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Ultima Online Fan Board => UO-Related Tutorials => Topic started by: Paulonius on September 13, 2009, 07:14:23 AM

Title: Training Imbue: Brief Tutorial
Post by: Paulonius 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
Title: Re: Training Imbue: Brief Tutorial
Post by: Masscre on September 13, 2009, 08:31:16 AM
A little gem to add to this. I dont know if it is well known but you can craft with regular tools and special resources and make exceptional item with the special resources and help of a talisman.  These items have enough points to used as unravel ingrediants.  I havea ton of oak wood and am using a talisman of exception fletching and creating regular bows and no runic is needed and i can unravel the whole bag i create. I get around 200 - 300 essence for the whole bag unraveling.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 13, 2009, 09:05:48 AM
A little gem to add to this. I dont know if it is well known but you can craft with regular tools and special resources and make exceptional item with the special resources and help of a talisman.  These items have enough points to used as unravel ingrediants.  I havea ton of oak wood and am using a talisman of exception fletching and creating regular bows and no runic is needed and i can unravel the whole bag i create. I get around 200 - 300 essence for the whole bag unraveling.

What do you mean?  Like have low skill in fletching and just use a talisman to raise your skill enough to make an exceptional bow with oak?
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 13, 2009, 09:19:31 AM
Can you unwind if you craft originally with special ingredients? I thought you were not supposed to be able to imbue/unravel with special ingredients. Is it only if you have enhanced with thm? I will do some testing.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 13, 2009, 09:43:13 AM
Can you unwind if you craft originally with special ingredients? I thought you were not supposed to be able to imbue/unravel with special ingredients. Is it only if you have enhanced with thm? I will do some testing.

Shhhh, it's only UNRAVEL, and it works great.  2 essence per. :)
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 13, 2009, 10:13:42 AM
Is anyone else's target type not working in UOA?  And can you unravel with a recycle bag yet?
Title: Re: Training Imbue: Brief Tutorial
Post by: Rn on September 13, 2009, 12:44:54 PM
A little gem to add to this. I dont know if it is well known but you can craft with regular tools and special resources and make exceptional item with the special resources and help of a talisman.  These items have enough points to used as unravel ingrediants.  I havea ton of oak wood and am using a talisman of exception fletching and creating regular bows and no runic is needed and i can unravel the whole bag i create. I get around 200 - 300 essence for the whole bag unraveling.



wow, i cant believe i never tried/did this... that is amazing. no i can just burn my millions of ingots with regular hammers instead of finding dull coppers
Title: Re: Training Imbue: Brief Tutorial
Post by: Rn on September 13, 2009, 01:03:02 PM
i just tried that with smith hammers making daggers but it didnt work. i tried with fletching and only tried ash and yew wood and yew gave me residue, ash didnt give anything
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 13, 2009, 01:37:14 PM
i just tried that with smith hammers making daggers but it didnt work. i tried with fletching and only tried ash and yew wood and yew gave me residue, ash didnt give anything

Works with oak too.  Did you say that up there? :)
But now you can't hit anyone with a dexer.  And mages just use a second level spell to stop you dead in your tracks and kill you.  The death of UO is near. :)
Title: Re: Training Imbue: Brief Tutorial
Post by: SunTigress on September 13, 2009, 01:56:00 PM
Thanks Paulonius for this wonderful walkthrough. I know I appreciate it and I am sure others appreciate it also.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 13, 2009, 02:41:26 PM
Good and bad Call/Find Masscre!!!

Good cuz it is FREE magic Residue

Bad cuz I will be making bows all night now instead of working imbuing....no telling how long before OSI figures this out and stops it, and I have about 500K Oak boards...so might as well use em as fast as possible. Thanks!
Title: Re: Training Imbue: Brief Tutorial
Post by: Rn on September 13, 2009, 04:36:12 PM
exceptional SE armor works aswell with this. the mage armor :)
Title: Re: Training Imbue: Brief Tutorial
Post by: Bagenholt on September 13, 2009, 06:27:33 PM
Good and bad Call/Find Masscre!!!

Good cuz it is FREE magic Residue

Bad cuz I will be making bows all night now instead of working imbuing....no telling how long before OSI figures this out and stops it, and I have about 500K Oak boards...so might as well use em as fast as possible. Thanks!

I've said before it was like this in the beta. Everyoen does realise Imbuing is meant to be a massive sink for all the useless bits of stuff in UO?
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 13, 2009, 07:00:01 PM
They've been talking about gold sinks for years.  I'm sure this is included. :)  This is just taking enhancing a few steps further.  But allowing 100 percent items is just rediculous.  Have you tried pvping recently?  Hitting someone with imbued items on is near impossible.  It's basically run around and swing at each other forever.  Worthless.  I'm going to give my opinion here, and say this is going to hurt the game pretty badly.
Title: Re: Training Imbue: Brief Tutorial
Post by: Bagenholt on September 13, 2009, 07:54:40 PM
What annoys me is the expectation is that it will be available to everyone and it won't unless you make a crafter yourself. Don't get me wrong I know for the most part everyone in time will take a crafter up but this makes it a requirment for the game. I'm seeing stain dyes at 300k already and they are not worth more than 10k.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 13, 2009, 08:10:17 PM
What annoys me is the expectation is that it will be available to everyone and it won't unless you make a crafter yourself. Don't get me wrong I know for the most part everyone in time will take a crafter up but this makes it a requirment for the game. I'm seeing stain dyes at 300k already and they are not worth more than 10k.

There was a guy on sonoma that had them at 8 and 900k.  He was at his vendor when I was shopping.  I gave him a piece of my mind.  He followed me and said, I know what supply and demand is.  Are people really paying a MIL for 5 charges of a colored dye?   I bought from another vendor for 80k cause that seems fair to me.  He did the work... and had a fair price. :) 
Title: Re: Training Imbue: Brief Tutorial
Post by: Zagro on September 13, 2009, 10:49:52 PM
I'v been adding Hit dispel to daggers... But that adding more then 1 mod sounds a good idea since it's starting to eat a lot of gems.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 14, 2009, 04:58:30 AM
  Have you tried pvping recently?  Hitting someone with imbued items on is near impossible.  It's basically run around and swing at each other forever.  Worthless.  I'm going to give my opinion here, and say this is going to hurt the game pretty badly.

  You do of course realize Twinkle McNugget that less then 10% of the player base PvP. I dont see how anything that makes it tougher for 10% of the players is going to hurt it, in fact I would think it a boon to the other 90%.

  Don't get me wrong...I am NOT against consensual PvP all I am saying is that less then 10% of the player base ingage in it. Right now every site, and most of the players are talking about how great this expansion is. Funny...the only players being REAL quiet are the PvP's.

  Right or wrong this expansion will go a long ways in making the have, and have nots even. The casual player (those that have only a hour or so a day to play) will eventualy have as good of armor and weapons as those that play 24/7. This will take a lot of the "camping" out of the game, and should go a long way twords stopping the duping. It should also act as somewhat of a gold sink, bringing the economy back in check a bit.

 These are all only MY opinion, but I believe that this expansion might help save the game we love so much...I believe this expansion is going to increase the player base. If it does...then PvP's will benifit as much as anybody. If the player base goes up it only stands to reason that the PvP base will go up also. I cant see how this will hurt the hardcore TRUE PvPers....altho...it might hurt the miner/lumberjack killers....cuz it wont be to long until EVERYBODY will be wearing uber lootz and carrying uber weaponz.

Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 14, 2009, 05:26:51 AM
TT the thing that made this game great was the struggle to acheive.  I've played it a LONG time.  I played every Ultima up until UO.  The thing that was "fun" about the Ultima's was the struggle.  Actually feeling like you had moral choices to make.  Fighting "evil."  Getting that first really good magic item that you worked so hard to acheive.  If you've played UO for any length of time, say before Trammel, you might have gotten a taste of what it was like not to be spoon fed everything in Ultima.  When you had to fight for what you wanted.  I had to do it when I started.  I had to run from Minoc to Brit to sell what I'd mined.  But I had to do it avoiding groups of pks.  I didn't have a gm to hold my hand and a dev team to give me everything on a silver platter. :)  And I wouldn't want it if I did... If you think about it, this is just the last ditch efforts of EA to save a dying game, and in my opinion, they're killing it faster.  I'm sure some here would agree.  Fun expansion?  Sure.  Good for the game?  No way.  This is one of the most interesting patches in a LONG time, but only someone that likes having everything given to them could really say this is a "good" design choice...   Where's the fun in building up a skill to 100, which you and I both have probly already done,  and having access to the top tier of things in the game?  I had to work for MONTHS to get a solid set of pvp jewels... now in a week, I can have the best in game there is?  Even my good sense balks at that idea...  Do I like having access to that?  Sure... but it's "too easy."  I think I could drum up support from more than 10 percent of people when I say that.  But yea, SA is fun as a whole.  Sure. :)
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 14, 2009, 05:33:44 AM
I will be happy to respond to your post, but before I do one thing you should know, because I have talked about here many times, is the fact that I started playing this game 3 weeks after it was released. I played for a year after trammel in fact, then I took some time off, and came back. ATM my oldest acct is 102 months. So I have "been there, done that".
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 14, 2009, 06:01:58 AM
I would think that all of the hardcore PvP's should be jumping with joy about this expansion. Now, in time, PvP will no longer be about who had the most gold. Now everybody's gear will be level, the weaopons will be level. Now it is going to come down to skill. Who made the better template, who has the better PvP skills. This expansion so levelled the playing field (with the exception of speed hacks, stump hacks etc) I would think that more people will even try PvP now. Now the guy/gal that only has a few hours to play can put a suit and armor together and be competitive..the only thing in the way is their skill. Now you dont have to have 300M for a suit to be on a somewhat level playing field. The person that can only log on for a few hours a week will eventually be able to compete.

I would think that this is a huge plus for the PvP world.
Title: Re: Training Imbue: Brief Tutorial
Post by: Masscre on September 14, 2009, 06:12:02 AM
Getting the subject back on track for a min.  If anyone liked the above mentioned tutorials or helpful information in embueing please give the author some karma boosts.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 14, 2009, 06:19:32 AM
Getting the subject back on track for a min.  If anyone liked the above mentioned tutorials or helpful information in embueing please give the author some karma boosts.

Paul gets good karma for the tutorial and for helping test muh script! :)  I served you up some karma Paul.  Hey, I'm going to post the newest version I have here, it's got a TON of things I'm working on in it, but it *SHOULD* be the best version to date.  WAY WAY better than any version you've used. :)  When easyuo is working give it a go.
Title: Re: Training Imbue: Brief Tutorial
Post by: Cerveza on September 14, 2009, 06:36:32 AM
I kinda think the opposite regarding PvP.

The rich will be the best PvP'ers. It's already moved in that direction. The ONLY time the playing field was level was when GM Made armor and weapons were the only available and everyone could have them. That's the only time that people's abilities were what made them good PvP'ers.

The "Age of Items" forever changed PvP in UO. This patch is just the pinnacle of that mistake.

I await the next patch, where you can just go to a web page and build the item you want, then buy it.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 14, 2009, 06:47:48 AM
But I dont think you will have to be rich to be able to compete in PvP now. Everybody should be making armor/weaps to fit thier template, should come back around to skills again.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 14, 2009, 07:35:37 AM
But I dont think you will have to be rich to be able to compete in PvP now. Everybody should be making armor/weaps to fit thier template, should come back around to skills again.

Last night I was fighting a dexer on a dexer.  We both had imbued items and faction items.  It was a swing fest.  We just ran around swinging.  I dismounted him.  Get back on my horse after landing ONE bleed.  Couldn't disarm him.  It went on like that for a good 10 minutes before I finally got him with a few LUCKY disarms and a deathstike and ai or two before he could rearm.   This patch has changed the mechanics to pvm only for a bit.  It's just pointless to get sleep spammed by 20 mages and running in circles with dexers is not what I'd call fun.  This new dev team thought this would be the idea to end all ideas, and they have GREAT ideas... it's just the implementation that needs work.  They listened too much when people cried about how hard it was to get relic fragments.  They should have left it where it was.  That would have been the game for trammies, trying to get enough relic fragments together to get ONE insane weapon or a few armor pieces... That I can see.  But now anyone can have this stuff within a week of starting... that's just nuts.  And not good design...
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 14, 2009, 07:41:45 AM
Dunno...I think I have made my point. If that fight took you 10+ min then it was a evenly matched fight (gear wise) and it came down to who had the better skilz...not who was the richer player and the best gear!

I would think you TRUE PvP's would love this..a battle to the death with skilz being the only deciding thing...plus..if the avg joe player feels he/she might now have a chance in PvP you might even find yourself not having to search so hard for a fight, there should be more ppl trying PvP.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 15, 2009, 08:26:45 PM
Dunno...I think I have made my point. If that fight took you 10+ min then it was a evenly matched fight (gear wise) and it came down to who had the better skilz...not who was the richer player and the best gear!

I would think you TRUE PvP's would love this..a battle to the death with skilz being the only deciding thing...plus..if the avg joe player feels he/she might now have a chance in PvP you might even find yourself not having to search so hard for a fight, there should be more ppl trying PvP.

One of best things to happen to pvp in my opinion was diversity.  When they went to items it really sucked, but some of the best times for pvp in uo's history in my opinion, were when EVERYTHING was diverse.  Templates, skills, items, all of it.  Now everyone will have top end gear, top end skills, and it will be boring.  The 90 tactics thing hurt template diversity a TON.  Which in turn sent everyone back to more cookie cutter templates.  This will do the same thing.  Instead of working with what you have, everyone will work to have.  Evening the playfield isn't what needs to happen.  This is like a GM walking through luna and dropping godly items for everyone to have.  Fun?  Sure.  Good for the game?  No.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 16, 2009, 05:05:01 AM
Dunno...I think I have made my point. If that fight took you 10+ min then it was a evenly matched fight (gear wise) and it came down to who had the better skilz...not who was the richer player and the best gear!

I would think you TRUE PvP's would love this..a battle to the death with skilz being the only deciding thing...plus..if the avg joe player feels he/she might now have a chance in PvP you might even find yourself not having to search so hard for a fight, there should be more ppl trying PvP.

One of best things to happen to pvp in my opinion was diversity.  When they went to items it really sucked, but some of the best times for pvp in uo's history in my opinion, were when EVERYTHING was diverse.  Templates, skills, items, all of it.  Now everyone will have top end gear, top end skills, and it will be boring.  The 90 tactics thing hurt template diversity a TON.  Which in turn sent everyone back to more cookie cutter templates.  This will do the same thing.  Instead of working with what you have, everyone will work to have.  Evening the playfield isn't what needs to happen.  This is like a GM walking through luna and dropping godly items for everyone to have.  Fun?  Sure.  Good for the game?  No.

 I don't want to come off rude here, or sound like I am making an attack on you because it certianly isnt my intention...I am just trying to usnderstand PvP.

  What it sounds like to me is you are wanting to sit back and choose your attackee....if that person has inferior gear, then attack, because the outcome will then be a foregone conclusion...you win!!

  But...if the atackee has just as good of gear, then the outcome is not so cut and dry...you might run up against somebody with better skills and you lose.

  To me THIS is what sounds like true PvP. When it comes down to skills, and not who had the most gold to be able to afford the best gear.
 
Title: Re: Training Imbue: Brief Tutorial
Post by: Cerveza on September 16, 2009, 05:36:56 AM
Once, gear didn't make as much difference because everyone was limited in what gear they could have. Then the "Age of Items" came along and all that changed.

Here's another way of looking at it...

PvP was based on skill, timing and connection. The Developers were very involved in balancing everything so no one template had an overwhelming advantage - PvP was a major part of the game, Fel ruleset only. Then items were introduced. Developers were somewhat involved in balancing PvP - PvM became the major part of the game with the opening of Trammel.

Over time, Developers have become less involved, opting to throw prettys at the players instead of balancing what was really wrong. As items increased, Developer maintenance has decreased, now the only thing Developers do is work on new content.

Once, the best items were affordable to everyone. GM armor and weapons were amongst the best available. Now, only the rich can afford the very best items (Inquis Res).
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 16, 2009, 05:52:07 AM


Once, the best items were affordable to everyone. GM armor and weapons were amongst the best available. Now, only the rich can afford the very best items (Inquis Res).

  This is the point I am trying to make Cerv...and maybe I am seeing it wrong. I have been known to be wrong on MANY occasions. But with this new expansion isnt everybody going to go for imbued gear? I realize that not everybody has the time or gold ATM to make a legendary imbuer, but eventually wont everybody probably have one? Or if not at least have access to legendary imbued gear. If so, then the gear issue has again resolved itself. It will basicly go back to the age of GM gear being the best again.

  I know there will be some items like inquisitor's or something that will be better then imbued stuff...but if the avg player can build all their gear instead of forking out 300M for a suit, they will have more gold to spend, so, they too can buy a inquisitors. Coughing up 20M for a inquistors is easy if you don't hafta fork out 300M on the rest of the suit.

  I must be missing something because I see this differently. Hell, I might even take a shot at PvP eventually now, because I wont have to liquidate everything I own to put a PvP suit together. I will fell like I have at least a chance of surviving with a fully imbued set of gear, and it will cost me nothing but time to put it together.

 One way I am looking at it (and again I am probably wrong) is this:

The PK will hate this expansion...fights might not be as easy as they were.
The PvP should love this expansion...because eventually it should all come back to skills.

  
Title: Re: Training Imbue: Brief Tutorial
Post by: Cerveza on September 16, 2009, 06:29:01 AM
Ahhh.. I see the disconnect. You have to PAY to get imbuing. So, if you don't want to upgrade, you don't have the same access to that type of gear.

People who don't upgrade, won't have the stuff.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 16, 2009, 06:34:08 AM
Ahhh.. I see the disconnect. You have to PAY to get imbuing. So, if you don't want to upgrade, you don't have the same access to that type of gear.

People who don't upgrade, won't have the stuff.

  Well..you have a very valid point there. I do think they will have access eventually because the vendors should be full of imbued stuff in time...and being that there will be a glut (just like GM made stuff years ago) the prices will come down to being affordable for those that choose not to upgrade, but it will take some time before that happens.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 16, 2009, 06:48:11 AM
I don't think you're attack me TT. haha :)  The problem I think is too, is that now people don't have to put in the time that the rest of us did.  You'll see what I'm saying if you take up pvp.  Items still wont make you good.  They just make you harder to kill. :)  If you take up pvp tho, make sure you have resist, because I'll sleep spam for sure.  Also about the whole attack the weakest person thing.  When you're solo fighting against a group like I do a lot, YES, that's a valid tactic.  Imagine fighting 10 on 1 against varying templates.  Now imagine that same fight against 10 people with imbued gear.  Doesn't look so enticing to be a solo fighter anymore does it?
Title: Re: Training Imbue: Brief Tutorial
Post by: Petkiller on September 17, 2009, 09:09:20 AM
I saw some people ask about unraveling.  I started at 50 imbue so I was getting Magical residue and a bit of Essence from the start.  I did notice that there was stuff I couldn't unravel until I hit around 65 and then I got my first relic at 95.1.   I have been making exceptional oak bows to farm up residue.  I have been using a lot of Essence making items to sell, so to farm up Essence I make exceptional lightweight jingasa then just imbue them with even just 1 luck or 1 lrc and I get Essence from unraveling them.  I don't know of a good way to farm up relics but I heard of people unraveling faction artis, cursed artis, wildfire, bladedance, nox ranger's, wrath of dryad, katrina's crook, and a lof the tot minors.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 17, 2009, 09:33:17 AM
I know a SWEET way to get tons of faction arties fairly easily.  It can be afk'd.  I have been considering writing that script, and I think this just sealed the deal. :)
Title: Re: Training Imbue: Brief Tutorial
Post by: Rn on September 17, 2009, 09:48:02 AM
I know a SWEET way to get tons of faction arties fairly easily.  It can be afk'd.  I have been considering writing that script, and I think this just sealed the deal. :)


silver serps in the weald?
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 17, 2009, 10:13:09 AM
I could be wrong, but I dont see where runic hammers, saws, or fletching kits will have much use anymore. At least not for the lower end ones. So I just used all my Oak and Yew fletching kits, and all my DC, Shadow, and copper runic hammers..netted a bit over 4k essance, and about 7k residue.
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 17, 2009, 11:11:07 AM
The value I still see in the low end hammers, in addition to imbue resources, is that they can make 100% characteristics like 50% hit lightning and +15HCI, etc.  I am putting together a short script that will pick up resources (iron/wood/etc) and your (low end) runic, crank out the selected weapons in a make max shot, use TM's CLAw to sort out any items you would want to keep rather than get the imbue ingredient, unwind the rest, drop your residue, etc. into a container, and repeat. I have a couple of the subs done, just waiting for EUO to get back online to complete it.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 17, 2009, 11:17:08 AM
The value I still see in the low end hammers, in addition to imbue resources, is that they can make 100% characteristics like 50% hit lightning and +15HCI, etc.  I am putting together a short script that will pick up resources (iron/wood/etc) and your (low end) runic, crank out the selected weapons in a make max shot, use TM's CLAw to sort out any items you would want to keep rather than get the imbue ingredient, unwind the rest, drop your residue, etc. into a container, and repeat. I have a couple of the subs done, just waiting for EUO to get back online to complete it.

EUO works on Lexia... everything so far has been pretty comparable... I've continued scripting right on through the patch.
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 17, 2009, 11:45:58 PM
I managed to put together a UOLoop/UOA macro tonight that runs pretty smoothly for training imbue.

I set up a UOA macro that will use a dull copper runic hammer to make a dagger and imbue a one gem property like 10 luck onto it. Then it hits imbue last 12 or so times, and then unravels the dagger. I timed the macro and it took about 20 seconds, so I set up a UOLoop to hit the macro start every 21 seconds. Will roll through a pack of materials in about 20 minutes.  Some items will be too hard, and some will be too easy, so it will likely cost a lot more in materials.  For  me the savings in clicks is worth it until we manage to cobble together a real imbue trainer...
Title: Re: Training Imbue: Brief Tutorial
Post by: Petkiller on September 18, 2009, 05:12:03 AM
Yes the DC hammers are great to make weapons with mods that take relic fragments like Lighting/ssi.   I use the oak kits to start with balanced and slayers to imbue.  I was able to get my luck suit to 100% lrc just took about 6 tries of 90 luck 18 lrc and enhancing with gold. 
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 18, 2009, 05:53:35 AM
Enhancing with gold? I thought that was not supposed to be possible with imbue
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 05:59:10 AM
  That will work for the starter imbuer, but when you get your skill up you need to imbue a 2nd then 3rd and finally a 4th property onto it to gain. I did all my clicking by hand, and it took a couple intense days to 120 this skill. I would say that from 90-120 took me about 15 hours. I tried a lot of different ways, but finally found this to be the easiest...but deffinatly not the cheapest (gold wise) I think I prolly spent about 12M to finally hit legendary. I found it much easier and faster to actually put a forge in my house instead of trying to work out of the bank, or off a beetle.

  If the soulforge is to big for your house then you can use the goza mat trick to make the forge smaller..assuming you have enough space to at least fit it, this way you can trim it all the way down to 2 tiles if you want.

Get yourself 10-12 Imbue recycle bags ..they are only 2505 gold each.

WARNING..THIS IS NOT THE CHEAPEST WAY TO DO THIS, BUT I THINK THE FASTEST!!!!


As stated by Paulonius in the first post before I so rudely hijacked it with PvP talk (Sorry my friend) you want to keep your skills in the 50%-60% chance range. I personally found I got my best and fastest gains keeping between 54%-58% skill.
I started the skill at 50 (made new garg char) but if your just starting out buy the skill as high as you can.

  Ok. Time to start.

  First make 100 daggers for each of your bags, you can easily use the new client for this so you wont have to click more then a couple clicks per bag. These dagger should be just out of regular iron ingots with no runic tool used. Just plain ole daggers.

  Next its time to start imbuing. Start with imbuing dispel on your daggers. A lot has been said about keeping your daggers to re-imbue again later. You can do this but I found it hard to keep track, and actually slower to gain AT LOWER LEVELS OF SKILL. Once your skill is up to 90 or so, then you will HAVE to keep your daggers to re-imbue...but not now. Find the intensity range that allows you to keep between 50-60% chance and go for it. I imbued each dagger the max times and kept at it adding higher and higher intensity until I finally could gain no more, or I hit 44% intensity. The reason to stop at 44 is that after that you must add a 3rd ingrediant to the mix. Watch your % chance, because as you get close to getting out of the 58% chance STOP !!!

Unravel ALL of those daggers and make new ones. You have hit them the max amount of times, so they are worthless now..unravel and make new.

 Imbue all of these New daggers to 44 Intensity. Only Imbue each one once. By the time you get through your bags you should be at 60% chance to succeed (or close to it) ...note...you will still gain past 60% chance, just not as fast.

  Now..Add in your second Mod. I used Hit Fire area. Again, I used each dagger all the way up. Keep adding intensity on the mod like before to keep yoursef in the 50-57% chance to hit range and imbue each dagger the maximum amount of times..just like before, keep a close eye on your skill and as you start to get 44 Intensity on the mod, and your skill makes it so your getting close to getting out of the 58% chance to succeed, slow down a bit. Chances are you will have to go through a second set of 10 bags doing this before you max out, but its not impossible you will have your skill high enough by now that you can no longer gain with 2 Mods, at 44% intensity. Again..unravel all your daggers and make new ones.

 Once you have all your new daggers made its time to add in the third Mod. Its at this point that I dropped to 5 bags, just so I would have more control over not wasting as much resources if I were to gain faster then I thought.

  Go through all your daggers hitting them first with 44% dispell, then 44% Hit Fire Area.  By the time you get through them you will be getting out of the 60% chance to succeed range. Time to add the 3rd Mod. For this I used Cold Resist. Just like before, you want to keep it between 50-58% chance, and again, I imbued each dagger the max amount of times. The biggest difference here is to STOP when you are at the 60% chance to imbue range AND you are at 7% intensity (this WILL save Gold). By this time you will probably be around 114 skill, so now we add in the 4th and final Mod.

 Unravel all the daggers you have hit the max times. Make new ones. At this point I dropped to using only 1 recycle bag. Its a tiny bit more time consuming but you wont waste resources should you power right through to 120 skill. Now you should be imbuing each dagger one at a time...again, this will let you have better control over what you are doing. Hit each dagger with 44% intensity Dispel, then 44% intensity Hit Fire Area, then 7% Cold resist, then for the 4th Mod use luck. You can hit luck from 1% intensity to 19% intensity using only 1MR and 1 Gem. This makes it VERY nice because you can use the different intensities from 1-19 to adjust your % chance to hit, to keep it in that 54-58 range for the fastest skill gain. I dont remember EVER having to go above 19% intensity to keep my % chance to hit between 54-58. You will most likely have to go through a dozen bags to hit 120 skill, but because at this point consuming reasources was getting VERY high, I went one bag at a time. I would have hatted to put my first 3 mods on 12 bags, and then hit 120 skill on bag #8...you would have wasted 4 bags worth of resources. You will get to 120 skill using just these 4 Mods, and adjusting the luck intensity to what you need to keeping it between 54-58% chance.

Also, I found it cheaper to do the quest from the guy standing at the N of the soulforge in Ter-Mur to get my 120 scroll. He only wants 50 Essance to give you a 115 scroll of imbue..so do the quest 10 times at a cost of 500 essance and you can then bind thos 10-115 scrolls into a 120 scroll.

Well, this is the way I did it. I am sure there are less expensive ways, and probably faster ways, but I just thought I would share how I did it. I figure it took me a total of 19 hours to go from 50-120 skill. I think I spent about 12M on gems, and used between 18-22K residue.

GOOD LUCK!!
Title: Re: Training Imbue: Brief Tutorial
Post by: Masscre on September 18, 2009, 06:02:12 AM
Once you imbue an item.  You can then enchance it.  The chances of a good enhance are very low cause it is now so hard to enchance but i have done a few already.
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 18, 2009, 07:25:51 AM
Thanks for the information guys.  This has been really helpful.

TT: I am going to do five points with my single runic dagger method and track the results from 101 to 106
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 07:38:40 AM
Thanks for the information guys.  This has been really helpful.

TT: I am going to do five points with my single runic dagger method and track the results from 101 to 106


 Sounds great Paul...am thinking about making another on Atl, so will be looking to do it the easiest and cheapest way possible next time.
Title: Re: Training Imbue: Brief Tutorial
Post by: Cerveza on September 18, 2009, 07:42:33 AM
How much are 120 scrolls going for?
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 07:46:45 AM
How much are 120 scrolls going for?

 I never found any for sale Cerv..so I just made one. Get 10-115 imbue scrolls and bind them into a 120 scroll..that way u can get it for 500 magic essance.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 18, 2009, 08:17:12 AM
Do any monsters drop residue?  I need to know what to farm when EUO is up!  People will buy residue like mad for a while... :)
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 08:19:36 AM
Do any monsters drop residue?  I need to know what to farm when EUO is up!  People will buy residue like mad for a while... :)

Nothing drops residue, you need to collect the magic armor/weapons/jewls and unravel them.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 18, 2009, 08:44:20 AM
Do any monsters drop residue?  I need to know what to farm when EUO is up!  People will buy residue like mad for a while... :)

Nothing drops residue, you need to collect the magic armor/weapons/jewls and unravel them.

I think a new project is in order... a full time residue farmer that drops items evaluated using claw into a container into your house based on their unravel quality. :)  And a side script for your crafter to unravel them at the same time.  Might be a good use for the pvmer! :)
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 08:50:02 AM
You really dont need to ID em...anything that has magic or enhancements will deliver residue or essance. I stoned off my item id, was a waste of skill points imho.

ATM my char looks like this:

120 Imbue
120 Smith
120 Tailor
100 Arms Lore
100 Bowcraft
100 Tinker
 60  Chiv
Title: Re: Training Imbue: Brief Tutorial
Post by: Cerveza on September 18, 2009, 08:51:36 AM
I'm going to need a step by step for all this stuff.... someday maybe if I decide it's worth upgrading.

How about a script that tries to unravel everything in a container? So you just click UNRAVEL and a target cursor comes up and you target the container and 125 items get done one by one?
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 18, 2009, 08:52:34 AM
I am drafting a script to rip oak boards into residue right now.  If you use a standard tool to craft exceptional oak bows they unwind for an average of around 2 residue each. You need a GM fletcher and a minor tali to get to 100% success on bows.  399 boards gives about 112-115 residue and goes pretty fast.  60,000 Oak boards would give you about 17,000 residue.  

You can do it with SA armor and iron ingots too, but you need to use a +10 ASH or it gets messy. I am writing it so that the SA armor functionality can be thrown in later.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 08:59:26 AM
Making a script like Paul is talking about would rock.

Take 399 oak boards from a chest...place them into recycle bag, make 57 bows, recycle, take residue out of pack and place in seperate container (the stuff is heavy) then repeat...having the script be able to make fletching tools would be a MUST. This would be the most efficent use of time in my opinion.

While hunting using the claw, or something like it to take all the magic items off the corpse and drop into a imbuing recycle bag, take it home when full, get new bag, repeat....especially if the script secured the bags...when you have 10 bags u could log in your imbuer to unwind everything, then repeat.
Title: Re: Training Imbue: Brief Tutorial
Post by: Cerveza on September 18, 2009, 09:15:05 AM
I was thinking along the lines of treasure chests.
Title: Re: Training Imbue: Brief Tutorial
Post by: Toptwo on September 18, 2009, 09:22:23 AM
I was thinking along the lines of treasure chests.

 Hadn't thought of that, would be a great idea..almost everything in one is useable for imbuing...the Gems, and all the unwound items.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on September 18, 2009, 09:27:30 AM
I was thinking along the lines of treasure chests.

I was thinking a gold farmer that hands off items to a second account that stealths out of miasma or something similar and drops loot in a secure to a third account that just unravels anything in the container 24/7. :)  I throw a TON of chests and items on the ground.  Just make a stealth scavenger that picks up anything in the miasma area on the ground.  Then boom he walks out, recalls to home, drops loot, it gets unravelled, rinse repeat.
Title: Re: Training Imbue: Brief Tutorial
Post by: rana70 on September 18, 2009, 11:06:23 AM
I was thinking along the lines of treasure chests.

I was thinking a gold farmer that hands off items to a second account that stealths out of miasma or something similar and drops loot in a secure to a third account that just unravels anything in the container 24/7. :)  I throw a TON of chests and items on the ground.  Just make a stealth scavenger that picks up anything in the miasma area on the ground.  Then boom he walks out, recalls to home, drops loot, it gets unravelled, rinse repeat.

Hi,

Quote
second account that stealths out of miasma

this part is already done ... check it out if you like ...
http://winuo.org/gold-farming/1446-mss-miasma-supporter-script.html

cu
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on September 18, 2009, 11:52:24 AM
While I am pulling subs from the HW Quester to make a residue grinder I am running my UOA/UOLoop make a runic dagger and imbue it macro and I will start posting the results.  I had not gotten as far as I thought with it, so I will have a better range of test scores:

Skill Range  Resources Used
99-100        : 21 daggers, 359 citrine, 305 Residue
100-101      : 31 daggers, 420 citrine, 363 residue. Resource use probably higher than it should have been as I hit a macro loop. Have been doing 1% luck and noticed that this can get stuck with a dagger that has luck as its only runic quality because it won't unwind. Increasing luck to a minimum of 2% is required to avoid the loop.
101-102       : 40 daggers, 578 Citrine,  481 Residue -- raised the imbue from 1% luck to 2% luck
102-103.1     : 19 daggers, 398 Citrine, 325 Residue -- I got a call and wasn't able to watch much of this one
103.1-104.3 : 25 daggers,  389 Citrine, 319 Residue
104.3 - 105 :  12 daggers, 215 Citrine, 178 Residue
105 - 106     : 38 daggers, 538 Citrine, 525 Residue I bumped luck from 2% to 10%. Doesn't cost more
106 - 107     : 78 daggers, 1042 rubies, 790 Resdue -- I swiched to doing 2% Fire Resist for kicks. Was not a good run...
107 - 108.3 : 74 daggers, 600 rubies, 524 Residue -- still doing 2% fire.  Was a more productive run
108.3 - 109.4: 64 daggers, 640 amber, 555 Residue -- Switched to doing 8% hit dispell
109.4 - 110.4: 88 daggers, 828 amber, 666 Residue
110.4 - 111  : 95 daggers, 1018 amber, 824 Residue -- another slow run. Switching back to rubies for the next one because I am out of cit&amber
111 - 112     : 46 daggers, 568 rubies, 483 Residue
112 - 113    : 50 daggers, 676 rubies, 574 Residue -- I used a shadow hammer in this run and it seemed to help.
113 - 114.1 : 57 daggers, 768 rubies, 658 Residue -- used partial shadow and dull copper on this one. Shadow seemed to work better
114.1 - 115.2: 50 daggers, 587 rubies, 496 Residue --  100% shadow hammer charges
115.2 - 115.9: 77 daggers, 1015 rubies, 864 Residue -- tough run for .7 points and I ran out of rubies. Going to have to shop for gems
115.9 - 117   : 53 daggers, 761 amber, 650 Residue -- Switched back to doing 8% hit dispel using amber
117 - 118.1   : 116 daggers, 1553 amber, 1336 -- that one hurt
118.1 - 119  : 161 daggers, 1702 amber, 1475 -- and apparently that is what I get for complaining...
119 - 120 : 65 daggers, 654 amber, 255 rubies, 825 residue -- I didn't want to run out of residue, so I kept ahead of myself and made sure every dagger was 50% difficulty. Finished up pretty quickly that way. I will run the totals and put in my final comments as soon as I can.


The most I paid for gems is as follows: Citrine and Amber 55g each, Rubies 77 each. I am making all of the essence from oak boards that I lumberjacked. I will value that at a conversion rate of 3.57X the cost of oak boards if I can find a standardish price for them. I am using 10,000 gold for the estimated value of a dull copper runic, 20K for a shadow hammer, and 10gp per iron ingot for my conversions.

Running total: 3381 Citrine (185,955), 5511 Rubies (424,347), 7,156 Amber (393,580), 13,216 Residue, 3684 iron ingots, 14.06 dull copper hammers, 11.6 shadow hammers.
Estimated Gold Exluding Residue: 1,413,322
Total Skill Gain: 21 points


Skill gain slowed down as consumption trended up. For the last few points it seemed more important that difficulty was closer to 50%.  Top Two estimates 7M to 8M for taking imbue from 99 to 120 using gm crafted non-magical daggers. Based on his estimate, this process appears to cost around 20% of going the whole way with gm crafted daggers.

Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on October 08, 2009, 01:04:08 PM
With the latest patch you should be able to craft some of the special ingredients. Here is the note on Stratics: http://vboards.stratics.com/showthread.php?t=161903
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on October 10, 2009, 09:31:49 AM
Not sure how it fits into the overall picture, but I did some brief testing today and noticed that various soul forges around have different success rates.  I have checked the one I crafted for myself, the large forge in Ter Mur in the square between the jeweler and the smithy, and the one in the smithy.  They seem to have a spread of about 5% each in this order: Square, Crafted soulforge, smithy soulforge.

Since you have to have 10K loyalty to use it, I am assuming that the queen's is better still than the one in the square. Once I have the loyalty I will go around to each of the forges and see if I can figure out what differences there are.
Title: Re: Training Imbue: Brief Tutorial
Post by: onlyindreams on October 10, 2009, 10:50:50 AM
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
Title: Re: Training Imbue: Brief Tutorial
Post by: Paulonius on October 14, 2009, 07:07:58 AM
I trained up a second imbue-r to 120 using the script that Wiz posted over at EUO and it used the following resources:

Residue: 32,358
Amber: 20,215
Citrine: 47,038

At base cost on the citrine and amber this would be a total of: 3,362,650 gold.
Because the prices on jewels is through the roof on Atlantic I paid: 5,716,505 gold.
Title: Re: Training Imbue: Brief Tutorial
Post by: j.kitty on October 15, 2009, 08:21:04 AM
I tried that script Wiz posted, but I haven't gained anything other than the .1 for logging on the char hehe.  He has the success rate too high, imo.  When I was doing this by hand, I was keeping my success rate in the 35-40% range.  I've noticed his script is set for 55% success chance.  Its burning through way too many resources for not enough skill gains.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on October 15, 2009, 08:49:28 AM
I tried that script Wiz posted, but I haven't gained anything other than the .1 for logging on the char hehe.  He has the success rate too high, imo.  When I was doing this by hand, I was keeping my success rate in the 35-40% range.  I've noticed his script is set for 55% success chance.  Its burning through way too many resources for not enough skill gains.

His is set right.  I've made 2 imbuers with it.  If you have your success rate that low you aren't gaining enough.  I could see maybe midrange 40's... like 45 to 50... 35 is way too low.  I've gained 64 points with it in 2 days from 40... and that's not really leaving it running for too long...
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on October 15, 2009, 12:32:09 PM
Here's my second imbuer's numbers using a slightly modified version of Wiz's script.

Current Skill:   111.1
Current Gain:   5/68
Residue Used:  3506/18691
Amber Used:    3850/14534
Citrines Used:  3460/23695
Runtime:         270/946

Seems like 110 is a small sweet spot for resources with Wiz's too... my gem usage dropped WAY down at that point.  Actually at 108 I believe... when you start using 3 imbues on an item.
Title: Re: Training Imbue: Brief Tutorial
Post by: j.kitty on October 15, 2009, 12:52:20 PM

His is set right.  I've made 2 imbuers with it.  If you have your success rate that low you aren't gaining enough.  I could see maybe midrange 40's... like 45 to 50... 35 is way too low.  I've gained 64 points with it in 2 days from 40... and that's not really leaving it running for too long...

I did from 40 to 107 by hand over the span of about 3 days, maybe 4-5 hours each and I was gaining super fast keeping myself in the 35-40% range.  A friend kept his success rate below 30% and made Legendary (by hand) within 6 days of SA being released.  I've messed with it a little, and that just seemed to be success rate that gave me the fastest rate gain.  Granted, most of those gains were happening in the 38% range and I was changing intensities every 1.0 gain or so.  I may have just hit a bad patch with the RNG and lord knows I don't have the time to train it by hand anymore, but I'm broke in game lol so having to buy all those gems hurts my heart.  Guess its time to sell some things.  Also, when I was doing it by hand, I started imbuing 3 properties very early on, to keep my resource use down, which explains why I didn't go through nearly as much by hand as I have with the script.  The last time I worked it by hand I was imbuing rpd, fire resist, luck and lrc onto the jingasas.
Title: Re: Training Imbue: Brief Tutorial
Post by: Petkiller on October 15, 2009, 02:04:16 PM
I stayed right around the 55-60% until I hit about 110, after that I had to drop to 50-55%.  At 118 I hit a bad spot and I was down to 40% to gain. 
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on October 15, 2009, 02:50:49 PM
Looks like there's a typo in my version of the script, at 112 to 114 skill, it only puts 10 luck on the jingasa's... should be 30... :)  So put 29 where the 9 is and it will work right.  If you put higher than that, you will use one more gem then having it at 30 and 29 should work for 2 points.  Save a few gems.
Title: Re: Training Imbue: Brief Tutorial
Post by: j.kitty on October 16, 2009, 06:54:18 AM
I gave that script a 2nd chance last night and other than some rough patches (30-45mins) with no gains, I went from 107.8 to 112.  Logged it on again this morning for 15 mins while I got ready for work and gained another .5.  I have a version of the script directly from Wiz that takes jingasas from a bag because my imbuing account doesn't have blacksmithing (soulstone accident wherein I deleted GM smithing  >:(), so mine might not have that error with Luck.  I'll check it out again tonight.  As for the success chance, I noticed it was consistently below 50% while I was gaining.
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on October 16, 2009, 07:21:32 AM
I gave that script a 2nd chance last night and other than some rough patches (30-45mins) with no gains, I went from 107.8 to 112.  Logged it on again this morning for 15 mins while I got ready for work and gained another .5.  I have a version of the script directly from Wiz that takes jingasas from a bag because my imbuing account doesn't have blacksmithing (soulstone accident wherein I deleted GM smithing  >:(), so mine might not have that error with Luck.  I'll check it out again tonight.  As for the success chance, I noticed it was consistently below 50% while I was gaining.

Yea, mines around 48 every time.  Which is gaining FAST for me.
Title: Re: Training Imbue: Brief Tutorial
Post by: j.kitty on October 16, 2009, 10:06:19 AM
Not that this is script related, but it ticks me off that the jewelers tell me I "cannot afford that item" when I have sufficient gold in check form. =(
Title: Re: Training Imbue: Brief Tutorial
Post by: Scrripty on October 16, 2009, 06:36:43 PM
Finished second imbuer stats:

Current Skill:   120
Current Gain:   .4/76.8
Residue Used:  967/28210
Amber Used:    513/19845
Citrines Used:  2057/38274
Runtime:        102/1832
Title: Re: Training Imbue: Brief Tutorial
Post by: roberth79 on July 27, 2010, 04:36:04 PM
Can't wait to try this script out. I will give feedback. I'm currently at 90 imbuing.