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what to do with speical leather?

aarons6

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so i made a 20 pairs of gargoyle armor sets and put lrc and mr2 and such on them. then tried to enhance with barbed leather..

every piece broke..


this needs to be looked at..

i know adding barbed and horned only adds a few resists, i can imbue those much more higher.. its just i have 1000s of barbed and horned leather
 

Basara

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That's to be expected - most people are lucky to get 20% of leather items to enhance, even before imbuing.

The Devs have promised to look into the enhance success chances for tailors, to see if there's an issue in the code. Perhaps it is time to remind them of that.
 

Uvtha

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I say just get rid of it. Its a pointless restriction now that we can make magic items as we please. And its not like people are going to just not do it... you need those extra resists.
 

Setnaffa

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The chances of enhancing an item with a bunch of High Intensity properties are extremely low. It's always been that way.
 
B

BartofCats

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The chances of enhancing an item with a bunch of High Intensity properties are extremely low. It's always been that way.
yes... although when the chance to imbue is better than the chance to enhance, there is something wrong.
 

phantus

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Rather than break, a failed enhancement should take away durability(10?) from an imbued item. This would still give a detrimental cost to enhancing while not making hours of farming worthless for the chance to get a handful of resists.
 
F

Fink

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its just i have 1000s of barbed and horned leather
Turn in the excess at the Library or make runic barbed gear. There really has been no other use for it for a long while given anything worth enhancing is very likely to break. At least now with runic stuff you can unravel if it comes out bad.

I think imbuing's fine as is, perhaps enhancing needs some adjustment to make it more viable. Perhaps lessen the initial chance to break and have a cumulative chance to break (the more you try the less stable it becomes, or something). Maybe just flat-out have it work first try? I don't know.
 
M

mjolnir131

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The idea that you can't inbibe enhance items is abserd the Gargy are suppose to be great crafters especially with gemstones and metal !

It's only logical to assume that the different colored metal had always been there and the Gargy had know about them that why we got the with Ish. So logically they would know how to inbibe with them, they have had a long time to figure it out. much longer then the humans
 
M

mjolnir131

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posably use both systems use Colored leather for most of the suit and inbibe a few items to make it work best.
 

MalagAste

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Enhancing items has always had ridiculously low success chances.

You figure with 120 tailoring or 120 blacksmithing you would have a better chance but NO and even if you have a tailor or smithing totem as well as holding a +60 ASH making your smithing 180... it's still sadly very slim chance you can enhance anything at all with success.... which to me seems silly....

Now with imbuing you would think you could do a bit better with enhancing... Perhaps a "failure" with enhancing shouldn't "break" the item but just take half it's durability... so to enhance it you would have to powder it.... using up tons of the powder of fort... But then make it so enhanced/imbued items can only hold 150 durability tops.

Trade off.
 

Sarsmi

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I'd trade off having it cost 10 times the leather to enhance an item with 10 times the chance of success.

I have a lot of leather, lol.
 
W

Wilde1

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I didnt think it was intended to be able to create a spectacular piece with imbuing and then successfully enhance it. Very low probability that you'll succeed, thats how its designed (would be that way whether the item was imbued or just a spectacular drop).

I see it as an either/or. Imbuing is great for that piece of jewelry that fills out the suit perfectly, or for characters that dont take much direct damage. OTOH, I plan to use runic kits and special materials (colored wood/leather/ingots) for items that will take on a lot of wear (eg, pvm bows/weapons, melee character armor). I think each has its purpose.
 

Storm

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I think at 120 it should be something like
1 mod = 100% chance
2 mods = 80
3 mods = 60
4 mods = 40
5 mods = 20
and each attempt that fails increases chance to be destroyed by 5%

at 100 it would be
1 = 80
2 = 60
3 = 40
4 = 20
5 = 0 chance

just a thought
 
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