Author Topic: An Idiots (Crisis) Guide to Armor Refinements  (Read 8037 times)

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Offline CrisisTopic starter

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An Idiots (Crisis) Guide to Armor Refinements
« on: April 09, 2015, 02:59:38 PM »
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Refinements are placed on non-medable armor. You can use deflecting which decreases max individual resist while increasing max defense chance increase by one or reinforced which increases max individual resist while lowering max defense chance increase by one.

The looted refinements come in 6 different flavors and they affect different types of non-medable armor:
varnish - Woodland and Gargish Stone Armor.
Gloss - Woodland and Gargish Stone Armor.
Wash - Hide, Studded, Studded Samurai, and Bone Armor.
Cure - Hide, Studded, Studded Samurai, and Bone Armor.
Polish - Chainmail, Ringmail, Platemail, Samurai Platemail, Gargish Platemail, and Dragon Armor.
Scour - Chainmail, Ringmail, Platemail, Samurai Platemail, Gargish Platemail, and Dragon Armor.

They can be looted from Treasure Maps, MiB Chests, Merchant Vessels, Pirate Vessels, Town Shop Container Stealables, and Champion Spawn Bosses. They come in 5 different levels:
Defense - Applies one modification.
Protection - Applies one modification with a chance to apply two modifications.
Hardening - Applies two modifications with a chance to apply three modifications.
Fortification - Applies three modifications with a chance to apply four modifications.
Invulnerability - Applies four modifications with a chance to apply five modifications.

You can combine lesser ones to get greater ones using a Refinement Amalgamator which can be purchased for 10,000 clean-up points from the Cleanup Officer in in New Magincia, Britain, New Haven, Ter Mur, or Buccaneer's Den.

Combining 2 "refinement" of defense turns into 1 "refinement" of protection, combining 3 "refinement" of protection turns into 1 "refinement" of hardening, combining 4 "refinement" of hardening turns into 1 "refinement" of fortification, and finally combining 5 "refinement" of hardening turns into 1 "refinement" of fortification.

To make these refinements able to be put on armor, you need to purchase raw materials from NPC vendors.

You go to a blacksmith to purchase Malleable Alloy which is then combined with Polish (DCI) or Scour (Resists) I.E. combine 1 Polish of Invulnerability + 20 Malleable Alloy = 1 Polished Plating of Invulnerability.

You go to a carpenter to purchase Solvent Flasks which is then combined with Gloss (DCI) or Varnish (Resists) I.E. combine 1 Varnish of Invulnerability + 20 Solvent Flasks = 1 Varnished Resin of Invulnerability.

You go to a tailor to purchase Leather Braids which is the combined with Wash (DCI) or Cure (Resists) I.E. 1 Cure of Invulnerability + 20 Leather Braids = 1 Cured Thread of Invulnerability.

The whole system is fairly easy to use, the only real suggestion that I have is to buy multiple Refinement Amalgamators. It is very easy to think you have 3 Cures of Protection for Hide only to find out after putting 2 of them into the Refinement Amalgamator, that the third one is actually a Cure of Protection for Studded or something like that. You cannot remove them from it so they are stuck until you find that last one. I am the proud owner of 4 Refinement Amalgamators because of that.  :o
« Last Edit: April 09, 2015, 05:46:51 PM by Crisis »

Offline Goliath

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #1 on: June 16, 2015, 10:01:46 AM »
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Nice write up:)

I am returning to the game after a long break and find myself relearning a LOT of old mechanics; as well as, all the new additions to the game.  This system of "refinements" sounds interesting.  Can you by chance give a screenshot or show us a few things that you have been able to make with these refinements to maybe provide a better understanding as to just how powerful these can be?

Offline unisharp

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #2 on: June 21, 2015, 04:50:53 AM »
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I'd like to add that after you raise your caps, you still have to get extra resistances or DCI to reach that cap.

For example, if I refined my suit for a cap of 70 DCI, then to make use of that I'd actually have to have 70 DCI on my suit (which ain't all that easy depending on your template.)

Offline Gemviper

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #3 on: October 16, 2016, 04:23:58 PM »
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I just found a chest with 100+ mixed refinements and a few amalgamators at an idoc and am trying to figure out what to do with them. Great guide. DCI works vs melee and ranged attacks only but has zero impact on incoming spells if I remember correctly. Therefore on a mage who avoids close combat in pvm and rarely is attacked by an npc archer DCI is next to useless. That means I want to stack on the resists even if DCI falls a bit. Since these are for non-medable armor only I'm assuming it works with plate w/ mage armor attribute?

What I don't get is the levels, defense to invul. If I use an invul on one piece that's like using defense on 5 pieces in terms of effect, right? So if I want a specific resist higher, but not all of them, I have to go with the lowest level scour for example? 75% is resist cap for a human so it would take invul x 5 pieces to reach 75/75/75/75/75 max right?

Trying to figure out which is worth more. Should I amalgamate them all into higher levels to make them worth more if I just want to sell them? I'm thinking yes just because they will be more rare but is it worth the reduction at each step.

edit: looking at vendor search it seems only the regular platemail armor type with reinforced bonus are worth much. I guess that answers my question, plate wearing melee like to increase their resist caps.
« Last Edit: October 16, 2016, 04:39:24 PM by Gemviper »

Offline CrisisTopic starter

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #4 on: October 16, 2016, 04:37:25 PM »
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Yes, you want to algamate them higher. Invulnerable is the way to go. There isn't a huge call for them but the invulnerables can go for a couple mil each.

Offline Gemviper

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #5 on: October 16, 2016, 04:41:09 PM »
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A script that looks in a bag and automatically amalgamates if there are enough for an upgrade would be cool.

It's a bit tough to sort out a bag because when you drop one on another it randomly jumps to a different spot in the bag, lol. Also it's easy to mix them up because of the 5 different levels or 6 different kinds each with different armor and bonus types.

Also, 76 would be cap, not 75? 6 pieces of plate with +1 to each resist... so much to re-learn, it's been ages since I even imbued anything.
« Last Edit: October 16, 2016, 04:47:10 PM by Gemviper »

Offline unisharp

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #6 on: October 19, 2016, 03:28:00 AM »
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A script that looks in a bag and automatically amalgamates if there are enough for an upgrade would be cool.

It's a bit tough to sort out a bag because when you drop one on another it randomly jumps to a different spot in the bag, lol. Also it's easy to mix them up because of the 5 different levels or 6 different kinds each with different armor and bonus types.

Also, 76 would be cap, not 75? 6 pieces of plate with +1 to each resist... so much to re-learn, it's been ages since I even imbued anything.

You can refine 6 pieces, but only 5 pieces count.

Resist cap: 75
DCI cap: 70

Offline Gemviper

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #7 on: October 19, 2016, 07:29:19 AM »
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I forgot about that 5 piece rule, ty.

If I refine the other way to increase DCI... I have 45/45(50/50 in white tiger form) and am wondering if going to 70 results in 75 in white tiger form or if the mechanics ignore any of the DCI. If the calculations are the same, two people with 120 weapon skill with the attacker at +45HCI and defender at +70 DCI would make it a 42% chance to get hit, or close to it.

I'm still looking for the latest from mesanna on "overcapped DCI", I know I saw it some months ago. I vaguely remember something about the mechanics treating it like 45 anyway somehow.

edit: found it - http://uo.com/2013/02/22/updated-publish-81-on-tc1/

Quote
Max Defense Chance Increase Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to a maximum of 95 while lowering max resists.
Has it been lowered since then?

Quote
Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
Talk about diminishing returns, you give up a whole lot of resist just to keep 43 DCI making you more vulnerable to mages.

According to the post it's 2 for 1. Lowering or raising 1 resist results in a 2 pts movement on DCI. Which is the favorite PvP resist again? Oh yeah, it changes weekly.

95 DCI vs 45 HCI = 38% chance to hit according to the mechanics on stratics... can't be right.

edit#2 - The link above was to test center publish 81, this is to an official post about publish 81 - http://uo.com/2013/04/15/publish-81-patch-notes/
Quote
Hit lower defense now scales 35% of the players Defense Chance Increase and remains -25 DCI versus non players. Hit lower defense now ignores over capped DCI.
So it's 35% scaling not 55%? And it's 1 to 1, hence the 70 DCI cap(75 in white tiger form?). I can't find any newer releases about it, has it changed since?
« Last Edit: October 19, 2016, 08:05:01 AM by Gemviper »

Offline Gemviper

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Re: An Idiots (Crisis) Guide to Armor Refinements
« Reply #8 on: November 03, 2016, 12:21:16 AM »
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Made a pretty extreme mage suit with these even while using mage armor on one imbue slot but I and am now the proud owner of 6 amalgamators because I don't have enough to finish them or put the wrong one in... these need a script to combine efficiently!  On the to-do list, lol.

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