ScriptUO
Ultima Online Fan Board => UO Reference Information => Topic started by: TrailMyx on October 26, 2009, 09:42:35 AM
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Ok, so now there's so many expert imbuers out there, perhaps it would be a better time to ask about what item properties give what score. Are there item properties that don't add to the total?
I believe I have a way to do this computation in the CLAw with little overhead, so I just need to know what should be added to the items "unraveling score".
Details appreciated!
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I don't believe SSI adds to an items score from some testing I did on TC
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I don't believe SSI adds to an items score from some testing I did on TC
ok, that's one. Any more? :)
How about stat/skill increases, like Strength or Magery?
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I don't believe SSI adds to an items score from some testing I did on TC
ok, that's one. Any more? :)
How about stat/skill increases, like Strength or Magery?
Skill increases add to the score as do stat increases.
Now that I think about it I want to double check SSI because I might be remembering wrong. I'll jump on TC and recreate what I did before when I get home from work.
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Skill increases add to the score as do stat increases.
So the question becomes converting those to intensities. If you have Fire Resist at 9%, how does this convert to a percentage total intensity? I was reading on Stratics somewhere where the computation was: 9%/15% = 60% total intensity. I guess I'll have to do some more homework.
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I believe someone was working on a calculator for the intensities. Let me see if I can did it up.
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here's the link for the guy that was putting the calculator together. I haven't tested it since he initially put it up though.
http://personal.inet.fi/cool/imagess/Imbu/imbu/imbu.html
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Now that's what we're talking about!!
+1 KARMA FOR WILK!
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Before you get too deep in TM. If the resists do not total up to a certain point resists are no counted in the intensity scale. So for instance you have 5 ph 6 fire 7 cold 3 poison and 5 energy then they count as nill. So with the item being eceptional you are able to add 5 more properties at 100% intensity. If that was not at all understandable. Let me know and I will try explaining it a different way.
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You see, this is why I've stopped and started this. Ugh, I will not upgrade, I will not upgrade, I will not upgrade! lol.
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Oh and also I'm determining that whatever number I come up with is going to be and estimate. Since there seems to be differences based on item base resources.
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This was just posted up at stratics, and I stole it for us...We will hafta look into this and see if this guys figures are sound, but on a quick look they appear to be...it might give us some insite as to what to do, or at least how to figure. Here is the calculations:
After Pub62, the magic intensity calculation is changed for unravelling "imbued" stuff.
Obtaining Relic Fragment from "imbued" item became very difficult.
But the magic intensity calculation isn't changed for unravelling "non-imbued" stuff.
Example)
unravelling item property[weapon] :
"Imbued"
Damage Increase +35%
Hit Dispel : 40%
Hit Stamina leech : 46%
Hit Cold Area : 48%
Spell Channelling
Material : Shadow
Race : Gargoyle
Soul Forge : Queen's
durability is more than 50.
A : Total Magic intensity = 70+80+92+96+100 = 438%
B : Material Bonus = 20%
C : Race Bonus = 20%
D : Soul Forge Bonus = 30%
A + B + C + D = 508%
It doesn't change to here.
[Before Pub62]
unravelling intensity = 508% * 0.95 = 482%
Relic Fragment is obtained.
0.95 is correction rate by "imbued" item
[After Pub62]
unravelling intensity = 508% * 0.80 = 406%
Enchanted Essence is obtained.
0.80 is correction rate by "imbued" item after pub62.
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This was just posted up at stratics, and I stole it for us...We will hafta look into this and see if this guys figures are sound, but on a quick look they appear to be...it might give us some insite as to what to do, or at least how to figure. Here is the calculations:
After Pub62, the magic intensity calculation is changed for unravelling "imbued" stuff.
Obtaining Relic Fragment from "imbued" item became very difficult.
But the magic intensity calculation isn't changed for unravelling "non-imbued" stuff.
Example)
unravelling item property[weapon] :
"Imbued"
Damage Increase +35%
Hit Dispel : 40%
Hit Stamina leech : 46%
Hit Cold Area : 48%
Spell Channelling
Material : Shadow
Race : Gargoyle
Soul Forge : Queen's
durability is more than 50.
A : Total Magic intensity = 70+80+92+96+100 = 438%
B : Material Bonus = 20%
C : Race Bonus = 20%
D : Soul Forge Bonus = 30%
A + B + C + D = 508%
It doesn't change to here.
[Before Pub62]
unravelling intensity = 508% * 0.95 = 482%
Relic Fragment is obtained.
0.95 is correction rate by "imbued" item
[After Pub62]
unravelling intensity = 508% * 0.80 = 406%
Enchanted Essence is obtained.
0.80 is correction rate by "imbued" item after pub62.
So it looks like a 15% unravel nerf for imbued items?
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So by Reversing the math
relic = 482 / 0.8 = 602 i
602 intensity needed for an imbued item when garg at queens forge .. quiet a change.
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Yes it is since that is way over the line where you get the unstable message.
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Ok so i imbued some items last night I did the highest at 496 intensity
then add in 20% for race bonus
no queens forge
or material bonus
595 * .80 = 476
this gave me essence
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Here is a follow up post frome somebody, and the OP's math to support it.
I was unaware of this formula. So what you are saying is the current way to figure out if you will get a relic fragment is this:
If un-imbued:
A >= 381
B = 20
C = 20
D = 30
Then A+B+C+D = 451 = Relic Fragment.
If imbued:
A >= 494
B = 20
C = 20
D = 30
Then A+B+C+D = 564 * .8 = 451 = Relic Fragment.
Did I get this math correct?
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Yes. That's right.
And other B [Material Bonus] Bonus is as fellows.
Dullcopper :10
Shadow : 20
Copper : 30
Bronze : 40
Gold : 50
Agapite : 60
Verite : 70
Valorite : 80
Spined : 40
Horned : 60
Barbed : 80
Oak : 30
Ash : 40
Yew : 50
Heartwood : 60
Bloodwood : 70
Frostwood : 80
All Scales : 40
D [Soul Forge] Bonus is
Normal : 0
Royal city(center) : 10
Queen's : 30
If Durability is less than 50, correction rate decreases 0.02 each.
ex)
durability 30 --- correction rate is 0.60 (=1.00-0.02*20)
durability 45 and imbued --- correction rate is 0.70 (=1.00-0.02*5-0.20)
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So the boost to durability added by enhancing with oak is a big deal....
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http://spreadsheets.google.com/pub?key=tuxQwVOd4eHGnx8BUx-rHGg&single=true&gid=0&output=html
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Very nice spreadsheet!
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OK i have tried to prove or disprove these theroies.
I have imbued all day long with different formulas.
The only thing i have not used is the queens forge. I dont have the 10000 fame points needed
I produced and exceptional smith jingsa which auto gives you mage use and then added
7 stamina diamond and essence
18 LRC residue and amber
13 Reflect physical residue and citrine
88 luck residue and citrine
total 500/500 intensity
80 points extra for valorite enhancement
20 points extra for race buff (gargoyle)
10 soul forge in center of ter mur
500 + 80 + 20 + 10 = 610
610 * .8 = 488
By the above post we should only need 451 to get a relic. So i over did it but was trying different combos and this was my highest enhanced item. But it only gives me essence.
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I don't buy the material bonus numbers Mass.
If those numbers were correct then we could have used ASH over Oak all along, which was not the case.
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I think if an item is imued it will not yield a relic period.
But what confuses me and always has is algerba, even its simpilist form. Unless Im in class learning it, I forget it almost instantly. *points to mass* You are using simple algebraic equasions and totally confusing me! If A >= C D +B ugh!
:D
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I think i have a winner. We just use the ip handler in scriptuo and hack into the uo servers and change the code to only work with imbue intensity of less than or egual to ONE. This and only this will give us relics :)
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Lol, tried that. :p
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Lol, tried that. :p
And just how did I know that! :)
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I don't buy the material bonus numbers Mass.
If those numbers were correct then we could have used ASH over Oak all along, which was not the case.
I agree with Wilk about those material bonuses. I'm convinced that Oak ended up being better because it also gave a 50% durability increase.
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I don't buy the material bonus numbers Mass.
If those numbers were correct then we could have used ASH over Oak all along, which was not the case.
I agree with Wilk about those material bonuses. I'm convinced that Oak ended up being better because it also gave a 50% durability increase.
I dont believe them either. I was just making a point that going either way proved that I cant make a relic with the ideas i was using.
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I see you were giving us the counter example that proves the theory false.