For imbuing...it sure doesI don't know if difficulty goes up as you add mods to an item.
For imbuing...it sure doesI don't know if difficulty goes up as you add mods to an item.
I'm pretty sure it's a case of being restricted to one Slayer property per weapon.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?
He can be a fighter char.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?
Q1)Replacing (slayer)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%?
(Though They are far apart from practical use.)
Nope.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?
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.
All good and well for new players.This system lets people who didn't take advantage of the cheating (like myself) to catch up gearwise with those who did
With people still supporting bull**** like this... yes...The quest to build perfect items will be a long quest...
Calling it antiquated, hiding it behing the pretense of ME doing the wrong thing by playing the game? Open your eyes.You spent that money under an old, antiquated gear system
Not really... use runics to get the properties and intensities you want, un-ravel the runic made item and imbue something else!so basicly, us smith's are being screwed up the ass again?
Our efforts and investments with runic's just pissed away?
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.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?)
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.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.
Nope.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.
I'm having trouble understanding what you're asking.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 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):The quest to build perfect items will be a long quest...
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)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.
No.if i have a shield that is 40 luck, can i imbue it to 80 luck?
Doesn't barbed armor still say barbed armor even when it doesn't have the barbed color?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.
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.Doesn't barbed armor still say barbed armor even when it doesn't have the barbed color?
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?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.
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.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.
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.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.
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.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.
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.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.
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....
I can't wait to get into it, actually.. farming junk items has me all keyed up for Imbuing.
*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.
Actually someone already wrote an item evaluator mod for KR a ways back: http://vboards.stratics.com/showthread.php?t=48896&highlight=item+evaluatorI 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).
Well there's certainly no point in re-inventing the wheelActually 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.
Nice...
You guys mean something that looks like this?
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.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.
once you imbue an item it can not be fortified (PoF).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
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.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?
As I understand it, imbued jewlery doesn't wear out (under current design)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.