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Imbuing clarification

NB-Cats

Lore Master
Stratics Veteran
Stratics Legend
Can you imbue 50 ep on a ring?

Is the ultimate result of Imbuing actually going to be picking the 5 mods and their intensities...?
 
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Diggity

Guest
Can you imbue 50 ep on a ring?

...?
I would guess no based on the preliminary Q/A stating an ecru citrine ring will be imbuable plus the fact that normal loot maxes at 25 ep. I'd further guess that imbue/unravel intensities will be scaled based on normal loot intensity, ie what you can get as a runic crafted mod. I think it was also stated that arties will not be imbue/unravel eligible. So you will not be able to imbue/unravel properties like MR3, FC2, 15LMC etc. At the moment, the ecru ring appears to be a design exception to the no arties/crafted with special materials can be imbued/unravelled,

So it will be interesting to see which way this goes. If 100% intensity for ep is based on 25, then the 50% ep ecru ring has one prop at 200% intensity. Will the design allow an additional 4 imbued mods, for theoretical max of 600%? Or would it cap at 500% intensity and/or 3 additional mods only?

OTOH. if 100% intensity for ep is 50, then it should be relatively easy to imbue >25 ep as one extra mod. I don't think >25 ep should count as only one mod, so that would be my argument for not allowing imbuing theoretical 50 ep.

Regardless, my plan is to keep any 50 ep or other useful max intensity jewel combos I have. I'll use these as the starting point for my further imbuing. Eg, a 1/3 blank jewel is a good starting point for future imbuin endeavors. Particularly if imbuing 100% intensities will be difficult/impossible without max skilll level and best soul forge etc.
 
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Fink

Guest
My ecru ring was made with verite.. doesn't add any properties apart from the colour.. I hope it's still imbue-able as it's a pretty nice base item to start.
 

Hunters' Moon

Grand Inquisitor
Stratics Veteran
Stratics Legend
A couple of questions here.

1) Will resists be imbueable to armor pieces? Example: Leather arms with 6/17/10/7/5 and I wanted to bump up the fire resist.

2)Will the Virtue Armor Set be imbueable? Is blessed armor precluded from being imbueable?
 
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Sarphus

Guest
A couple of questions here.

1) Will resists be imbueable to armor pieces? Example: Leather arms with 6/17/10/7/5 and I wanted to bump up the fire resist.

2)Will the Virtue Armor Set be imbueable? Is blessed armor precluded from being imbueable?
1. Yes, and any resist mods that already exist on the item can be increased up to 100% intensity. The flip side is that any resist mods that exist on an item also count as mods and you can only have 5 mods on an item.

2. I believe virtue armor is a set of artifacts. Regardless, I don't think you can smelt it, which would mean that you can't imbue it. I can try that when I get home. I have plenty of extra virtue armor that I could waste some.
 
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Sarphus

Guest
My ecru ring was made with verite.. doesn't add any properties apart from the colour.. I hope it's still imbue-able as it's a pretty nice base item to start.
I think the material check will still get you there... Fortunatley, you can always just make another 50 EP ring and add the mods you want.

I don't think the material check cares whether the material added something beneficial to the item.
 
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Diggity

Guest
A couple of questions here.

1) Will resists be imbueable to armor pieces? Example: Leather arms with 6/17/10/7/5 and I wanted to bump up the fire resist.

...
I'd agree that this piece should be imbueable, but wanted to point out a couple things. Base leather arm stats are 2/4/3/3/3. So this piece already has all 5 resists higher than base stats. The resist bonuses on those arms are 3/13/7/4/2.

Extra resists above base resists could be:
a) This is monster loot drop.
b) Crafted piece with possible 5 extra random resists from GM arms lore
c) Exceptional piece with extra random resist bonus (varies if runic used)
d) Mods added thru use of a runic kit.

What intensity/mods these arms have to begin with is unclear without knowing how the arms resists were rolled. What does seem clear is that there is already a mod to fire resist. I'd guess you would need to remove that mod first and then try for the perfect +15 to fire resist. In the worse case for imbuing improvement, the 17 resist already represents a +13 mod. So you'd only be adding 2 fire resist IF you were able to add 100% fire resist intensity to the item. As stated elsewhere in the thread, 100% intensity will be hard to attain.

The above is based on my assumption that I don't think imbuing will allow that 17 fire resist to be additionally modded with 15 more fire resist for 32 total.

Besides resist mods, determing mod intensities for other properties like mana/hit/stam leech are difficult to eyeball since they are based on base weapon speed and ssi.

A loot/item filter would be useful to display # mods/total intensities on hover over. It would help for gauging both imbuing and unravelling potentials.
 
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Sarphus

Guest
I don't think you'll have to remove a mod to upgrade it. I think you'll just try to enhance an existing mod and if you're successful the mod will be enhanced.

Leurocian said something a while back about having up and down arrows similar to what you see on your status gump or your skills gump.
 
F

Fink

Guest
A loot/item filter would be useful to display # mods/total intensities on hover over. It would help for gauging both imbuing and unravelling potentials.
This is what I requested of the KR modders, a script that would determine and display mods/intensities on mouseover, plus the "unravelling value" of an item.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
Can we Imbue other clothing besides hats? In the past we had clothing with magic charges as well as earrings.
 
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Sarphus

Guest
Can we Imbue other clothing besides hats? In the past we had clothing with magic charges as well as earrings.
No. Only things that can naturally spawn with mods without being an artifact.

Or I guess I could say that you can imbue clothing with all the mods that can appear on it naturally.
 
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peanutbutter

Guest
will we be able to forge enhanced weapons and tinker made magic jewelry?

and

will we be able to imbue tinker made jewelry?

thanks.
 
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Sarphus

Guest
will we be able to forge enhanced weapons and tinker made magic jewelry?

and

will we be able to imbue tinker made jewelry?

thanks.

I belive I asked Leurocian if we could imbue EC and turq rings and he said yes.
 
O

Ozymandies

Guest
I think there is clearly an issue with imbuing skills. The devs have taken away some of the exploits in anticipation of this, but some remain.

Add to that the fact that jewelry does not have durability. Is it possible for the mods to decay on jewelry over time with use?

OZ
 
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peanutbutter

Guest
Q:will we be able to forge enhanced weapons? like, if i pull loot with a bow that has 30 SSI and i enhance it to 40 SSI, can i then unravel that item to get ingredients for the 40 SSI?
 
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Sarphus

Guest
Q:will we be able to forge enhanced weapons? like, if i pull loot with a bow that has 30 SSI and i enhance it to 40 SSI, can i then unravel that item to get ingredients for the 40 SSI?
You can't unravel any item that has been enhanced. The order of operations to build maxed out items goes like this.
1. Powder the base item with PoF
2. Imbue the mods you want onto the item
3. Enhance the item and hope you don't break it.

You choose your level of risk. The payoff can potentially be very high.

Also, the unraveling process takes the sum of the intensities of each mod on the item and uses that total to determine what ingredient to give you. You can't just unravel a mod or 2 from an item. Unraveling is an all or nothing deal.

I speculate the reason Leurocian said that the system would give you ingredients is that you can bulk unravel. If you unravel a bag of items, you would end up with multiple imbuing ingredients of varying types. I still think you just get one ingredient per unraveled item.
 
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Nvnter

Guest
I come to this thread everytime I see the count increased. UGGGGGG the number of people that dont read the first 50 posts and go straight to asking questions. The information in the first 50 posts is a must read.

So if you just bypassed all the other posts and went to the end to start reading before posting please go to the top.

:scholar:
 

rareitem

Journeyman
Stratics Veteran
Stratics Legend
So Imbuing is going to replace Enhancing?

Why would I bother enhancing an item that can break if I can better choose the imbued
property and intensity with no risk?
 
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Sarphus

Guest
So Imbuing is going to replace Enhancing?

Why would I bother enhancing an item that can break if I can better choose the imbued
property and intensity with no risk?
Because you can enhance an imbued item to make it better (at a high degree of risk).

People always accept risk to increase the overall power of their suit.
 
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Diggity

Guest
Let's see, for exceptional barbed/horned barb runic kit leather armor you get 38/37 total resists with GM Arms lore. You will also get 4/ 5 random mods. Adding that all up = approx 750% total intensity is the theoretical max. But it is very unlikely you will get 5 100% intensity mods and even less likely that they will all be useful. Of the barb kit pieces I use, they have about 4 good/usable but not ideal mods. So total intensity of the actual barb kit armor I use is only around 650%.

Exceptional normal leather gives 35 total resists with GM arms lore. If you assume those resists are "free", you can then choose 5 mods to imbue. So max for perfectly imbued is about 733% total intensity. Even if you assume only 80 or 90% intensity for imbued properties, this will yield 633-683% total intensity items. Not only are these equivalent in total intensity to the best pieces I use now, they will have exact properties I choose. In this scenario, it is no brainer for me to try to imbue stuff to build my suits, even if the pieces will eventually break. Depending on how difficult it is to imbue/enhance, a great piece can then be further enhanced with horned/barbed to add another 11/12 resists.

If you assume the 20 resist craft bonus (133% intensity) is not free, you start with only normal 15 resist leather. Then the max is only 600% for perfectly imbued armor and 500-550% total for 80/90% intensity level imbued armor. At this level, imbuing seems less a desirable option. Although you can also try to enhance these to add the extra 11/12 resists.. I think this then swings the balance back to using imbued armor vs trying to craft with runics.

Of course it all depends on imbuing/enhancing success rates.

For comparison, the faction Rune Beetle Carapace has a total intensity of 820%. This is better than even perfectly imbued then enhanced armor. At the moment, it appears it is much easier to obtain/replace level 1 faction items than either imbued or runic crafted armor.

Similarly, the faction ornament and crystalline ring have total intensities >> exceeding anything you might imbue/craft. Along with the other enhanced faction arties and the upcoming relics, it appears to me that the current dev team thinking is to increase the overall quality/intensity of player equipment levels. Based on this, I hope imbuing does in fact ignore the 20 resist crafting bonus so that the skill is not obsoleted before it starts.
 
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Sarphus

Guest
You can't imbue any item that has >= 500% intensity. If you have a runic-crafted 5x max mod item, it can't be imbued.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
Q: Do Mods like Use Best Weapon and "Slayer" equate to 100% intensities?
A: Yes.

Ok so we have these two defined to be 100%. What about the rest like Spell Channeling (and no negative), FC1, balanced? I would assume that all of these are 100% as well but would like some confirmation if possible.

Also what about things like DI and swing speed on weapons? How are the intensities defined for those? Is 50 the cap meaning that's 100%? What about items that have stuff already built into them like the twinkle scimitar? Do they count towards the total for unraveling?
 
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Fink

Guest
Ok so we have these two defined to be 100%. What about the rest like Spell Channeling (and no negative), FC1, balanced? I would assume that all of these are 100% as well but would like some confirmation if possible.
Spell Channelling, FC-1 = 100%

FC1 = 100%

Spell Channelling (no negative) = 200%, it's SC + FC1

Balanced = 100% I would assume, much like slayer/nightsight/mage armour, its presence means full intensity.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
Are we gonna be able to imbune the new drops from the invasions off of generals?
 
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Sarphus

Guest
Are we gonna be able to imbune the new drops from the invasions off of generals?

I don't think so. I believe they are considered enhanced already, but I haven't personally tried to enhance one.
 
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Turdnugget

Guest
Dunno if this has been asked, but if you fail to imbue an item, do you just lose that regeant or do you lose the weapon?
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
This is kind of a repeat question but I decided it was worth its own post....

Craftable stuff with auto properties such as hit harm 15% or 6%DCI on a twinkling scimitar etc....are those gonna count toward the intensity total when unraveling?
 
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Sarphus

Guest
I know you can't enhance them and that's not what I asked. :)
From official SA site
Magical items cannot be magically unraveled if they cannot be recycled or if they are made out of special material.
The message you get when you try to enhance them implies that they are flagged as being made from a special material. I it's possible that I was making an inaccurate assumption, but that is the information I was looking at when I answered your question.
 
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Turdnugget

Guest
Thanks for clarifying. I saw it in the FAQ, but wanted a confirmed answer and just to reassure myself what it meant =)
 
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Smokin

Guest
So does this mean you can make a -0 mage weapon on anything now. If so then that is bad. If you have already answered this sorry.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
No it means if you have the ingredients, you can make a -20 mage weap (because this is maximum intensity). -0 mage weapon can't be found thru normal means so it's not an option.
 
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Smokin

Guest
No it means if you have the ingredients, you can make a -20 mage weap (because this is maximum intensity). -0 mage weapon can't be found thru normal means so it's not an option.
Yeah I was not sure if mage weapon was a property and the minus was a second property. Hope they make sure of that before they do it.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
Mage weap alone isn't a property. Mage weap -X skill is the intensity/property. For instance -20 skill would be the MAX intensity for that given property.
 
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Fink

Guest
I've been steadily collecting stuff to unravel/imbue.

So far one item worth exactly 400 imbuing points (4 properties, all maximum intensity), plenty of 300+, and of course a heap of 200+ out of about 1350 items collected thus far.

I suppose that means, given no fails, I can imbue one max intensity property using the material gleaned from the 400-point item, assuming ever other requirement is met? That would make 5x100 imbued items incredibly rare. Seems a little steep, especially given that the items will wear out and need replacing (re-manufacture). I'm quite happy with items that wear out, but if the resources are so hard to come by it'll certainly mean hundreds of hours farming junk just to make one mediocre piece.

I'm wondering if there should also be a point bonus for the number of properties when unraveling.. say 10pts per property.. so a 5-property item would get 5x10 bonus, 50pts. Say you get 350 points from a 5-property item, you'd get an extra 50 bonus, taking the point total to 400. Not a huge boost but just a little easier than the current design.

Does anyone have any better farming results? If so, what're your methods? Currently I'm training discord and a dragon, so I'm hitting swoops. I'm also running high luck, getting better items.
 

aoLOLita

Sage
Stratics Veteran
Stratics Legend
Do you all think that the stone you currently can get from Mining will be an ingredient in the various "recipes"? I quit stone quarrying years back because they didn't stack and thus took up far too much storage space. Supposedly stone is now stackable, and would be worth mining and hoarding if it is to be an imbuing ingredient...
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
So far they have only mentioned the rare gems from mining so I'd doubt the stone would be required.
 
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Diggity

Guest
I've been steadily collecting stuff to unravel/imbue.
I've been collecting/looking at loot a lot more lately too.

Since a lot is still unknown, I think it is too early to speculate on ease of creating useful imbued items. But let me toss out my opinion too :). Even if 100% intensity is difficult to achieve, I think imbued items still have a lot of potential to be far beyond mediocre. As an example, a good base for a 3 property dexxer ring might be 12 HCI, 12 DCI, 20 DI. That's only 3 properties of "only" 80%. If this is relatively easy to make something of this level, I think imbuing will be wildly popular.

Based on my recollection of other QA info in this thread, the properties you can imbue are tied to the ingredient you use while intensity/success/failure depends on your skill/race/forge etc. So superslayer might require relic fragments, regular slayers the middle ingredient and something like resists might take the lowest ingredient. So just because you do not have relic fragments does not necessarily mean you can not imbue a property at 100%.

As far as farming goes, how are you evaluating item intensities? I pretty much use the stratics item properties to scale the intensities and a KR mod to display them. Over 400 is less common, but I usually pick up at least a few in every hr in doom or off invasion critters. I don't look at all the loot/corpses either. At this point, I'd say < 300 is very common and not worth picking up/storing until SA is close to being live. Because weapons have so many possible 100% intensity properies (SC, UBWS, slayer, FC etc), I find more of these > 400 than anything else. Actually I don't even look at armor much since it's unclear if base resists will count towards unraveling or not. If base resists of armor counts as unravel intensity, I think armor pieces > 400 are not uncommon either.
 
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Fink

Guest
I think imbued items still have a lot of potential to be far beyond mediocre. As an example, a good base for a 3 property dexxer ring might be 12 HCI, 12 DCI, 20 DI. That's only 3 properties of "only" 80%. If this is relatively easy to make something of this level, I think imbuing will be wildly popular.
I meant mediocre in the literal sense of "mid-range", rather than the more common interpretation of "crap". With three unravelled ingredients I assumed a 1/3, 2/3, or 3/3 level for imbued intensities. 2/3's would be the more common, simply because 1/3 would only be used in training the skill or very rarely in imbued items. 2/3 intensity would be something like +10 skill, or 13%LRC, or 17%DI. Pure speculation, of course.

*shrug*

Your interpretation sounds better, though, with more flexibility. I do hope it's a popular treatment for regularly used items, with decent items (3x80% sounds very useful) relatively easy to come by.

As to the quality of stuff I'm collecting, I started out looking for 200+ items, but now I'm being a bit more selective. I think I'll still need those low-end items because I'll be raising the skill from zero. I don't have a spare character to start with 50 Imbuing (bit of a rip-off as I bought and used a 7th character slot some time back).

Anyway, yeah.. I'll need low-end items to imbue as I'm told the more properties/intensities an item already has, the harder it will be to imbue. I plan on unravelling a bunch of stuff, imbuing some other low-end items, unravelling those or possibly build on them again next time I want to imbue, etc..
 
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Diggity

Guest
Here's a couple posts that Leuocian added since post #1 was updated. From #59
Each mod was assigned one of three different ingredients depending on the item property: Magical Residue, Enchanted Essence, and Relic Fragments.

All imbuing attempts will require the following:

- 'X' number of ingredients listed above
- 'X' of gems.

If the intensity to be imbued is greater than 90% then the following will also be required...
- 'X' number of rare ingredients (boss drops, rare gemstones, etc.)
It will be interesting to find out what properties go with each ingredient. Even tho I feel magical residue will be easy to get, I hope it is still somewhat useful and not something destined to become Muculent Jr. It could also be that this is what you need to use to remove properties from an item.

and from 151

I don't know if difficulty goes up as you add mods to an item.
For imbuing...it sure does :)
So with the need for rare items for imbuing > 90% intensity mods and increase in difficulty as you add mods, 5 high intensity imbued mods will/should be very very rare. As long as lower intensity items (say 300-400%) are relatively grind-free achievable, sounds like a good plan to me.
 
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Fink

Guest
That sounds great, much better than I anticipated.

*edit* any further word on dragon scale armour? I understand it was being looked into. Also, the Singing Axe has +5 Music, can that be unravelled? If so, what is the result of the skill bonus?
 
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Sarphus

Guest
All the high intensity items I've received came from peerless bosses, champs or strongboxes. You can farm any of those 3 things to get a decent number of high intensity items, but they are certainly not common (and shouldn't be).

Once the system goes live, I suspect a lot of treasure hunters will supply high intensity items as well, because they will probably be unraveling most of the items that drop in their treasure chest.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
ok so I found this weap in Doom the other day....

-Lance-

FC1
DI 40
HML 90
HLA 38

Please don't tell me that HML is gonna count for 180 intensity because that's insane. The cap for HML is 50 on a weap you craft so that's 100 intensity. What is the plan to deal with items found that have more than the 100 intensity?

Also what about craftable minor artis made from iron? I would assume they can be unraveled and imbuned. Yes?
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
I don't think so. I believe they are considered enhanced already, but I haven't personally tried to enhance one.
Yeah when you try to enhance it says they been made w special material so it'll prolly keep them from being imbuned for the same reason.

Do we have any idea when we'll get a big update about SA and imbuning? We still don't know what makes what etc.
 

Dunarrack

Adventurer
Stratics Veteran
Stratics Legend
HML is calculated on the swing speed of the weapon. Slower weapons like polearms have a higher figure while quick ones like daggers etc have a lower figure. I don't know the exact math of it myself.. but basically the faster you hit, the less often you leech, so it evens out over time.
Hit leech effect is scaled with weapon speed. Thats why big slow weapon come with HUGE HUGE % leech. Fast weapons generally have lower leech number.

We dont know the actual formula on how the leech is scaled.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
Hit leech effect is scaled with weapon speed. Thats why big slow weapon come with HUGE HUGE % leech. Fast weapons generally have lower leech number.

We dont know the actual formula on how the leech is scaled.

Thank you for the answer. Didn't think anyone was gonna get back to me on that. lol It's definitely looking good on the imbuning. Glad to see they're creating more and more things within the game to help the poorer (non-duping) community out there. The playing field is getting more and more level making it more of a skill based game instead of item based.
 
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DuttyD

Guest
It seems that a good way to gain imbuing would be to only imbue iron-crafted weps, with whatever mod/intensity gives you a 50/50 chance of success...
am I wrong?
 
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Fink

Guest
It seems that a good way to gain imbuing would be to only imbue iron-crafted weps, with whatever mod/intensity gives you a 50/50 chance of success...
am I wrong?
Sounds right.. I do hope we're given some indication in the Imbuing gump as to the difficulty of the attempt & not have to rely on external calculators. I gather adding low mods to low quality junk or plain quality iron will be the starting point, then move onto more complicated stuff, perhaps re-using those early items to add further mods to them as the difficulty escalates.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
Will blackrock be one of the ingredients used for imbuning like the rare mined gems?
 
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