I do something like that, but the other way around. Say I want to imbue 3 non-resist properties on the armour, that means I have 2 properties I can devote to resists.Lol... Until you've burned at least 100k leather you don't understand how much fun this can be!! = (
Anyway if you didn't already ... here's 3 things you should know...
1) @100 Arms lore you get 20 RANDOMLY distributed resists to the 15 base resist of leather. The maximum you can get in any ONE resist though seems to be an extra 12 to the base items resists...
2) Bonuses from Exceptional DO NOT STACK if you imbue resist into the same area... For example
Leather Gorget = 2-4-3-3-3 Resists
If I crafted it with Exceptional & GM lore say it comes out with = 7-9-8-8-3
If I then Imbued 15 Fire resist on this item the resulting Fire resist WOULD NOT be 9 +15 =24... it would instead be the BASE ITEM RESIST + 15 (Imbue) = 19..... So short version is if you plan on Imbuing a specific resist you ultimately want as few of your exceptional resist to land there as possible..
3) Stay away from the extremes... IF you can...
+10 to one resist = 1/1000
+11 = 1/5000
+12 = Who knows..... 100k leather burned and made one piece w/ 15 Cold resist.... lol
Anyways.. oh what fun!
I appreciate you taking the time to spell that out.Lol... Until you've burned at least 100k leather you don't understand how much fun this can be!! = (
Anyway if you didn't already ... here's 3 things you should know...
1) @100 Arms lore you get 20 RANDOMLY distributed resists to the 15 base resist of leather. The maximum you can get in any ONE resist though seems to be an extra 12 to the base items resists...
2) Bonuses from Exceptional DO NOT STACK if you imbue resist into the same area... For example
Leather Gorget = 2-4-3-3-3 Resists
If I crafted it with Exceptional & GM lore say it comes out with = 7-9-8-8-3
If I then Imbued 15 Fire resist on this item the resulting Fire resist WOULD NOT be 9 +15 =24... it would instead be the BASE ITEM RESIST + 15 (Imbue) = 19..... So short version is if you plan on Imbuing a specific resist you ultimately want as few of your exceptional resist to land there as possible..
3) Stay away from the extremes... IF you can...
+10 to one resist = 1/1000
+11 = 1/5000
+12 = Who knows..... 100k leather burned and made one piece w/ 15 Cold resist.... lol
Anyways.. oh what fun!
Thats what I'm doing when I finally get this piece made, I'll get an extra imbue on the piece in conjunction with the rest of this armor.To OP, yup, I do it.
I do something like that, but the other way around. Say I want to imbue 3 non-resist properties on the armour, that means I have 2 properties I can devote to resists.
So I make leather pieces until I get one that has no bonus added to fire or physical (I select these 2 coz there are more mobs/specials/spells that can reduce them). For leather these would be 2-4-x-x-x.
I will then use leftover points to imbue these 2 resists so that I don't waste any of the exceptional/lore bonus.
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Unless something changed recently, this was not my experience with the pieces we imbued, and we've done several complete suits and many pieces to fill voids in other charcater's gear. On the 2/4/3/3/3 leather armor, without any crafter mods, it was working so that the imbued 15 points added to the base. For example, fire resist at a base of 4 would go to 19, 4+15. What we did lose was all crafting bonuses, for GM and arms lore. If the same piece began as 7/11/7/7/3, and you imbued 15 fire resist, you'll still be at 19 fire resist opposed to 26 (learned this one the hard way), losing the added crafting mods. On this piece specifically, you could imbue 15 energy resist and lose nothing. I'm a couple weeks out of date, something may have changed while we worked the halloween event, but prior to that, this was how things "were" working....Incorrect. If you imbued 15 Fire resist, the net result will be.... 15 Fire resist. Imbuing REPLACES the mod entirely, it doesn't add to or stack with...
Mere words can't express how much I personally appreciate you, thanks for the "math" on this one, I'd never get there from hereAlthough it's the obvious logical consequence of what people are saying here, it bears repeating: if you intend to imbue resists onto a piece of armor, what you actually want is *none* (or as close to none as you can) of the bonus points in the resist(s) from exceptional/armslore on the resist score you intend to imbue up.
There's just slightly better than a 1-in-100 chance of getting one selected resist bonus-free. The chance of getting 2 perfectly bonus-free is scarier ... about 1-in-27000.
care to share what each piece is?I finally made the thing. Here's how it worked out
17 8 6 11 7 so I only had to imbue the physical
2 mr 2 hpr 18% lrc 5 hpi
It's 500 out of 500. It took over 60 imbues for the last bit on the lrc, but who cares its just res and jewels. I was 8.8% on a garg at Queen's forge.
The suit came out to 114% LRC 2 FC 6 FCR 14 MR 6 HPR 15 HPI 5 Dex
17 MI 37% LMC 10% SDI 4% RPD 35% DCI NS 425 Luck 70 70 70 70 80
I never count the lrc for the lieutenant's sash normally because I take it off most of the time. I'm so paranoid about taking any damage on any of the ones I have. Its ridiculous I know.
If you're making a full suit its always better to start off doing the resists on seperate armour which hasn't been fortified to test out how the resists stack up before you waste money on ingredients for the other mods and POF for the real suit.care to share what each piece is?
i am looking to make a suit for my tamer.. im having a problem figuring out what to start with and how the resists stack.. ive played around with it and i messed up some stuff.. lol.. wasted a few cans of pof.. sigh![]()
is there a way to make really good cloth hats?I do that for cloth hats. It doesn't cost much for a bandana for example, so you can burn cloth until you get what you want.
For GM gear yes.is there a way to make really good cloth hats?