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Help with Enhancing Leather Please!

  • Thread starter harry_mccreature
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H

harry_mccreature

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Hello

I am trying to make a Sampire Suit using the Mace and Shield Reading Glasses, with all the rest being crafted pieces that have Stamina Increase, Mana Increase, and Lower Mana Cost. I have already made a suit like this before using Horned Studded Leather and got excellent results. However, due to the amount of resists I had to imbue, I had to trim some Mana Increase off.

Now, subtracting the resists from the mace and shield glasses as well as taking into consideration the vamp form, I am going to need the following resists from a total of 5 crafted pieces:

45 Physical
85 Fire
60 Cold
60 Poison
65 Energy

I know that ideally I want to use plain leather enhanced with Barbed, but considering the resists I need, what resists do I want on each piece of plain leather before I enhance and imbue? I'd like to imbue as FEW resists as humanly possible. Thanks!
 

ohmyGED

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Hello

I am trying to make a Sampire Suit using the Mace and Shield Reading Glasses, with all the rest being crafted pieces that have Stamina Increase, Mana Increase, and Lower Mana Cost. I have already made a suit like this before using Horned Studded Leather and got excellent results. However, due to the amount of resists I had to imbue, I had to trim some Mana Increase off.

Now, subtracting the resists from the mace and shield glasses as well as taking into consideration the vamp form, I am going to need the following resists from a total of 5 crafted pieces to achieve a maximum resist suit:

45 Physical
85 Fire
60 Cold
60 Poison
65 Energy

I know that ideally I want to use plain leather enhanced with Barbed, but considering the resists I need, what resists do I want on each piece of plain leather before I enhance and imbue? I'd like to imbue as FEW resists as humanly possible. Thanks!
My recommendation is crafting numerous pieces for each item slot with just regular leather, and find the pieces that have highest resists before enhancement. I would put an Excel spreadsheet together, and find the best combination of resists pre-imbue, figure out which lower resists you need to imbue for each piece, in addition to what type of leather you want to use to get the best enhancement (I would recommend barbed or horned)...after all is said and done when imbuing mods.

With the new tool that provides a guaranteed enhancement....you are going to see even more powerful suits. Almost worth the cost when it comes down to it instead of the risk of breaking pieces during enhancement.
 
H

harry_mccreature

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My recommendation is crafting numerous pieces for each item slot with just regular leather, and find the pieces that have highest resists before enhancement. I would put an Excel spreadsheet together, and find the best combination of resists pre-imbue, figure out which lower resists you need to imbue for each piece, in addition to what type of leather you want to use to get the best enhancement (I would recommend barbed or horned)...after all is said and done when imbuing mods.

With the new tool that provides a guaranteed enhancement....you are going to see even more powerful suits. Almost worth the cost when it comes down to it instead of the risk of breaking pieces during enhancement.
Thank you for the response. I've been reading other forums. Apparently I want to shoot for either minimum or maximum resists? Is this correct? An example would be to try and craft pieces of normal leather that have the minimum 4 fire resist with Arms Lore Bonus being distributed to all the other pieces, then enhancing with barbed. I used Fire as an example because I will obviously need the most help in that category, it being a sampire suit.
 

Harlequin

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Thank you for the response. I've been reading other forums. Apparently I want to shoot for either minimum or maximum resists? Is this correct? An example would be to try and craft pieces of normal leather that have the minimum 4 fire resist with Arms Lore Bonus being distributed to all the other pieces, then enhancing with barbed. I used Fire as an example because I will obviously need the most help in that category, it being a sampire suit.
Correct. It's better to shoot for pieces with minimum resists in 2 or 3 areas. You will imbue these resists to the max and leave the rest alone. This way, you do not waste the bonus from gm and armslore.


You need the following:
45 Physical
85 Fire
60 Cold
60 Poison
65 Energy


Leather gives 2,4,3,3,3 base.
Barbed gives 2,1,2,3,4 enhancement.

That works out to 4, 5, 5, 6, 7 each piece.
5 pieces gives 20, 25, 25, 30, 35.
Subtracting this from your target, we need 25, 60, 35, 30, 30. Total 180.


Since exception and armslore gives a 20 point bonus to each piece, that works out to be 100 for 5 pieces.
You need to imbue a total of 80 points. Divide that by 15 point imbues, that's 6 imbues with 10 points leftover.


With good bonus distribution, the absolute minimal imbues you need is 6. So that's 1 imbue on 4 pieces, and 2 imbues on the 5th piece.

A guide is to make 4 pieces with minimal fire resists, 1 with minimal cold resists. Plus maybe 1 with minimal physical (to deal with corrupting attacks).

Also, start with the tunic first, use that as the base piece to build around since it requires most leather. Then leggings, then arms, then gloves, final piece will be gorget. (Gorget takes least leather, so you can craft as many as you want to fit).
 

Thunderz

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Can i ask why you want to go with leather?

As for a sampire wood is much better, with this new tool aswell your cutting out all the breakages.

You should look into other things like wood or metal and what each special wood/metal adds resists and stat wise when you enhance after imbuing.

One of my sampires suites has wood and metal parts due to the properties that different materials give when enhancing.

Thunderz
 
L

longshanks

Guest
i always try to get minimum 2 mods at 70 prior to imbuing. using mace and shields gives u 25 phys off the bat so you'd probably like to craft and keep pieces that have a high phys roll. i look for pieces that roll double digits in two mods. keepers are the pieces that roll say a 12, 12 and better. i also keep pieces that roll a 15 or higher on one piece.

from my experience you seem to get many high rolls or 12 or better in energy so for your build i'd definately try to max phys and energy. plan to imbue your fire so pieces with low fire and double digit two mods on other resists will be prime for u.

i have a forge tool but havent used it yet. i would think in your case with the right rolls you could get close to 3 mods pre imbue or rather you wouldnt need to imbue the third mod after enhancement.

take the op's advise and make a spreadsheet on excel. i craft for many in my guild and elsewhere and it really helps.

if you can come out of the process using no more that 2 mods on resists and in 1 or 2 cases 1 mod you will have quite a nice piece of work on your hands.

go slow and take your time.

good luck
 

Picus at the office

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Can i ask why you want to go with leather?

As for a sampire wood is much better, with this new tool aswell your cutting out all the breakages.

You should look into other things like wood or metal and what each special wood/metal adds resists and stat wise when you enhance after imbuing.

One of my sampires suites has wood and metal parts due to the properties that different materials give when enhancing.

Thunderz
+1 on the wood. Last night I was making a secondary suit for my main sampire based upon LMC for AI(going to try and solo a corgul). I am using a older wood enhanced chest peice with no special mods but after the enhancing the fire resist is 22. Heartwood gives extra resist of 2 3 2 7 2 and bloodwood gives 3 8 1 3 3(though this is less often used for a sampire).

If the hidden mage property is the reason for use of the leather IMO it's a wasted "mod" that after a short time you will notice you did not need. Wood will give you much better long term results.
 

ohmyGED

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+1 on the wood. Last night I was making a secondary suit for my main sampire based upon LMC for AI(going to try and solo a corgul). I am using a older wood enhanced chest peice with no special mods but after the enhancing the fire resist is 22. Heartwood gives extra resist of 2 3 2 7 2 and bloodwood gives 3 8 1 3 3(though this is less often used for a sampire).

If the hidden mage property is the reason for use of the leather IMO it's a wasted "mod" that after a short time you will notice you did not need. Wood will give you much better long term results.
There is one other factor that you should weigh in (no pun intended):

The strength requirement for wood based armor is relatively high for certain pieces....I believe that the legs / chest are 80 and 95. Although this doesn't seem high.....if you are fighting a magic based creature that curses you, and you do not have resisting spells, there is a good change that if you do not have high enough strength that these peices will fall to your backpack.

I'm only speaking from experience...not a Sampire template, a PvP template that uses wood armor....unfortunately I do not have resists so I had to make some adjustments.

Just food for thought.....but I do agree....minus that factor....wood armor can be quite handy for elves.
 

Gorbs

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Stratics Legend
To clarify, you plan to POF, then imbue, then enhance, right? If you planned to enhance prior to imbuing you would be better off crafting from that leather in the first place. Anyhow...

If you are enhancing all 5 pieces with barbed leather, the resists gained from the enhance will be 10-5-10-15-20. This means the base resist of the 5 pieces you need after imbues is 35-80-50-45-45. The minimum resists the 5 pieces before the arms lore bonus will be 10-20-15-15-15.

Looking at your desired imbues, the SI, MI, and LMC will take up 330/500 intensity on each piece. That leaves 170 intensity for the two resist imbues. Resists cost 100 intensity at max resist. Since you are using leather, the max value after imbue for any resist is 17-19-18-18-18.

I recommend crafting a bunch of each piece and save all those with fire resist at 4. Assuming you do this, you will have a suit that requires 60 fire resist be imbued (4 of 10 imbues used). It should be pretty easy to figure out from there.
 

Picus at the office

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Indeed, my main sampire has resist and plays the tank plus all of them are in factions so I use the earings. My secondary samp has music and disco so she rarely gets into the thick of the battle. IMO resist is a heavily under used skill set that people overlook. I'd rather have 110+ resist then the extra damage that 110+ anat would give. The idea of a sampire, IMO, is more about the ablity to survive then it is to cause damage. I'd rather win the fight slowly and get the reward.

Make sure your running with a swampie and carry extra GM armor for it. I'd also add that doing a sacrifice run every other day till you are knight is a good idea. Having that self res is crucial at times.

The only downside to being in factions on my sampire is doing the Semidar spawn and dieing to a demon. It is a very long wait when she's up and you are waiting out stat loss wondering how long it is before someone stumbles upon the champ.
 

ohmyGED

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Indeed, my main sampire has resist and plays the tank plus all of them are in factions so I use the earings. My secondary samp has music and disco so she rarely gets into the thick of the battle. IMO resist is a heavily under used skill set that people overlook. I'd rather have 110+ resist then the extra damage that 110+ anat would give. The idea of a sampire, IMO, is more about the ablity to survive then it is to cause damage. I'd rather win the fight slowly and get the reward.

Make sure your running with a swampie and carry extra GM armor for it.
Exactly. I think ideally one of the best items for a sampire is in fact SOULSTONES. I have resists, anatomy, spirit speak, etc. on soulstones that I can easily switch out depending on what I want to solo. I typically stay with resists though for that reason because a simple curse can really slow down your template.


Slow and steady wins the race. Unfortunately, there isn't much that you can do if you die. =D
 
H

harry_mccreature

Guest
To clarify, you plan to POF, then imbue, then enhance, right? If you planned to enhance prior to imbuing you would be better off crafting from that leather in the first place. Anyhow...

If you are enhancing all 5 pieces with barbed leather, the resists gained from the enhance will be 10-5-10-15-20. This means the base resist of the 5 pieces you need after imbues is 35-80-50-45-45. The minimum resists the 5 pieces before the arms lore bonus will be 10-20-15-15-15.

Looking at your desired imbues, the SI, MI, and LMC will take up 330/500 intensity on each piece. That leaves 170 intensity for the two resist imbues. Resists cost 100 intensity at max resist. Since you are using leather, the max value after imbue for any resist is 17-19-18-18-18.

I recommend crafting a bunch of each piece and save all those with fire resist at 4. Assuming you do this, you will have a suit that requires 60 fire resist be imbued (4 of 10 imbues used). It should be pretty easy to figure out from there.
Thanks for the response.

So I POF and imbue the resists first? Or my desired mods first?

Also do I really need all 5 pieces to have the minimum fire resist? I was thinking four of them would have 4, with one of them having 9 fire resist. I could imbue the four of them with 4 to 19 for a total of 85.
 
H

harry_mccreature

Guest
Can i ask why you want to go with leather?

As for a sampire wood is much better, with this new tool aswell your cutting out all the breakages.

You should look into other things like wood or metal and what each special wood/metal adds resists and stat wise when you enhance after imbuing.

One of my sampires suites has wood and metal parts due to the properties that different materials give when enhancing.

Thunderz
Good question. I'd make a wood suit, but I want to put this on my Luna vendor and an elves only suit kinda narrows the market. I want to package this suit with the mace and shields and put it all together for a pretty penny.
 

ohmyGED

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Good question. I'd make a wood suit, but I want to put this on my Luna vendor and an elves only suit kinda narrows the market. I want to package this suit with the mace and shields and put it all together for a pretty penny.
Recommendation:

I wouldn't make too many high end "pre-made" imbued suits....everyone has different template and want to incorporate different artifacts into their suits....it may just sit on the vendor.

Just my $0.02


Also, remember, this should be the "ideal" process when imbuing:

1. Find the best regular leather (or any armor type) where you can maximize the amount of extra modifications (other than resists) that can be imbued. (i.e -- three resists are extremely high, the other two have the minimum amount, which would be imbued)
2. Note what materials you are going to use for enhancement and factor that in for resists post-imbue. (i.e -- imbue up to 19 for fire resists for an armor piece, then enhance it with horned for an extra 3 fire = 22 after the imbue and enhancement)
3. POF
4. Imbue the modifications.
5. Enhance the items. NOTE: If you do not have that new item from the game codes store that garantees 100% success rate for enhancements...then there is a strong possibility that the item will break.
6. Viola!
 
H

harry_mccreature

Guest
Recommendation:

I wouldn't make too many high end "pre-made" imbued suits....everyone has different template and want to incorporate different artifacts into their suits....it may just sit on the vendor.

Just my $0.02


Also, remember, this should be the "ideal" process when imbuing:

1. Find the best regular leather (or any armor type) where you can maximize the amount of extra modifications (other than resists) that can be imbued. (i.e -- three resists are extremely high, the other two have the minimum amount, which would be imbued)
2. Note what materials you are going to use for enhancement and factor that in for resists post-imbue. (i.e -- imbue up to 19 for fire resists for an armor piece, then enhance it with horned for an extra 3 fire = 22 after the imbue and enhancement)
3. POF
4. Imbue the modifications.
5. Enhance the items. NOTE: If you do not have that new item from the game codes store that garantees 100% success rate for enhancements...then there is a strong possibility that the item will break.
6. Viola!
Thanks for the step-by-step!

As for the suit, I am only going to experiment with putting ONE on my vendor at first putting a price on it that considers that potential amount of time it may take to sell. I am doing this because my Luna Vendor specializes in imbued sampire gear, and so far the weapons and jewelry have sold very well. If the suit doesn't sell I'll simply keep it as a backup and stick to selling the weapons and jewelry.
 

Gorbs

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Thanks for the response.

So I POF and imbue the resists first? Or my desired mods first?

Also do I really need all 5 pieces to have the minimum fire resist? I was thinking four of them would have 4, with one of them having 9 fire resist. I could imbue the four of them with 4 to 19 for a total of 85.
I would imbue LMC first because it takes relics. The stat increases take EE, so do them next. The resist takes MR, so doing it last will work out best financially.

Yes, you could actually do 3x18, 1x17, and one piece at 9 FR. This would put you at 80 for the 5 pieces prior to enhancement. After the barbed enhancement you would be at 85 + 10 from your m&s = 95. Depending on the resist spread you may want to do some at max FR (19) and some at slightly lower to have extra intensity left for the 5th imbue on some of the pieces. I don't think you'll need it though.
 

ohmyGED

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I would imbue LMC first because it takes relics. The stat increases take EE, so do them next. The resist takes MR, so doing it last will work out best financially.

Yes, you could actually do 3x18, 1x17, and one piece at 9 FR. This would put you at 80 for the 5 pieces prior to enhancement. After the barbed enhancement you would be at 85 + 10 from your m&s = 95. Depending on the resist spread you may want to do some at max FR (19) and some at slightly lower to have extra intensity left for the 5th imbue on some of the pieces. I don't think you'll need it though.
I concur with Gorbs that you should imbue the most costly mods first (ones that take relics) --- and make sure you understand the layout for your suit....accounting for the max intensities, in addition to the number of modifications.

I try to keep it, at minimum, 3 attribute mods (stats, LMC, regens, etc) and two resists. A lot of suits, however, I have 4-5 attribute mods when using specific artifacts or high end runic armor.
 

Picus at the office

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It should be added that you really only want to add 15 hpi to the suit as most people run with the cinture which adds 10 to the total cap of 25. Some others run with slightly less on the pieces due to the type of robe they might have but you don't want to waste a space.
 
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harry_mccreature

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Well the fact that sampires need 95 in fire resist really saps at the possibility of having 4 or 5 mods on their armor. My sampire runs 125 hp and 190 stamina, and that's WITH the crimson cincture. His suit has 40 LMC and 40 Stamina increase, but only 32 mana increase. I want to shoot for 40 with the next suit. I'll probably keep the suit I'm using seeing as how I don't think an extra 8 MP would make that big of difference. I'm at 29 intelligence with 81 mana and I can spam double strike pretty handily, or with stronger monsters, use feint every 5 or 6 seconds and never come close to running out of mana.
 

Picus at the office

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Wood. If you are using excel to track the imbuing you can see what and where you can save a mod. Most of my stuff that I made a while back is 3 mod with 2 resist plus the wood damage/hci though after I capped HPI I added 20 LRC to one piece just to help with dieing and getting back into form.
 
H

harry_mccreature

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Wood. If you are using excel to track the imbuing you can see what and where you can save a mod. Most of my stuff that I made a while back is 3 mod with 2 resist plus the wood damage/hci though after I capped HPI I added 20 LRC to one piece just to help with dieing and getting back into form.
Good call. I have a special 'Death Suit' that I use for just such occasions. Lots of MR and 100 LRC, and a macro that equips the suit for me. I have another macro for vampiric embrace, then a final one to change into my real suit. all in all it takes about 45 seconds for me to go from death robe to back in full sampire form.
 

ohmyGED

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Wood. If you are using excel to track the imbuing you can see what and where you can save a mod. Most of my stuff that I made a while back is 3 mod with 2 resist plus the wood damage/hci though after I capped HPI I added 20 LRC to one piece just to help with dieing and getting back into form.

Ahhhh --- if you want a good trick....try Arcane Clothing.

or

Corgul's Spellbook = 20% LRC [Blessed]
Bracelet = 20% LRC imbued (Low insurance cost if only mod)
Ring = 20% LRC imbued (Low insurance cost if only mod)

3/5 chance to succeed and not wasting mods on your Sampire suit.

*smiles*
 

Picus at the office

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I use to carry arcane clothing but it covered up my older wood legs and made me take them off so I could see if they needed repair. I actually put the LRC on only becuase I had more room for mods then what I needed. I thought about MR or StmR or something else but LRC was the best option once HPI was capped. I don't AI with my main suit so LMC isn't needed. Killing a Riktor I only feint every five seconds which leeches took care of the mana cost. Every boss I have a specific slayer for worked to the lowest resist so as to not waste mana on cons weapon, its just LS and beating stuff down.

Since I am in factions I carry a Orni and Crys ring for the mana regen with the gorgul book to get back in form and mana for a few confidence to heal up.

Most important part of the whole set up is carrying a few insured armor sets for the swampy. I use to carry some of the ressing pots for the dragon also but they never seem to work when you need them, sorta like the animal healers in luna.
 
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