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Craziest New Loot You've Gotten?

Slickjack

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Well, not that I can use it, but this 11 mod shield takes the cake so far...




What's your best/craziest/most tricked out loot?
 

Slickjack

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and this is the best piece that could actually be used if the "cursed" is bought off of it...

 

G.v.P

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I'm still trying to figure out what the new caps are (like 25% LRC) but "Wizardry" items stand out for me so far (since I primarily suit up mages).

Deer Mask of Wizardry
-Casting Focus 2%
-MR 1
-LMC 8
-LRC 10
(2/6/8/1/7)
[Greater Magic Item]

Nowhere near the best item or the one posted in the main Pub 73 thread. But I like that Wizardry suffix.
 

Slickjack

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NO, of course not. it hasnt even gone to Origin... I'm just wanting to see examples of what people are pulling from TC1...

and I didn't want to sift thru ump-teen pages of the patch notes thread....
 

Slickjack

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How about 115 total resist gloves with mods?

 

popps

Always Present
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Well, not that I can use it, but this 11 mod shield takes the cake so far...




What's your best/craziest/most tricked out loot?


Question is, how many hours of game play will it last with a 25/25 durability and given that it cannot be pofed and not repaired ?

I do not know others, but personally, I think it a pain to build a suit around an item, albeit exceptional, which will only be very short lived......

As far as I am concerned, these new items, at least the top ones, are pretty much just eye candy.......
 
O

Old Man of UO

Guest
Question - can you actually have negative Luck?

What I mean is, if you have Zero luck to begin with, will the new items' -100 luck give you negative luck and actually make the loot worse?
 

G.v.P

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Question - can you actually have negative Luck?

What I mean is, if you have Zero luck to begin with, will the new items' -100 luck give you negative luck and actually make the loot worse?
I doubt it. I think someone said the display doesn't show negative because it stops at 0. If you tried to add 100 you would still be at 0 of course, but I doubt they wrote tables for sub-0 luck ranges. I mean, you only get curses, etc., from the new loot if you have a high base/luck bump. It's one of those backward things in UO, like how the goal to fishing, after a certain point, is to fail in order to catch a sea serpent. But to do so you have to have quite a bit of skill, and you still fail even if you're legendary ;D.
 
O

Old Man of UO

Guest
I doubt it. I think someone said the display doesn't show negative because it stops at 0. If you tried to add 100 you would still be at 0 of course, but I doubt they wrote tables for sub-0 luck ranges....
I think you are right, but was just asking because you CAN have negative resists - actually taking more damage than with zero resists.
 
S

Sevin0oo0

Guest
You can get a lot of these drops on Shard...Dead. I got an uber sword w/ a bunch of crap on it like in earlier posts, Legendary and all that. Reminded me of that 100% HLL weap I own - worthless except as a souvenir, only thing it'll do is get you killed. Stuck with a 'simpler' weap, stayed alive so i could actually kill stuff. People didn't understand the new armor system for a long time, not to mention not liking it, now they'll get to do it all over again. Why do the Dev's have to be 'anal' in everything? Simple isn't fun anymore? I'm sure it's a good system, least it's not hard to make an imbuer, yet.
 

lankdogg03

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Not necessarily the best thing I picked up but along the lines of the new stuff having higher mod caps I picked up a ring with plus 20 provo so the new skill increase cap is atleast 20.
 

Ender

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How about 115 total resist gloves with mods?

Yeah it really is too bad a piece like that would last maybe an hour if you're using a melee char.

Good change for mages, tamers, archers, bards, crafters, etc. though!
 

Slickjack

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I have some pics of 7 and 8 mod rings and braces that the only "bad mod" is cursed on them...and no durability.

If it is true about removing the "cursed" line thru the Points system, then I have found some truly elite pieces...
(stuck on TC1 of course :<)

Pics coming later this morning...
 

Slickjack

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Yeah it really is too bad a piece like that would last maybe an hour if you're using a melee char.

Good change for mages, tamers, archers, bards, crafters, etc. though!
What we DON'T KNOW is that if you were too find a truly spectacular armor piece that has 3 "bad lines", i.e. "cursed", "brittle", and "cannot be repaired" that if you DID spend the points to removed those three lines, would the armor piece then be deemed "normal", that is POFable and repairable???
 
S

Serine

Guest
Question is, how many hours of game play will it last with a 25/25 durability and given that it cannot be pofed and not repaired ?

I do not know others, but personally, I think it a pain to build a suit around an item, albeit exceptional, which will only be very short lived......

As far as I am concerned, these new items, at least the top ones, are pretty much just eye candy.......
Maby they are ment as a short time boost of your powers rather than some thing to build your suite around ?
 

Xalan Dementia

Slightly Crazed
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i think the ones on shard of the dead are mostly the extreme end of the mod spectrum or might even be overdone just for that shard.

Im wondering if using a bless deed on TC1 would work like the infernal bless deeds on SotD. haveta try it out. *EDIT* tried it, no luck usin CuB bless on new loot cursed
 
A

anna anomalous

Guest
they will have items that remove negative effects that you must spend points on. it was said they wont be released with patch 73 though.
 

Uvtha

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Maby they are ment as a short time boost of your powers rather than some thing to build your suite around ?
But if you cant keep them then the value they hold over imbued stuff is negligible no matter how many mods they have. Especially if they wont last a night of heavy play.
 

Dermott of LS

UOEC Modder
Stratics Veteran
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...

Yep... beginning to be my thoughts as well... temporary use that you're not supposed to worry about trying to keep in shape (or really keep at all), just throwaway uberness.

It might even be an attempt at semi-recreating server-down fighting where people wore their best stuff to PvP in because they knew it wouldn't be at risk because the shards reverted anyway. In this case, you're risking crazily powerful items, but you don;t care nearly as much because of the durability negs as you would, say a crimson or a Barbed kit piece or a maxxed out imbued/enhanced piece.
 

curlybeard

Seasoned Veteran
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That is my though also, Dermott, after playing with the new items on the shard of the dead. Great gear I couldn't care less about. Maybe keep a few items in the bank to restock.
 

Dermott of LS

UOEC Modder
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Stratics Legend
...

Imbue Spell Channeling on that Gnarled Staff of Restoration and watch it sell for a TON.
 
S

Serine

Guest
But if you cant keep them then the value they hold over imbued stuff is negligible no matter how many mods they have. Especially if they wont last a night of heavy play.
Have you even thought about the imbalance it could create if it was perma stuff ... I am pretty sure they where ment for short time only .
 
K

Kiminality

Guest
Unless they're going to tweak the MR formulas, you probably don't want to get too excited about high MR values.
At 120/120 Focus/Med and 150 int:
28MR gets you 3.59 mana per second passively
29MR gets you 3.61 mana per second passively

Assuming you got 4MR on head/neck/tunic/legs/sleeves/gloves/ring/bracelet, 2MR on sash and apron, and shall we say 10MR on a staff...
That's 46MR, for...3.64 mana per second passively

For taking the burden of MR off the entire suit, it's good.
But for those out there thinking you can load up MR and become a mana regenerating machine... No dice.
 

Kylie Kinslayer

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MR is still capped at 18 right? If so anything higher is just a waste of a space on your suit.
 

Warpig Inc

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Also theese crazy jewelry are spawning without durability. I've gotten an uber Major Arty ring 6mana 4mana regn 25HCI 30DCI 14poison resist ring with the neg being "Cannot be repaired" only. Even with Brittle added would of been meaningless.
 

Petra Fyde

Peerless Chatterbox
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Idle thought:
it would be nice if we could imbue these low durability items using the currently useless essence of persistence.
 

LordDrago

Certifiable
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How about 115 total resist gloves with mods?

Items like this are why I do not believe the curses should ever be removed from these items. Imagine this item without the brittle/cannot be repaired/-Luck, and then insuring or blessing it. Now pick up a similar helm, arms, tunic, legs, gorget, etc.

Get the right pieces you could have max resists, HCI, DCI, SDI, MR, HPR, etc. without breaking a sweat.
 

LordDrago

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Also theese crazy jewelry are spawning without durability. I've gotten an uber Major Arty ring 6mana 4mana regn 25HCI 30DCI 14poison resist ring with the neg being "Cannot be repaired" only. Even with Brittle added would of been meaningless.
The jewelry NEEDS to have durability added..

(to clarify, jewelry such as this needs to have a durability value, not be permanent items)
 
O

Old Man of UO

Guest
Also theese crazy jewelry are spawning without durability. I've gotten an uber Major Arty ring 6mana 4mana regn 25HCI 30DCI 14poison resist ring with the neg being "Cannot be repaired" only. Even with Brittle added would of been meaningless.
The jewelry NEEDS to have durability added..
I kinda disagree about the durability. Anything this powerful should break quickly, giving us a reason to go back and look for more. No reason to tailor a suit around these items, but you can still take advantage of the mods.
 

LordDrago

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Also theese crazy jewelry are spawning without durability. I've gotten an uber Major Arty ring 6mana 4mana regn 25HCI 30DCI 14poison resist ring with the neg being "Cannot be repaired" only. Even with Brittle added would of been meaningless.
The jewelry NEEDS to have durability added..
I kinda disagree about the durability. Anything this powerful should break quickly, giving us a reason to go back and look for more. No reason to tailor a suit around these items, but you can still take advantage of the mods.
You had me confused for a second, but I think we are agreeing.

By durability added, I didn't mean up the durability, I was posting in regards to rings and jewelry spawning WITHOUT durability. This is beyond bad. I think all items spawning using this system should have durability, and the curses should not be removeable.
 

Lord Frodo

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...

Imbue Spell Channeling on that Gnarled Staff of Restoration and watch it sell for a TON.
I was more thinking about how nice that would be on my MULE char that uses a lot of mana making things. Just never leave the house with it.
 
O

Old Man of UO

Guest
You had me confused for a second, but I think we are agreeing.

By durability added, I didn't mean up the durability, I was posting in regards to rings and jewelry spawning WITHOUT durability. This is beyond bad. I think all items spawning using this system should have durability, and the curses should not be removeable.
AHH,okay... now I understand. Yes, we are saying the same thing.
 

Hellstorm

Seasoned Veteran
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Yeah, some of those items would be great right out of the box for crafters, or training a mana using skill on a low mana character.
 

Hellstorm

Seasoned Veteran
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or save up a bunch of mana regen cursed or brittle items, make a macro to arm them with UO assist. A good way to speed up recovery between fights.
 

Zosimus

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I see many postives with this loot.

Since they will be easily obtainable they make great additions for brand new spanking players.

Easily to make a full training suit.

Pieces break eventually but they can be replaced with equal or better mods.

Actually makes players want to play in the dungeons. ( We asked many times for reasons to play in the old dungeos so we now have a reason)

IMO this is part of the new player experience they are working on for new players to get better armor and for vet players helping out new players.

Big deal if it has 25 durabilty. Thats been an issue with UO for a while. Thing should break eventually. If they could be POF and repaired all the time then the dungeons would lose their purpose. Doom isn't what it used to be.

Dungeons are meant to be played. If all items can be maxxed out and never break then the same issue comes back up. We are bored, nothing to do, wtf are the devs doing, we need this or that, we are unhappy, I'm going to play WoW, and ect ect ect.

If the devs continue on this path they may actually put UO back in a postive direction. Oh they are communicating at the moment but lets see how that goes but I say give them a chance. This is a good step forward of late.
 

Viper09

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Completely agree with the thoughts on these items. They are great additions, people have been focusing too much on "permanent" armor. These pieces are great for people who can't easily obtain the most "uber" equipment that will last forever. They may not last long but they will certainly do the trick and given the properties on these things it's a good thing they are permanent.

And for PvP they can give you a decent boost even for those who keep complaining about lacking good armor for PvP. Looted or destroyed? Just go hunting to get more if you don't already have a stockpile. The monsters aren't too hard to kill, especially solo.

As for jewelery, maybe make them a bit more rare if they can't get destroyed or make them all cursed.
 
V

vvvaaannn

Guest
I waited to comment on the new system until I personally had a chance to see just how badly flawed all the new "high end" items seem to be. Specifically, I wanted to verify that ALL of the high end items have several deficits which make them, in my opinion, unuseable. Of the high end items, every one was a mixture (often all of the above) of cursed, no repair, and brittle. It seems to me that if the thought is to create a new item system which allows for and even encourages players to suddenly use items we NEVER use (i.e. monster loots off regular monsters), the deficits CANNOT wholely overwhelm the corresponding benefit. Quite frankly I think that the deficits DO. Lets be honest, will anyone use an uber, cursed, no repair, 25 durability item when you can CREATE an item specially crafted to your particular needs via enbueing which you can insure, repair, and POF to 255 durability, albeit somewhat less powerful. I for one will not. The problem is twofold. One: enbueing is overpowered because of the above; the ability to specially craft and select your exact template of properties, subject only to the availability of the proper MATS; and two: the deficits on any of the items you might actually consider using are just too severe. It would seem to me that the object is to create an alternative to enbuing, and this just doesnt cut it as currently implemented. I would not even consider using any of the dozen or so artifact level items it received because I can create an item somewhat less powerful, but exactly suited to my template, which has none of the deficits of the new system. The Devs need to create a system that balances the following against embuing: power vs. deficits; overall power vs. customization of enbueing; power and deficits vs. existing artifact level items. As the system currently stands, I would take a custom crafted embued set of items mixed with artifacts (which is what about all the players are using now) against ANY combination of severely limited, but uber powerful items available under the new system.
Here is what I feel needs to be tweaked. Two max deficits from the following: cursed, brittle, and cannot repair. Second: brittle is just TOOOOO low at 25,, some number above that or perhaps a method to increase it to some number ONE time. Three: several of the problems already identified need to be addressed (resists WAY too low, lack of certain mods) If you changed it to that,, I might be tempted to use an item from the new system in place of an embued one, otherwise, as before,, no one will use a monster looted item beyond newbies.
 

Slickjack

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@vvvaaannn

very well said

I am not sure that this system was "put in place" as an alternate to imbuing.

Seems like it simply is a new loot system that is being put in period.

Also, could it be possible that the DEVS simply want a reason to get people to go to the new dungeons?
For me, I see myself farming and keeping all of the new loot for my "unraveling box" with the hope that eventually I get the "rare" piece that has NO DEFICITS mods on it.

I've farmed every day since the new loot hit TC1, and killed probably 500+ of the 4th level Shame monsters and have gotten exactly TWO pieces that didn't have a deficit mod:
one was a lesser piece that was not worth remembering, and the other was a "major artifact" shield that had 8 mods on it (including -100 Luck) but was not spell channeling... it was an outstanding piece for what it did have, but still not usable in the way that I play UO.

So, if you will permit me to use a cliche, I will compare the new loot system to "The Search for the Holy Grail" ...
in that we will each have to decide if we WANT to spend the time and effort to hunt PVM in the new dungeons and IF we spend the time we possibly can be rewarded with an overpowered piece of jewelry or armor...

It is very rare to get a non-deficit modded piece, so I feel like this system will work well if we keep in mind those low odds and just simply "unravel" the rest for imbuing MATS.

*also* while farming the last few days, I have worn a luck suit that had 1540 Luck and the difference since I have worn the suits has been better. Coincidence or intentionally designed, I can not say.
 

G.v.P

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IMO this is part of the new player experience they are working on for new players to get better armor and for vet players helping out new players.

Big deal if it has 25 durabilty. Thats been an issue with UO for a while. Thing should break eventually. If they could be POF and repaired all the time then the dungeons would lose their purpose.
The problem with a real newbie is they can't afford POFs, they can only afford repair deeds. Other than finding a Polar Bear Mask minor arty, which is usually priced cheap globally, it's tough for a new player to find any item he/she can afford with over 100 durability (aside from some weapons). Sometimes it's even cheaper to toss a found item for another one rather than buy a repair deed, especially if the found item is a hat, which could have something really crappy like under 20 durability (current loot). But the bigger problem, I think, is how will Newbies get to Shame?

Unless Shame is included in a moongate from New Haven, the newbie will have to, most likely, know someone who can help direct the way. If that's the case, wouldn't the helper first make an all 70s suit for the newb? Otherwise, the newb still has to work his/her way up to being able to fight in Shame. Then, if the newb has an all 70s suit he/she can insure, why bother with Shame? There are a ton of better places to work skills, which should be the main goal over the goal of an endless item grind.

When the "middle class," so to speak, are all millionaires, it makes starting with 1,000 gold pretty rough. Most players aren't going to sell things for less than 100k. Some people do stock vendors with cheap, starter items, but it varies by shard. On most shards it's easier to get found loot by chance than it is to collect the gold needed to get decent items. In that respect, I don't feel like Shame changes the mindset of a new player at all. Just that it's so far out of the way and a pancake to get to unless you have a rune, heh.
 

Theo_GL

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Have you even thought about the imbalance it could create if it was perma stuff ... I am pretty sure they where ment for short time only .
The problem is it is still useless because it takes alot of co-ordination to build a suit. You don't just swap out any old chest for any other chest. It takes hours to craft a suit with the right resists on the pieces and mods so that you have full resist.

What good is a throw away gorget that you have to craft/swap out 2 other pieces to make up for your resist differnces between it and your regular gorget?

No thanks - I'll just unravel. 25 durability is only good for tamers and mages. A melee character will churn through it in less than 1 champ spawn. No way I spend an hour putting a suit together when one piece will be gone in less than that time.

Good idea on the loot. Good idea on changing the dungeons. Fail on the implementation as usual.

Dev's did the same on community collections (too high gold prices and too many items to redeem items so most are unused), bods (too many bods, pain in the neck to sort and manage smalls/larges, too many bods give unused rewards), etc etc.

Please *THINK* before you release this change. Its overall good - but the value is in the details and the details suck. There should be less items given out overall (i'm ok with killing things with NO loot on them sometimes), better quality of items, and for 'cannot be repaired' min of 100 durability.
 
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