
The quest to build perfect items will be a long quest...
I'm guessing the quest to build mediocre items won't be anywhere near as arduous. I see a ring like this being relatively easy to produce (compared to a maxed one, surely):

+10 Magery
+10 Eval
2 FCR

That's three of five properties at what I'm assuming is 2/3rds intensity. For skills, +5 x 2 levels, And FCR, 1 x 2 levels.. If that's the case, some decent mid-level items should be achievable without too much heartache.

I've been farming junk to unravel.. picking up weapons with UBWS+SC-1, or FC1+Slayer, those'd count as 200% yes?
 
5

5% Luck

Guest
What I was geting at is:

If you unravel a 20 LRC mod will that 20 lrc mod carry to the unraveled ingredient?

Or...

That ingredient is simply a requirement for any(not all) imbuing process.


Im trying to figure out which items to keep for unravaling! So far I think its only 5 mod 80% intensity items what are either junk inherently in that the mods are not useful or 4 mod items that are 100% intensity that i dont have a use for.

My brother is filling his houses with specific mods(1mod max intensity) he would like to "transfer" to another piece and I told him thats not how it works.


I understand I will need some lower unravlings to train but Im sure they will be easy enough to get.

soo...

What mods am i saving?
Lesser slayers with ubws lower requirements 80%+ Di+50 and one other mod like luck 80 should create a relic quality ingredient.

What are you guys saving?
 
F

Fink

Guest
I'm saving everything that's 200+

During my lucky hour I get the occasional 400+ item, but mostly it's 200's without a luck buff. I figure I'll need plenty of 2nd level stuff.

I'm hunting blood elementals for multi-property items. What're you hunting?
 
5

5% Luck

Guest
Ive been hiting swoops with 2300+luck on. Greaters dont have a great drop but i love hunting them. I also soloed a para aw last night and well I almost lost control of that one but got some sweet 300s! The strong box quests some time give 400+ items that are completly useless. Lol if only that rng didnt get screwy after the 1st quest.
 
S

Sarphus

Guest
What I was geting at is:

If you unravel a 20 LRC mod will that 20 lrc mod carry to the unraveled ingredient?

Or...

That ingredient is simply a requirement for any(not all) imbuing process.
The LRC Mod doesn't carry over. You get the same resources from a 20% LRC Mage Weapon as you would from an FC 1 item with UBWS (both 200% intensity items)

I'm saving anything that scores 200 or higher. I actually didn't have a house placed on my 2nd account, so I placed an 18x18 and I'm filling it with 200+ items.
 
S

Sarphus

Guest
if i have a shield that is 40 luck, can i imbue it to 80 luck?
No.

Shields don't naturally get the luck attribute, so if you have a shield with 40 luck, it has been enhanced.

You can't imbue any item that has been enhanced.

You can do this, though:
Use powder of fortification on a piece of armor to get it up to max duribility
imbue imbue the armor up to 100 luck
Enhance the armor with a resource that adds 40 luck.

If successful, you would have a 140 luck piece.
Since you have to do things in this order, I expect it to take people a VERY long time to build a piece of armor that would be perfect for their suit. Your chances to successfully enhance a 5x max mod item are pretty low :)
 

Mark Trail

Journeyman
Stratics Veteran
Stratics Legend
Make leather armor with a runic sewing kit and barbed leather. Turn off "Mark as colored" so it is plain leather color with no record of the barbed hides used. Then it looks like a looted high level piece. I hope that the unravelling system catches the special material used in the armor's creation.
 

drawn

Journeyman
Stratics Veteran
Stratics Legend
what role if any will the "rare" ML ingredients have?

mucculent
scourge
taint
eye of travesty
blight
etc. etc. etc.

I know they have their place for craftable arty type items, however, will they be used in imbuing in any way at all?
 
D

D'Amavir

Guest
Make leather armor with a runic sewing kit and barbed leather. Turn off "Mark as colored" so it is plain leather color with no record of the barbed hides used. Then it looks like a looted high level piece. I hope that the unravelling system catches the special material used in the armor's creation.
Doesn't barbed armor still say barbed armor even when it doesn't have the barbed color?
 
S

Sarphus

Guest
Doesn't barbed armor still say barbed armor even when it doesn't have the barbed color?
It says barbed if it was made from barbed hides. If you make armor with leather hides using a barbed runic it will just be leather armor.
 
C

Cowgoesmoo

Guest
Q: Do Mods like Use Best Weapon and "Slayer" equate to 100% intensities?
A: Yes.

Q: Did I understand you to say that Slayer Mod can be imbued?
A: Yes.

Q: If we can add Slayer Mods how many can we stack out of the "5" mods possible.
A: One. If a slayer property already exists on the item and you attempt to imbue a slayer property again, the player will be informed that he will be replacing it.
Do you get to choose the slayer group ie demon slayer or undead slayer or is it random based on the currnet way they are assigned to found weapons?
 
F

Fink

Guest
When you waste materials from an unsuccessful Imbuing attempt, do you lose the unravelled ingredients or just the more common stuff? (peerless, gems, etc)

I'm hoping it's similar to crafting an ML arty and failing, which loses the more common stuff whereas the hard to get ingredients are retained. I can imagine burning the relic fragments would be obscenely frustrating.
 
D

D'Amavir

Guest
When you waste materials from an unsuccessful Imbuing attempt, do you lose the unravelled ingredients or just the more common stuff? (peerless, gems, etc)

I'm hoping it's similar to crafting an ML arty and failing, which loses the more common stuff whereas the hard to get ingredients are retained. I can imagine burning the relic fragments would be obscenely frustrating.
As a player that has a 120 Smith that I never really make anything with, a 120 tailor that I never really make anything with, a GM Carpenter that I rarely make anything with and a GM Fletcher that I rarely make anything, I am sure I will have a 120 Artificer just so I can have a 120 Artificer.

My question, and I know it was discussed before but I can't seem to find it, how bad will the training be? Yes, I don't want it to be easy or quick. I am ok with it being grueling and long. However, I would hate to see it be where you need to farm rare rare resources just to train it. Definitely, any good stats you want to add should require you to farm those resources and such. But for the normal grinding type thing, I would hope that training is different.

An example, though not a perfect one, is training Tailoring, Smithing, Carp and Fletching. You have to use resources to train, but you don't need to train using Valorite to get to 120. You can use iron. And you don't need to train using Barbed Leather to get to 120. You can use normal.
 
S

Sarphus

Guest
As a player that has a 120 Smith that I never really make anything with, a 120 tailor that I never really make anything with, a GM Carpenter that I rarely make anything with and a GM Fletcher that I rarely make anything, I am sure I will have a 120 Artificer just so I can have a 120 Artificer.

My question, and I know it was discussed before but I can't seem to find it, how bad will the training be? Yes, I don't want it to be easy or quick. I am ok with it being grueling and long. However, I would hate to see it be where you need to farm rare rare resources just to train it. Definitely, any good stats you want to add should require you to farm those resources and such. But for the normal grinding type thing, I would hope that training is different.

An example, though not a perfect one, is training Tailoring, Smithing, Carp and Fletching. You have to use resources to train, but you don't need to train using Valorite to get to 120. You can use iron. And you don't need to train using Barbed Leather to get to 120. You can use normal.
That information won't be known until beta ends. I think the skill curve will be likely to change as a result of SA beta testing.

I speculate that imbuing will be slow to train, because it takes time to acquire resources. I don't think there will be a ready supply of shards to buy when the system comes out. It will take time for people to have a surpluss of shards that they're willing to sell.

In short, you will probably have to either farm junk items to get shards or pay a premium for them.

You will probably get optimal skill gain when trying imbues that you havea 50% chance to succeed. We don't know what factors will determine difficulty, but we do know a couple things about difficulty.

The more total mods on an item the more difficult it will be to imbue that item.
The higher intensity of an imbue you are attempting, the more difficult it will be.

With those 2 pieces of information, I deduce that the optimal way to gain imbuing at higher levels will be to make low-end mods to high end items. That way you can use the more common imbuing resources.

The most critical thing to look at when you're training imbuing will be your chance to succeed. You will just want to keep that around 50% and grind away.
 
D

D'Amavir

Guest
That information won't be known until beta ends. I think the skill curve will be likely to change as a result of SA beta testing.

I speculate that imbuing will be slow to train, because it takes time to acquire resources. I don't think there will be a ready supply of shards to buy when the system comes out. It will take time for people to have a surpluss of shards that they're willing to sell.

In short, you will probably have to either farm junk items to get shards or pay a premium for them.

You will probably get optimal skill gain when trying imbues that you havea 50% chance to succeed. We don't know what factors will determine difficulty, but we do know a couple things about difficulty.

The more total mods on an item the more difficult it will be to imbue that item.
The higher intensity of an imbue you are attempting, the more difficult it will be.

With those 2 pieces of information, I deduce that the optimal way to gain imbuing at higher levels will be to make low-end mods to high end items. That way you can use the more common imbuing resources.

The most critical thing to look at when you're training imbuing will be your chance to succeed. You will just want to keep that around 50% and grind away.
I don't see an issue with having to farm low level or even mid level items to get resources for training. I just think its a bad idea if they make it to where you have to use the really high end super rare resources just to train. Like having to waste thousands of shade to make DP to GM poisoning except worse. I would never take it if I had to farm peerless level things for months for each .5 gain after you get to 90 points or so. Having to break down mid level items to grind with is ok. That sort of skill gain will just be another thing that encourages script farmers while sticking it to those of us that don't enjoy the over and over tedium of months of farming for little gain.
 
F

Fink

Guest
With those 2 pieces of information, I deduce that the optimal way to gain imbuing at higher levels will be to make low-end mods to high end items. That way you can use the more common imbuing resources.
That struck me as the best method, too. I figured I'd be imbuing 1-property junk, then later imbuing that up to 2-properties, then later imbuing all that again up to 3, etc.. reusing the same targets with low property buffs each time until all the gains that could be gotten out of them at 5 properties, then unravelling those, starting the whole run again on 1-property mediocre items, up through 5 properties, then another run on 1-property good items, etc.. next run on 1-property excellent items, all the while keeping that 50/50 difficulty threshold about right. I'm just hoping the gains don't drop off to steeply at the top end.

I can't wait to get into it, actually.. farming junk items has me all keyed up for Imbuing.:thumbup1:

*edit*

I wonder if there's any way to tell at a glance (like a sum total) what an item's unravelled value is before junking it, and if there'll be an imbuing difficulty rating on the menu before proceeding.
 
S

Sarphus

Guest
...
I can't wait to get into it, actually.. farming junk items has me all keyed up for Imbuing.:thumbup1:

*edit*

I wonder if there's any way to tell at a glance (like a sum total) what an item's unravelled value is before junking it, and if there'll be an imbuing difficulty rating on the menu before proceeding.
I know what you mean... I'm not ready for SA yet, though. I placed an 18x18 just to store junk items in. It's only a little over half full, but it's been filling up fairly well since I started picking up items.

As for telling at a glance, I'm pretty sure you could write a KR mod to do that. I'm waiting for the SA client to come out before I get back into modding. I wrote one custom gump from the ground up (Animal Lore Replacement), so I'm pretty confident that I can figure out how to mod an existing gump to add a totalizer (yes, it's a real word).
 
D

Diggity

Guest
I know what you mean... I'm not ready for SA yet, though. I placed an 18x18 just to store junk items in. It's only a little over half full, but it's been filling up fairly well since I started picking up items.

As for telling at a glance, I'm pretty sure you could write a KR mod to do that. I'm waiting for the SA client to come out before I get back into modding. I wrote one custom gump from the ground up (Animal Lore Replacement), so I'm pretty confident that I can figure out how to mod an existing gump to add a totalizer (yes, it's a real word).
Actually someone already wrote an item evaluator mod for KR a ways back: http://vboards.stratics.com/showthread.php?t=48896&highlight=item+evaluator

It was written to determine relative "worthiness" so uses the author's weighting system. But it is fairly easy to go revise to use anticipated intensity weightings for unraveling. I also have it highlighting the 3 different levels of loot in different colors.

It works well for jewelry which is what I will start hoarding the > 300 stuff since it is lightweight and the evaluator works well with that.

What remains for me with weapons is I don't remember what the leech formula is to calculate the real intensity. I know it is based on base weapon speed, but I'll have to search for where it is posted. For armor, it counts base resists as part of the intensity, so armor ends up showing higher intensities than actual.

I do want to fix the weapon part since I think high intensity weapons are relatively common. So even tho they weigh more than jewels, I'll pick the very high intensity ones up. Armor, is complicated since different pieces have different base resists. I may just subtract a set amount and pickup only very high intensities here as well.
 
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Sarphus

Guest
Actually someone already wrote an item evaluator mod for KR a ways back: http://vboards.stratics.com/showthread.php?t=48896&highlight=item+evaluator

It was written to determine relative "worthiness" so uses the author's weighting system. But it is fairly easy to go revise to use anticipated intensity weightings for unraveling. I also have it highlighting the 3 different levels of loot in different colors.

It works well for jewelry which is what I will start hoarding the > 300 stuff since it is lightweight and the evaluator works well with that.

What remains for me with weapons is I don't remember what the leech formula is to calculate the real intensity. I know it is based on base weapon speed, but I'll have to search for where it is posted. For armor, it counts base resists as part of the intensity, so armor ends up showing higher intensities than actual.

I do want to fix the weapon part since I think high intensity weapons are relatively common. So even tho they weigh more than jewels, I'll pick the very high intensity ones up. Armor, is complicated since different pieces have different base resists. I may just subtract a set amount and pickup only very high intensities here as well.
Well there's certainly no point in re-inventing the wheel :)

If SA doesn't have an intensity reading already in the SA client, we could ask them for the equation to calculate intensity for leech mods.

I think you can get the resist intensity on armor by subtracting the base intensity for that type of armor from whatever the resist value is.
 
F

Fink

Guest
Nice :)

I'm kinda hoping the devs take some of the more popular mods and make the default UI for SA client similar to them.
Or make/host "approved mods" list on uo.com. They could add a link to it on the UI gump.. guess modders could do and maintain all this themselves but it would be nice to have someone official to say "Mod X by Player Y" is approved for use with UO:SA. I imagine that would take too much time away from the actual game development, though, sifting through all the available mods, testing them, maintaining the list, etc.

But yes, those Item ID type tools are great & could be terrific for Imbuing.
 
T

The_Letter_E

Guest
Will you be able to use powder of fortification on imbued items?

Please say NO!!!!!

Give an imbued item 150-200 durability and simply be done with it. Don't kill the possible crafter market and kill the skill after two weeks.

Thanks,
E
 

Paulonius

Adventurer
Stratics Veteran
Stratics Legend
I think I understand the process for crafted weapons, but how would it work for crafted armor? Currently exceptional armor adds 20 points of resist distributed randomly accross the five resists. Would the imbuing system recognize an exceptionally crafted item with the exceptional resist points spread accross all five resists as five (rather poor) mods or would it consider the item to be un-modified?

I have been looking for some guidance on the exact manner in which the exceptional crafting points get applied, but I have not found it yet. Not sure if it can be spread accross all five resists or not.

Thanks!
 

Paulonius

Adventurer
Stratics Veteran
Stratics Legend
Sorry, had one more question. If I imbue a mod onto an item, and then unravel it, does the new mod that I put on the item add into the equation for the resulting ingredients? The point being if I have an item that falls short of the third tier resource, can I bring it up to third tier by adding a mod?
 

Viquire

Crazed Zealot
Stratics Veteran
Stratics Legend
Also, in addition to color armor what about older armors like ranger armor and phoenix armor. They dont have any mods at all, which makes them pretty muchly worthless. Could we imbue these?
 
S

Sarphus

Guest
Will you be able to use powder of fortification on imbued items?

Please say NO!!!!!

Give an imbued item 150-200 durability and simply be done with it. Don't kill the possible crafter market and kill the skill after two weeks.

Thanks,
E
once you imbue an item it can not be fortified (PoF).
 
F

Fink

Guest
The point being if I have an item that falls short of the third tier resource, can I bring it up to third tier by adding a mod?
To get third tier (relic fragment) you need 4 properties at 100%, or 5 properties at 80%, or any combination thereof that produces 400%. I suppose if you had 3 properties at 100%, 1 property at 90%, you'd only need another 10% from your fifth mod to hit 400% total. So yes, I imagine the the right circumstance it's possible to imbue a piece for unravelling and come out ahead. At those intensities, though, it may take a few attempts to imbue that last 10%. Still, it'd be worth trying.
 
D

Diggity

Guest
Concerning durability, how will items like jewelry wear out? Does it age in a secure/lockdown in a house? Does it age in a bank box/backpack if the char is logged in? Or will it only age if the char is wearing the jewelry?

What about shields that already have durability? If the char has no parry and is an elf, the parry check never succeeds and the shield takes no damage. I have a human mage with no parry whose shield is very rarely damaged due to JOAT parry successes. An elf mage with no parry has a shield that is damaged even less if at all (it does have self repair 1) I've also run melee chars with no parry that still use a non selfrepairing shield and the shields hold up quite well since parry is never checked. I think it would be worthwhile to also consider adding some minimum wear/ageing to all items to ensure that everything you equip does have the potential to eventually wear out.
 
S

Sarphus

Guest
Concerning durability, how will items like jewelry wear out? Does it age in a secure/lockdown in a house? Does it age in a bank box/backpack if the char is logged in? Or will it only age if the char is wearing the jewelry?

What about shields that already have durability? If the char has no parry and is an elf, the parry check never succeeds and the shield takes no damage. I have a human mage with no parry whose shield is very rarely damaged due to JOAT parry successes. An elf mage with no parry has a shield that is damaged even less if at all (it does have self repair 1) I've also run melee chars with no parry that still use a non selfrepairing shield and the shields hold up quite well since parry is never checked. I think it would be worthwhile to also consider adding some minimum wear/ageing to all items to ensure that everything you equip does have the potential to eventually wear out.
As I understand it, imbued jewlery doesn't wear out (under current design)
 

Paulonius

Adventurer
Stratics Veteran
Stratics Legend
Will the imbuing system recognize the resist points from exceptionally crafted armor as mods?

I wonder if you can imbue a piece of armor you craft with the exceptional plus Arms Lore additional resist points spread accross all five resists as five (rather poor) mods or would it consider the item to be un-modified?

Sorry for the redundant post, but this is the question I am really looking for an answer to and thought I should re-phrase to make it more clear.
 
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