Sarphus said:
Imbuing only looks on the item for mods. The points you get from Arms Lore are a bonus, but do not classify as mods. The DI bonus you get from exceptional crafting a weapon DOES count as a mod.
I have to disagree, here. The Arms Lore Bonus spreads up to 5 points of random resistances over the armor piece, and if the extra 5% DI from the "Arms Lore Bonus" counts as a mod, then the extra resistances have to count as a mod (or mods; up to 5, I assume) as well.
And as Diggity later brought up the idea of using a non-runic piece, well maybe we have to define what a "mod" is, right?
A mod is anything that changes the base of the item; a leather piece's base is 2/4/3/3/3, so any resistances added should count as mods, shouldn't they?
In the case of GM made armor, that's five mods right there. If not, things will be nuts.
Here is an example of how a GM Leather Tunic should work:
Base: 2/4/3/3/3
GM w/ 100 Arms Lore (non-runic): 7/8/7/7/6
Mods: +5/+4/+4/+4/+3
You should be able to alter all of those mods to +15, for an armor piece with 75 resist total, with the use of imbuing.
Now "mage armor" is sorta tricky, because it is a default mod when you craft the metal items, but maybe not a base mod? So I'm not sure on that.
Oh, and when you guys talk about caps on skill-items, please remember crafters. For example, ASH hammers
. A +80 ASH shouldn't be treated like a PvP template ;D.
Cowgoesmoo said:
Will your chance to imbue and Item be effected at all by your skill in the skill required to create that item?
I think imbuing will be effected by skill because:
"Note: GM Imbuing and above, gargoyles get bonuses to enhance (1% for GM and every 10 skill above). This bonus stacks with the GM Blacksmithing and above bonus" (Page 1).
In Flames said:
When Unraveling an item, do damage types other then physical count towards the mods?
Sarphus says no, but I think...maybe?
If physical is the base, whatever the physical is (say 20 physical 80 poison) should be deducted from 100% to find the intensity, so an item with 80% poison and 20% phys should have a 80% mod intensity, I would think, and a 60/40 elemental split should be 100% intensity.
Does Lower Requirements count?
It should
.
Is there any formula we can use to determine what amount of Leech an item can have max?
A quick and dirty formula is Weapon Base Max Leech=100/(4/Weapon Speed)
So a Kryss is Weapon Speed 2, or WBM Leech = 100/(4/2) = 50
I'm not 100% sure this formula is correct, and it only works for items without SSI if it is correct.
Are there any plans to change the way Wood enhancements are displayed?
I hope so
. Annoying when the wood doesn't tag.
Is there any measure currently in place to prevent people from Imbueing old newbified items to achieve a "blessed" weapon/ring/armor?
Good question, although, it would rock to have a wedding ring with 3/1 on it! I'll never forget how pissed I was once AOS came out, and I realized, I would have to take off my wedding ring in the pursuit of modded rings :/. Haha good thing the wife played UO too, and understood ;D.
Will we be able to Imbue old unenhanced Invulnerablility/Fortification shields?
Hopefully, it will follow a similar ruleset like the one I imagined for GM non-runic armor :/.
Farsight said:
How will imbuing apply to old rare armors like ranger or phoenix armor?
Well, Sarphus noted what you can recycle, I would note what you can enhance. If you can't enhance the item (it will say the item is "made of special materials") then you probably won't be able to imbue it, either.
Fink said:
I see hats will be able to be imbued. Will this include those made of coloured cloth? Or does that fall under special materials? I'd like to make bod-coloured hats and add mods to them.
The base of a hat is 24, but I believe a GM crafted hat is something like 42? I forget...but, this question is sort of like the GM non-runic question, and the old magic armor question; if the mods are counted, then you won't be able to do anything with the hat but add more resistances.