Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Paulonius

Pages: 1 ... 7 8 [9] 10
121
Crafting / Tinker Trainer
« on: November 11, 2009, 02:50:07 PM »
Paulonius' Tinker Trainer

This script is a simple tinker trainer for going from 0 to GM using a minimum of ingots.  CEO's trainer was not working for me and it has always annoyed me that it makes heating stands instead of the newer jewelry options that take fewer ingots. The script is not super fast at the transition point from 25 to 35.  I left this dead spot in to conserve ingots as you don't lose ingots on failure with clock parts, but you do with gears.  I will look at how it goes and may change this if it hangs for too long, but you get a lot of free gains in there if you are not in a huge hurry. The script will save gears, clockparts and lockpicks, but will trash the spoons, bracelets and rings.  Estimate approximately 15,000 ingots and 10 hours from 0 - 100 tink.

WARNING: This script throws away any bracelets, rings, and a variety of other junk that might be in your backpack. Don't have anything you want to keep in your backpack.
 

Set Up

Be standing within reach of a trashbarrel
Have a tinker kit in your backpack
Have a secure with only iron ingots on the top level that you can reach
If you are working at the bank have the iron ingots in a bag in the bank box.  
The ingot secure/bag should also have some tinker kits if you are at zero skill


UPDATE 25 May 2011 - Version .30 (In Testing)

Intriduced a new structure to the crafted item check that should eliminate the issue there
Refined Siege Perilous RoT wait gains.  RoT waits are triggered by using the script on Siege Perilous.


There are a couple of things I still need to put into this script which include, but are probably not limited to:

1. Full Backpack safeguard
2. Skill tracker
3. Open status bar sub
4. A wait in the trash sub for a full trash barrel (not necessary at bank). As currently built its not an issue if your toon is the only one throwing things in the trash as the cycle takes longer on everything but spoons than the trash cycle.
5. Menu control for halting the script that triggers backpack cleanup.
 

122
Scripting Chat / Imbue Parse String Data Set
« on: October 22, 2009, 12:28:38 PM »
So I have been looking at what it would take to put together a script that automates imbuing things and it occurs to me that the best way to program something like this would be a scaled down version of the craftinfo file that Snicker7 uses for his bodfiller.  This would allow us to build a set of string orders for each property you want to imbue instead of drafting a lengthy sub for each property. The properties would be a data set read and performed by one imbue sub.  I think I need to team up with someone who knows how to build a parser and data set to get this done as I don't have enough exprience. Anyone interested? If someone sorts out the engine, I will do the grunt work of writing it into the script and putting together the data strings.

Here is how I imagine it working:

1.  User inputs the imbue property (we could start with just two options to simplify, one for max and one for 90%)

2. The script would toggle the skill, hit imbue and select a target.

3. [this is the part I am looking for help with] The imbue sub pulls the string of data that provides information as follows: selection one pulls a property from one of two columns of 17 rows or "next page" with same number of slots. Two data pieces here, first property selection, where the first selection was next page, the second property selection.

4. The next page is the intensity selection. I think there are three peices of data here: first toggle to hit, second toggle to hit, and number of strokes on the second toggle.

I feel pretty comfortable that I could build a script that incorporated a general imbue sub that would use these five inputs to imbue any propery.

Anyone interested in thinking up the strucure for the general sub and data set?

123
General UO Chat / Unattended Macro Alert 21 October 2009
« on: October 21, 2009, 02:39:21 PM »
Just a heads up, with so many folks trying to scrape up residue for imbue there may be a gm hunt on for lumberjacks.

I got nailed recall lumberjacking this afternoon on Atlantic. My runes are all in Felucia, none in TM.  I was likely paged on as I was still using an old frostwood book that has some runes near a few houses, but of course I can't be sure.  I am going to go out and remark all of my runes once I am off the 48 hour suspension I just got.


124
Crafting / Void Orb Factory
« on: October 21, 2009, 10:55:23 AM »
This script does pretty much what it says. I wanted some Void Orbs for making stuff and figured I should write a routine for it.

The minimum skills to make Void Orbs are 90 tinker and 80 magery.  I recommend you have GM tinker and a tali to bring you to 100% success rate. Even at 100% you sometimes fail and chew up more black pearls.

To run this script you need:

dark saphires in a secure you can reach
50-75 black pearls in the secure for every dark saphire you want to turn into a void orb
a few hundred ingots in your secure for making tinker kits
a tinker kit in your backpack  

This process burns a TON of black pearls and it will not stop running until it exhausts resources in the secure. Don't put more resources in the top level of your secure than you want to use.

I will update to make the script more user friendly, add offset clicks and such in the near future.

Cheers!

-P

*BTW, this is my first crappy script. If you have any helpful criticism, I would be happy to hear it.

Update: The script was not working and I found some typos that were causing it t hang. Fixed these and it now runs. Sorry about that.

125
General UO Chat / Fastest Way to Train a Combat Skill
« on: October 19, 2009, 12:24:19 PM »
This is more of a survey than anything as I hate training combat skills and am interested in techniques people are using for training combat skills.

My current protocols are as follows:

Melee: I set up characters on two accounts with skills in the same range, the fastest weapons I can, as much stam as possible,  +5 repair armor, healing, anat, and a pile of aids in a container. I have them heal each other while they beat their skills into shape.  I stone off a skill and go buy it with a character if I have to start with a new character.  I generally always buy these skills to 40 in Haven.  I find this method more flexible than a golem and will allow you to train heal, parry, weapon skills, and bushido at the same time.

Archery: (will check for throwing) I get six Cu Sidhe in a house with pens and use a target rotator that gives me a shot or two at each one after the next in a cycle. The Cu will heal themselves and stay alive indefinitely if you have enough of them.  I save bows that have all damage in cold and energy, preferably without any damage increase.  With 0% DI and 100% in the Cu's two strong resists I have been able to sustain this for many hours with only four released pets.  Six pretty much always works.  This works well in the foyer of a castle, or if you have a custom house with animal pens.

If you have a better method please post it here!


126
Scripting Chat / Target Cursor Detection
« on: October 13, 2009, 11:52:52 AM »
Is there a way to detect the presence of a target cursor?

I would like to put together a target cursor check/wait sub to replace standard wait intervals before selecting a target and I need a way to know whether I have a target cursor or not.  I have been reading up on it and I can't find anything on point.

Any help greatly appreciated!

-P

127
UO Reference Information / SA Creature Types, Item Types & Event Macros
« on: September 29, 2009, 02:16:50 PM »
I started doing some work to collect SA Creature Types and think it makes sense to create a reference for use in SA.  Some are from existing creatures, but I am dropping them into the list by area and will include those too for ease of use. Please feel free to respond to this post with additional IDs and I will consolidate them into the list:

Creature Types  
Fairy Dragon: IZ
Forgotten Servants : XU (elf)
Fire Ant: KAB
Lava Lizard: QF
Flaming Gargoyle: YH (Also Fiery, Searing,Blisterin, Smouldering)
Fire Demon: DF
Fire Daemon: FD
Lava Elemental: SZ
Fire Elementa (Renowned): DD

Pit Fiend: NE
Slasher of Veils : DAB

Green Acid Slug, Corrosive Slime : VE
Skeletal Lich : MO
Rotting Corpse : VI*
Wisp : EF*

Enslaved Green Goblin, etc. : TZ

Clan Scratch Savage Wolf: LD
Clan Ribbon Plague Rat: XF
Tikitavi (Renowned) : OE
Rakktavie (Renowned : CI

Lowland Boura, Rudy Boura, High Plains Boura: LZ
Slith, Stone Slith, Toxic Slith: YZ
Ortanord: XI
Korpre: VE
Anzuanord : W
Anlorzen : HD
Relanord: WGB
Skree : VZ
Betballem : UGB
Silver Serpent : FB
Anlorvaglem: UO
Anlorlem: UI

* Lots of SA Creatures are the same as previous version. Some are slightly altered with same creature Type.

Item Types:

Imbue Related Items:

Magic Residue: TKR
Magic Essence: WKR
Magic Fragment: VKR
Unravel Magic Item Bag , Salvage Bag and Regular Bag are all - CKF
Soul Forges - _UBZ_DCZ_ECZ_YBZ_PBZ_KBZ_JBZ_MBZ_LBZ_WBZ_VBZ_XBZ_SBZ_RBZ_TBZ_GCZ
                     _BCZ_MCZ_LCZ_OCZ_KCZ_UHZ_QHZ_NHZ_OHZ_THZ_JCZ_NCZ_ICZ_HCZ_RHZ_SHZ

http://vboards.stratics.com/showthread.php?t=156965
(Stratics link to ingredients' map)

Chaga Mushrooms: DZGB
Slith Tongue: AZGB
Vial of Vitriol: WCHB
Abyssal Cloth - BUI
Raptor Teeth - ZYGB
Seeds of Renewal - IDHB
Reflective Wolf Eye - JZGB
Powdered Iron - NDHB
Crystalline Blackrock - MDHB
Faery Dust - XYGB
Silver Snake Skin - YYGB
Daemon Claw - TCHB
Essence of Balance - ICHB
Essence of Passion - ICHB
Essence of Dilligence - ICHB
Essence of Control- ICHB
Essence of Direction - ICHB
Essence of Singularity - ICHB
Essence of Achievement - ICHB
Essence of Precision - ICHB
Fairy Dragon Wing - GJG
Boura Skin - MSG
Boura Pelt - EZGB
Fey Wings - SCHB
delicate scales - UDHB
Void Orb - QDHB
Goblin Blood - YCHB
Crystal Shards - SDHB
Arcanic Rune Stones - ODHB
Spider Carapace - UCHB
Undying Flesh - JDHB
Crushed Glass - TDHB
Elven fletching - HDHB
BottleOfIchor KZBG

More SA Items:

Seed of the Silver Sapling : PDF
Congealed Slug Acid: UZG
Silver Serpent Venom: WLF
Toxic Venom Sac: XIY
Void Essence: ZIY
Lava Serpent Crust: XCHB
Acid Sac: TPE
A Chicken Lizard Egg: VZY
Dragon's Blood: JIY
Draconic Orb: QDHB
Fur: LEJ
Tattered Remnants of a Ancient Scroll - KVI
Ancient Pottery Fragments - HXM
Loadstone - RDHB


SA Macros

Use Imbue SKill        event Macro 13 56
Fly                        event macro 60

event macro 15 678  Nether Bolt         In_Corp_Ylem
event macro 15 679  Healing Stone       Kal_In_Mani
event macro 15 680  Purge Magic         An_Ort_Sancet
event macro 15 681  Enchant             In_Ort_ylem
event macro 15 682  Sleep               In_zu
event macro 15 683  Eagle Stike         Kal_por_xen
event macro 15 684  Animated Weapon     In_Jux_por_ylem
event macro 15 685  Stone Form          In_rel_ylem
event macro 15 686  Spell Trigger       In_vas_Ort
event macro 15 687  Mass Sleep          Vas_zu
event macro 15 688  Cleaning Winds      In_vas_mani_hur
event macro 15 689  Bombard             Corp_por_ylem
event macro 15 690  Spell Plague        Vas_rel_Juz_Ort
event macro 15 691  Hail Storm          Kal_des_Ylem
event macro 15 692  Nether Cyclone      Grev_Kur
event macro 15 693  Rising Colossus     Kal_vas_xen_Corp_ylem

Link to List of SA New Items Descriptions/Locations/Uses

http://vboards.stratics.com/showthread.php?t=156965

New Scroll Types.

GKR sleep
EKR pure magic
ZJR Stone Form
FKR Eagle Strike
TJR Healing Stone
UJR Nether Bolt
DKR Enchant
AKR Animated Weapon
CKR Spell Trigger
BKR Mass Sleep
MKR Cleansing Wounds
LKR Bombard
OKR Spell Plague
NKR Hail Storm
IKR Nether Cyclone
HKR Rising Colossus



Ingredient Item Types in Script Format

set %MagicResidue TKR
Set %MagicEssence WKR
set %RelicFragment VKR
Set %ChagaMushrooms DZGB
Set %SlithTongue AZGB
Set %VialofVitriol WCHB
Set %AbyssalCloth BUI
Set %RaptorTeeth ZYGB
Set %SeedsofRenewal IDHB
Set %ReflectiveWolfEye JZGB
Set %PowderedIron NDHB
Set %CrystallineBlackrock MDHB
Set %FaeryDust XYGB
Set %SilverSnakeSkin YYGB
Set %DaemonClaw TCHB
Set %EssenceofBalance ICHB
Set %EssenceofPassion ICHB
Set %EssenceofDilligence ICHB
Set %EssenceofControl ICHB
Set %EssenceofDirection
Set %EssenceofSingularity
Set %EssenceofAchievement
Set %EssenceofPrecision
Set %FairyDragonWing GJG
Set %BouraSkin MSG
Set %BouraPelt EZGB
Set %FeyWings SCHB
Set %delicatescales UDHB
Set %VoidOrb QDHB
Set %GoblinBlood YCHB
Set %CrystalShards SDHB
Set %ArcanicRuneStones ODHB
Set %SpiderCarapace UCHB
Set %UndyingFlesh JDHB
Set %CrushedGlass TDHB
Set %Elvenfletching HDHB

128
UO-Related Tutorials / Training Imbue: Brief Tutorial
« on: September 13, 2009, 07:14:23 AM »
Here is a brief tutorial on training imbue.  I ran it up to GM this week all by hand.

Because of the resources involved, the limitations on what you can unwind, and the sheer volume of attempts needed to advance, I recommend you work the skill on a blacksmith using dull copper runic hammers to craft items to unwind and train. At 50 imbue you can unwind everything you will make with DC hammers. You will get mostly residue, which is the primary ingredient you need to train the skill. Because of the resource requirement it will be onerous to work this skill on a character that does not have a crafting skill, preferably a blacksmith unless you buy a soulforge to place in your house and crank a pile of ingredients first. You can use a tailor, carpenter or bowyer, but ingots are the lightest raw material if you have to schlep to the soul forges in TM to work. You can go into the blacksmith near the large soulforge which has a small soulforge placed close enough to the forge and anvil that you can both smith and imbue. I think this is a good idea as this smaller forge does not give a bonus.

UPDATE From Massacre:  You can use special materials and a regular tool to make items to unravel. The only difficulty in doing so is that the unravel bag doesn't always work and you need may to target the items individually. (I suspect that a UOA macro would be useful here.) I have had success on enhanced stuff using "unwind all" or whatever the second selection is that unwinds artifacts.  

You need approximately 10,000 of the small normal gems to work skills. Amber and Citrine are the cheapest, but I also recommend getting rubies, the next cheapest.  With these three you can work adding hit dispel, fire resist and luck to weapons, which works well for gains. Each of these three use residue and have graded difficulty steps, 1/15 for fire resist, 1/50 for hit dispel, and 1/100 for luck.  You will want to use each in turn to keep you in the right difficulty range as you work. Buy the gems from NPC jewelers and plan on spending 550K or more. Buy all three types of gems as you will want to use more than one mod while training.  There is also a new book you can buy for your miner(s) from the artificer at the smithy near the big soulforge titled Mining Quality Gems. This book will allow you to mine the tiny jewelry type gems that you have to use in large quantities to imbue .

You can buy the skill to 40 from the artificer at the big soulforge by the smithy. He also sells unravel bags.

In 2d you can work crafting at the same time as imbue if you move the gumps so that you can see both. I have been using one bag to craft daggers to unwind for materials while I work on imbueing daggers in another bag.

When you get to the point that a single mod would cost you multiple gems, start adding more than one mod. The first might cost you two gems or more, but then you can work the other nine or so imbues on the weapon with only one gem by using a different mod. You have ten attempts on each item before you get a message that you can no longer gain imbueing that item. I am keeping my difficulty at about 50% because that is what seems to work best for smithing.

There is more than one soulforge in Ter Mur. Ther big one in the square gives a bonus to imbue. There is at least one more in the blacksmithy immediately N of square that does not give a bonus.  

You can also imbue on some weapons that you have crafted with your runic hammer to avoid multiple imbue patterns.  You will have to experiment to see what fits your skill range.  At 90 skill GM exceptional weapons with 40 DI and a 100% property like Use Best, are about 45% difficulty.  

You can make UOA macros to run an imbue sequence and to unravel an item, but you will need to keep updating it to change the mix and keep you in the right training range as you progress.

Anyone with additional information, please feel free to add to this thread.

Useful Links:

http://vboards.stratics.com/showthread.php?t=145009



*From later in the thread*
Taken from stratics.....

Imbuing Bonuses to Success Chance:

    * Jewelry (non-magical) cannot receive the exceptional bonuses available on other items due to the inablilty to craft the pieces exceptionally. This includes both the 20% success chance bonus as well as the unknown total maximum possible intensity bonus available on all other item types.
    * Magical jewelry (crafted artifact-type) is assumed to benefit from the exceptional bonuses available to other item types.
    * The base value for all imbuing bonuses is that of a human character imbuing onto an NPC purchased item, except the Queen's Forge bonus.
          o Non-Exeptional Crafted Bonus: applied 10%
          o Gargoyle Racial Bonus: applied 10%
          o Exceptional Crafted Bonus: applied 20%
    * The Gargoyle Racial bonus will stack with the bonus obtained from the base item. The Queen's Forge bonus stacks with both racial and base item bonuses.
    * The Queen's Forge base bonus is a flat bonus, rather than an applied bonus, of 2%. There is additional bonus added to the Queen's Forge bonus based on any other bonuses the character may receive. This bonus is the percentage of bonus the character has, applied to 2%. That total is then added to the character's success chance value as it would at any other soulforge.

[for better understanding, the above in mathematical terms]

H = Human Base Value
T = Total Succes Chance

(2 + (2 x .1)) + (H + (H x .1)) = T
[this equation is for a gargoyle using an NPC purchased item at Queen's Forge]
IMBUING BONUSES:

    * Human "Success Chance" is the base value for success. (H)
    * Gargoyles get a 10% racial bonus to success chance. (H x .1) = 10%
    * Non-exceptional crafted items get a 10% bonus to success chance. (H x .1)) = 10%
    * Exceptionally crafted items get an additional 20% bonus to success chance. (H x .2) = 20%
    * Queen's Forge gets 2% [hard value] bonus + bonus value for racial and/or item (see below)

HUMAN:

    * NPC Purchased Item: Base Value (H) ... Queen's Forge: H + 2
    * Non-Exeptional Crafted: H + (H x .1) ... Queen's Forge: (H + (H x .1)) + (2 + (2 x .1))
    * Exceptionally Crafted: H + (H x .2) ... Queen's Forge: (H + (H x .2)) + (2 + (2 x .2))

GARGOYLE:

    * Racial Bonus: H + (H x .1) ... Queen's Forge: (H + (H x .1)) + (2 + (2 x .1))
    * Non-Exceptional Crafted: H + (H x .2) ... Queen's Forge: (H + (H x .2)) + (2 + (2 x .2))
    * Exceptionally Crafted: H + (H x .3) ... Queen's Forge: (H + (H x .3)) + (2 + (2 x .3))

REAL NUMBERS:

HUMAN SUCCESS CHANCE AT 1ST PROPERTY (100% INTENSITY):
Note: The game rounds some of the numbers wrong.

NPC Item: 155.6
NPC Item QF: 157.6

Crafted Item: 171.1
Crafted Item QF: 173.3

Exceptional Item: 186.7
Exceptional Item QF: 189.0

GARGOYLE SUCCESS CHANCE AT 1ST PROPERTY (100% INTENSITY):

NPC Item: 171.1
NPC Item QF: 173.3

Crafted Item: 186.7
Crafted Item QF: 189.0

Exceptional Item: 202.2
Exceptional Item QF: 204.8

129
General UO Chat / Armor/Jewelry Planning with Imbue
« on: August 28, 2009, 07:23:06 AM »
I made some quick shorthand notes for building a suit with imbue and here are my thoughts:

Dexxer Armor Characteristics:
HP Increase: 3 pcs, +8 each (Max is 25) Luminescent Fungi/Essence
Lower Mana Cost: 5 pcs, -8% each (Max is -40%) Dark Sapphire/Fragment
Dex Increase: 3 pcs, +8 each (Max is 25)  Luminescent Fungi/Essence
Stam Increase: 5 pcs, +8 each (uncapped) Luminescent Fungi/Essence

Result: +24 HP, +24 Dex, +40 Stam, -40% Mana Cost
Total Ingredients: 11 Essence, 5 Fragment, 11 Fungi, 5 D Saphire


With two armor slots reserved for resist increases to bring it to all 70s, this leaves a couple of additional slots for INT Inc, or a regen.  Likely to have 2-3 additional open slots with this plan (total 4-5) depending on how imbue interacts with exceptional crafted items and runics. 

Dexer Jewelry (Bracelet and Ring):
+25 DI Turquoise/Fragment
+15 DCI Pearl/Fragment
+15 HCI Ecru/Fragment
+15 Skill Slot A Turquoise/Fragment
+15 Skill Slot B Turquoise/Fragment

Total Adds: +50 DI, +30 DCI, +30 HCI, +30 Skill A, +30 Skill B
Total Ingredients: 8 Fragment, 6 Turquoise, 2 Pearl, 2 Ecru


130
Games & Game Systems / Madden 2010
« on: August 19, 2009, 10:12:05 AM »

I got the new Madden today, started a new franchise and played a game. First impressions are pretty poor:

There is non-stop video content including a half time show and a recap show. I could care less to see that junk and its hard to get out of.

The menus are complicated and hard to navigate.

The game play is a lot slower than 2009.

The kicking meter is different again and the change is essentially meaningless and annoying.

Product placement has gotten more ridiculous than the real NFL.

The only positive thing I noticed was that the range of player speed seems to be much greater.  Guys slower than 90 are not worthless and guys who are really fast really are, more so than previously at least.

I will play with it more and write up a real review in the next couple of weeks. Not recommending anyone run out and buy it at this point...


131
Off Topic / Looking for Feedback on This System From Costco
« on: August 11, 2009, 09:59:45 AM »

132

The currently active narrative allows you to get cloaks by helping kill Shadow Lords in one of three locations in Tokuno: Desert North of Zento, Mount Sho (Lave Mountain), and Lady of the Snow Tundra.  The top three damagers get a cloak.  You can use blackrock to whack it extra hard. I have never done this, but I believe it may related to the Armageddon spell.  Perhaps someone can add to this thread for clarification?

Once you have a cloak of corruption you can transform it into one of three cloaks by collecting threads and turning them in with the cloak for a replacement cloak.

Thread of Thought:    These make the cloak of Power when you trade in a cloak of corruption and ten threads at the Seer in front of the Lyceaum near Moonglow. To get them kill(?!) the forsaken by casting exorcism on same screen as a forsaken soul. Requires 99 spirit speak. Drop rate is around 1/2. Corrupted Souls appear not to like you when you farm thread of life.  They will run accross the screen to show their displeasure, skipping over other, closer targets to get to you.  Best to use a stealth necromancer and bring a melee character with you to deal with the Corrupted. They tend to eat my necromancer.

Thread of Life: Can be turned in for the Cloak of Life (+3 Str, +1HPR -- sort of sucky IMHO) at the seer in front of the Yew Abbey.  To get the threads use spirit speak skill near a restless soul. They seem to like it. You just need a successful attempt at SS, so you can do it with relatively little skill.  Corrupted don't seem to care for this either.

Thread of Fate: Can be turned in for the Cloak of Death (+3 each to DCI, HCI, SDI) at the seer between the stable and the tinker in Serpents Hold. To get them kill corrupted souls. They appear to have no poison resist and not many hit points, but they hit pretty hard, and sometimes they will stand at a distance and cast.  They appear to use magery spells and have a hard melee hit that can armor ignore for up to 40 pts.  My sampire doesn't have any problem with them. Drop rate seems slower than on the other two. 

133
UO-Related Tutorials / Become a UO Merchant and Make a Virtual Mint
« on: July 15, 2009, 11:41:15 AM »
I don't profess to be an expert in economics, but I thought some folks might find it helpful if I shared my philosophy on making gold in UO. I have run vendors pretty consistently for around eight years. I script and play and chase items like everyone else, but that probably accounts for only a small fraction of what I have in UO gold.  Actually, I am pretty sure that my game play is a losing proposition without vendors.  All of my gold savings have come from buying and selling items from/to other players on vendors in Luna.  Here is my program for doing just that:

To start you need to get on www.finduo.com and www.searchuo.com and get a sense for what things cost. Next get a vendor inside the Luna walls.  You don't need a house and you don't need ten vendors. You can make all the gold you need with one, maybe two vendors tops.  Vendors in other locations are great, but the search engines work best for vendors in the Luna walls and you really want your vendor updating all the time. I use the search websites all the time to get feedback on the market for the things I am selling. You probably can't know the value of everything there is, so pick out a few things to sell that appeal to you and become an expert on how much it costs, how to get it, etc.

Something I don't do, but that lots of people tell me is a great way to make a higher margin is to go to vendors outside of Luna and look for underpriced items. I don't have time for this, so I rely on the Luna vendors for my merchant acquisition work.

Pick a niche market and consistently stock your vendor.  Buy the items you sell when you see them on other vendors at a discount from your pricing.  Be warned, this is a tricky process if you are dealing with resources that are readily available.  If you run into a competitor with a huge stockpile or endless time to farm it can eat up all of your cash, so be prepared to be patient.

Be patient and be consistent.  Keeping your vendor stocked will build a client base. I am generally not the cheapest, but my stuff is always there. Even when the search is down I sell out my stock because people know its going to be there.  This will also serve you when you have a competitor trying to undercut you. Some people will still buy from you because they are in the habit.

Only accept comptetitors who prove themselves: If you don't have the gold to buy them into submission, wait them out.  Most players don't have the patience to keep stocking a vendor over time.  However, their patience will dry up a lot faster if you are buying their stuff all the time and they can't stay stocked.  Two or three competitors are alright.  Ten is a pain in the butt. I generally buy my cheapest competitors into submission. If your would be competitor has to spend all the time he has gaming swinging a pick axe while you spend five minutes a week buying everything he mined, you can guess how this will end.  When you see the pricing on items line up with your middle of the road pricing its a good thing.  When your price becomes the cheapest, move it up a bit.  At some point you may find yourself the market leader dictating the price of the goods you sell.

Renewable resources are great for long term vendering. I have a few resources that I specialize in and I farm them when I run low. However, if you want to speculate for really significant returns, look for items with limited availability. For the most part I look for items that are available for a short period of time that have some relatively unique value. Items that can be had from some sort of farming can be in this category, but its best if there is a limited supply window. Here are three examples of speculating I did in the last year*:

Conjurers Trinket: I identified this as my idea of a perfect item for UO mercantile work.  Hit chance and damage increase on a tali, plus a super slayer make it greatly superior to the then existing "must have" primer on arms tali that everyone was buying for 1.5M or getting from turn ins. I farmed the cemeteries during this event and got three or four trinkets myself. Thereafter I bought every trinket I saw under 2.5M during the Halloween event and kept at it after it ended. While I was doing this, I maintained pricing on my vendor at 3M, buying anything I saw below my price. When the market started to get tighter, I incrementally increase the price, continuing to buy trinkets that were 10% or more below my price. The market just dried up in the last few weeks and the price escalated dramatically. It looks like I may be the only seller holding trinkets anymore and I raised the price to 10M per.  Estimated earnings: 75M to 100M, current stock is 5 trinkets. *Update*  When trinkets jumped to 10M I sold four more and raised the price to 12.5M.  I have not sold any in two weeks, but feel pretty good about it. I will watch for them on other vendors at 8M or less and pick them up to sell for 10M.  
Melissa's Cloak: I got as many as I could and projected a base price at around 1M. The market for these on Atl has not been that strong and I was probably optimistic. I have not pushed the market on these as hard as trinkets because I perceive these as having more limited value, so I only buy them if I see someone selling under 500K. Estimated earnings 10M to 15M, current stock around 30 cloaks. *Update* The value of these has gone over 1M and I am currently selling at about 1 per week.  

Cloak of Corruption:   I didn't farm any of these because it seemed like too much of a pain in the butt, but I collected them because they seemed like a relatively unique item and there was the promise of future value the dev team mentioned in posts. I bought 35 to 40 cloaks over time, trying to maintain a 1M price on my vendor.  When I saw them within 20% of my price, I bought them most of the time. I definitely grabbed every cloak I could at or under 500K, but I was inconsistent because I didn't know whether or not these would ever be worth it. I got more aggressive when I found a use for them on my own. The cloaks kill you if you wear them long enough, but it turns out if you are in Lich form and wear a cloak you lose hits at a crazy rate, but never go below 0. Very cool for training healing. Once I found this property I started buying anything that was cheaper than 1M and for a while I was the most expensive seller on Atl (if you could find them anywhere other than my vendor...:)  I probably sold one every week or two at 1M until this last week.  At the beginning of the current event I raised the price to 2.5M and sold six cloaks in a day.  I raised the price over 6M and sold another six today.  Estimated earnings 50M to 60M, current stock 10 Power Cloaks, 2 Death Cloaks, 6 Cloaks of corruption. Projected earnings around 200M. *Update* The sale of these cloaks stalled after the first day and there are still a lot of them around under 5M.  I think the real value of the Death and Power cloaks is closer to 10M, but they won't sell for that until the air clears a bit. I may have to revise my expectations downward and sell at 7.5M. I would still make a significant margin at that price point (115% on cloaks I buy now, something like 850% and up on cloaks I bought before the event started up).  The current pricing has to be a bummer for anyone who bought my corruption cloaks at 6M only to see the finished cloaks selling cheaper. I am sitting on a large inventory and have a lot invested, but I continue to believe that these cloaks have considerable value. I am going to continue to buy at the 3M price point and hold to sell later.

I hope this is helpful. Feel free to add your own comments or criticism based on your experiences.  I am always happy to listen to another perspective to refine my own.

-P

*Please understand that I play on Atlantic, which tends to have the most players and the most economic activity of any shard.  After reading TT's journal on his move from Sonoma to Atlantic to make gold this doesn't always translate into the highest prices, and may mean prices are lower on some things on Atlantic than elsewhere.

134
General UO Chat / Max Damage?
« on: June 16, 2009, 12:18:08 PM »
So I have read the analysis on Stratics and I am still left scratching my head when I try to figure out the parameters for maxing out damage output.  I have been trying to put together a list that sorts it out a bit and came up with this:

Damage increase that doesn't count toward the 300% cap:

STR bonus
Tactics bonus
Anat Bonus

Damage increase that does count toward the 300% cap:

DI on items (weapons, jewelry, armor) capped at 100%
Perfection (honor) damage: up to 100%
Enemy of One: 50%
Slayer Items: 100%
Slayer Tali: up to 100%

Eg. It appears to me that if you use an undead slayer and the conjurer trinket you are starting at 220 of the 300 cap vs. undead and can only add another 80% from items/perfection/enemy of one... 

Can anyone correct, or refine my thoughts here?


135
Scripting Chat / Mods to Spewy's Rune Book Mining
« on: June 05, 2009, 02:43:36 PM »
12X got me doing some rune book mining again and he had some great ideas that I really liked. He is still working on his script, but be sure to give it a go when you have a chance.

It the meantime, I am still using Spewy's Runebook Mining script from the EUO forums.  I like to mine in Fel and this script has a solid escape sub. I made a few modifications based on 12X's ideas that I thought I would share.

1. By hard coding the door ID and location and securedrop location in the script the miner SPRINTS into the house and dumps the ore. There is a brief lag opening the secure that is not there when you dump on the steps, but I think the trade-off in not having million stone secures on your steps is worth it -- plus since my house is in Fel it keeps my jack-a$$ neighbor from waiting outside my house to kill me.

2. After playing with 12X's script I added the four blackrock IDs to Spewy's script and have it dumping blackrock and stone into seperate containers, leaving only the ore and gems in the original. I didn't take the time to modify the guided setup, so this only works if you use the manual set up. For anyone who cares:


These two lines go under the BACKPACK AND HOMEBASE SETUP heading

Set %BlkRkBagID XXXXXXX; set to backpack id for bag for blackrock inside bank or house secure

Set %StoneBagID XXXXXXX; set to backpack id for bag for stone inside secure

The following line needs to say %StoneBagID where it currently says %OreBagID:

GoSub DragAnyItem %GraniteType #true %BackpackId All %StoneBagID #false

This line needs to be inserted after the GoSub Drag line just mentioned:

GoSub DragAnyItem %BlkRkTypes #true %BackpackID All %BlkRkBagID #false

And this line needs to go into the item type sub at the end of the script

Set %BlkRkTypes EWF_FWF_UVF_GWF

If anyone needs help making these changes, just give me a shout here..


Pages: 1 ... 7 8 [9] 10