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Anyone tested the runic changes yet on TC?

Discussion in 'UO Craftsman' started by Guest, Feb 8, 2008.

  1. Guest

    Guest Guest

    Hi,

    anyone have had time to test the new changes for runics and bods yet?
    Im mostly interested in the delay timer between bods.Wilki changed from 10 to 5 sec after a proteststorm but it seems that the 10 sec is back again.


    Im in the wrong timezone so I guess I have to wait until I come home from todays work before I can test.

    Only 8h left.
    [​IMG]


    Regards
    The Scandinavian
     
  2. Guest

    Guest Guest

    I've had a bit of a play with a valorite runic today and it sometimes seems to only apply 4 mods.

    I created a char with 120 smith and 100 arms lore, I made all double axes as I had a 100% chance to make it exceptional, and used gold ingots.

    With this setup, all the axes should have atleast 40 luck and 50 lower requirements from the gold, and 40 di from being exceptional and GM arms lore.

    Most of the axes had 5 mods, like the one below

    Poison ele slayer
    Luck 40
    DCI 14
    FC 1
    SSI 25
    DI 44
    Lower requirements 50

    But the ones below, look to have only 4

    1.
    Mage wep -20
    Luck 40
    HCI 13
    DCI 13
    SSI 30
    DI 40
    Lower requirements 50

    2.
    Spell channeling
    HLL 78
    HMA 44
    Luck 40
    FC -1
    DI 40
    Lower requirements 50
    UBWS

    3.
    Spell channeling
    HSL 44
    Luck 40
    HCI 14
    DI 43
    Lower requirements 50

    4.
    HLA 48
    Mage wep -21
    Spell channeling
    Luck 40
    DI 50
    Lower requirements 50

    5.
    HLA 46
    Mage wep -21
    Snake slayer
    Luck 40
    DI 40
    Cold resist 14
    Lower requirements 50

    6.
    Spell channeling
    HML 68
    Luck 40
    HCI 13
    DCI 15
    FC -1
    DI 40
    Lower requirements 50

    7.
    Spell channeling
    HML 74
    Luck 40
    DCI 13
    FC -1
    DI 40
    Lower requirements 50
    UBWS

    8.
    HML 68
    Snow ele slayer
    Luck 40
    HCI 14
    DI 40
    Fire resist 13
    Lower requirements 50

    9.
    Spell channeling
    Luck 40
    DCI 13
    SSI 30
    DI 40
    Lower requirements 50

    All of the axes listed were 100% Physical damage.

    I'm not sure how Spell channeling and fc works. #3 and #4 could have 5 mods because theres no fc-1, but #9 looks to have only 3 mods, or a max of 4 due to no fc-1.

    I'm no great crafter, its not my main character, and my only experience with runics is a DC on Europa and when crafting on test to try out a template, so I maybe totally wrong here, or being blind, but if someone with more knowledge then me can check this out and let everyone know.
     
  3. Theo_GL

    Theo_GL Grand Poobah
    Stratics Veteran Stratics Legend

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    You also need to post the dmg types. If its 100% physical, then yes, short mods.

    However if it comes up like 80 physical 20 fire dmg - then that is a 'mod'. Anything other than 100% physical with gold ingots is a 'mod'.
     
  4. Birdmon

    Birdmon Guest

    <blockquote><hr>

    Hi,

    anyone have had time to test the new changes for runics and bods yet?
    Im mostly interested in the delay timer between bods.Wilki changed from 10 to 5 sec after a proteststorm but it seems that the 10 sec is back again.


    Im in the wrong timezone so I guess I have to wait until I come home from todays work before I can test.

    Only 8h left.
    [​IMG]


    Regards
    The Scandinavian

    [/ QUOTE ]

    What is 5 sec...its 360 mins between BOD's. Im missing something...is it turning in BOD's thats 5 sec?
     
  5. Guest

    Guest Guest

    <blockquote><hr>

    All of the axes listed were 100% Physical damage.

    [/ QUOTE ] [​IMG]
     
  6. Theo_GL

    Theo_GL Grand Poobah
    Stratics Veteran Stratics Legend

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    The timing change is for turning in a bod and getting a new one.

    Right now : Turn in a bod - it resets your 360min timer immediately.

    Change on Test Center : Turn in a bod and it resets your 360 timer after 5 or 10 seconds.

    This is a change I am strongly against since they are doing it to slow down scripters - but they have ALL DAY to turn in bods. I only have a few hrs a day. This change hurts honest players (frustrates them) and doesn't slow scripters down at all. They have 24 hrs a day to turn bods in and wait for timer. I don't.
     
  7. Theo_GL

    Theo_GL Grand Poobah
    Stratics Veteran Stratics Legend

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    <blockquote><hr>


    9.
    Spell channeling
    Luck 40
    DCI 13
    SSI 30
    DI 40
    Lower requirements 50

    All of the axes listed were 100% Physical damage.

    I'm not sure how Spell channeling and fc works. #3 and #4 could have 5 mods because theres no fc-1, but #9 looks to have only 3 mods, or a max of 4 due to no fc-1.



    [/ QUOTE ]

    The way spell channeling works is this:

    Spell Channel with -1 fast Cast is one property
    FC 1 is one property

    If you get both of them (2 mods) on an item - the FC 1 cancels the -1 from SC and you get a SC no penalty weapon.

    Regarding #9 - if the dmg is 100% physical (no damage spread mod) then it does have 4 properties (assuming you have arms lore GM).


    Property 1 - SC -1
    Property 2 - FC1
    Property 3 - DCI 13
    Property 4 - SSI 30

    Metal Mods - Luck 40 Lower Req 50

    Arms Lore - 5% DI

    EX Bonus - 35% DI

    Now, if you don't have arms lore - then it should have come out 36% DI with an ex made item. If the runic rolls higher than 36% DI - it should take that instead (40) in which case you would have 5 mods.

    What could be happening (and this does NOT surprise me since we have seen it before) - is that you have arms lore and EX weapon for 40% DI and it is rolling something like 38% DI. That 38% is higher than 35% (old EX bonus before arms lore) and it is NOT dropping it like it should and instead considering it a property.

    Follow?

    In the past with NO arms lore in play, if a runic rolled 30% DI and you got 35% from EX - it would drop the 30% DI property and reroll. If it rolled 38% - it would keep 38% as property. They probably never updated the check for EX + arms lore. That would NOT surprise me one bit.

    I asked this when the arms lore changes were in beta but got no response from the devs.

    I'll add it to my list of stuff to report as bugs to EA.
     
  8. Guest

    Guest Guest

    Yes, all were created with a character with GM arms lore, and 120 smithing; and all had 100% physical damage.

    Yeh, I think I follow, its like the mage armor property on medable leather armor?

    So #3 and #4 do have 5 mods because they have spell channeling and no fc -1, but all the rest look to only have 4 mods.
     
  9. Guest

    Guest Guest

    Hi there,

    I can back you up on the lost hidden property.

    I did experience that a few times a few months ago.

    If you have armslore and roll DI between 35 and 40 you loose that property.
    Arms lore is defintely not considered in the code for reroll of DI property.

    BUT,if we are talking strictly Valorite hammers here that bug cant come out from the shadow because 85% min intensity makes the DI to be at least 42.5 and therefor higher than the 40 from armslore.


    Im off to TC1 now even if I hesitate abit.
    What will I do if I make my dream weapon on TC1?!?!!
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]


    Regards
    The Scandinavian
     
  10. Guest

    Guest Guest

    Seems its not just val runics, check here
     
  11. Setnaffa

    Setnaffa Certifiable
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    I gave it a try and was quite happy (actually, too happy) with the results. I agree with Theo that these are just a bit overpowering now. I like the intensities he recommended in his post.

    I did find a couple minor bugs though. Verite Hammers were actually giving intensities as low as 68% and Agapite Hammers were as low as 64%. I believe they are rounding down when they should be rounding up on their calculations.
     
  12. Guest

    Guest Guest

    I have now made a bunch of warforks with Val hammer.

    Im not sure if I should be happy that I didnt get any good or not.

    But I like the rest did get a few weapons with only 4 properties.

    Im very happy that we have discovered this already,its no way it can be released without fix when we have noticed it in the first hours of test.


    Regards
    The Scandinavian
     
  13. Guest

    Guest Guest

    Did some more testing today, same as yesterday, 120 smith, GM arms lore, gold ingots making double axes.

    All of them had 5 mods.

    Then I decided to try some Mage's Rune Blades. Most of them had 5 mods, but a few only had 4.

    1.
    HLL 72
    HSL 46
    HML 75
    Luck 40
    FC 1
    DI 48
    Lower requirements 50

    2.
    Spell channeling
    HLL 49
    Luck 40
    FC 1
    SSI 30
    DI 40
    Phys resist 13
    Lower requirements 50

    3.
    HSL 48
    HL 44
    Luck 130
    FC 1
    DI 47
    Lower requirements 50

    4.
    HML 66
    Spell channeling
    Luck 40
    FC 1
    DI 45
    Lower requirements 50
    UBWS

    5.
    HLL 75
    Luck 40
    DCI 13
    FC 1
    DI 49
    Lower requirements 50
    UBWS

    6.
    HLA 48
    Mage wep -20
    Luck 40
    DCI 15
    FC 1
    Lower requirements 50
    Phys dmg 20
    Fire dmg 40
    Poison dmg 40

    All were 100% phys dmg, unless stated.

    It might be because Mage's Rune Blades have FC 1 and its also getting added through the runic and not getting rerolled?
     
  14. Redxpanda

    Redxpanda Lore Keeper
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    I checked em out, was able to make acceptable armor easily with smith and tailor using the lowest runic with dull copper ingots for smith and barbed leather for tailor. The results when i used the higher runic wasn't dramatic enough to mention. This was just in one session though, more testing will be needed to say for sure.

    Also was able to make a 103 LRC suit and very high armor (seperate suits) using 1 spined runic kit (45 uses) and barbed leather.
     
  15. Shelleybean

    Shelleybean Certifiable
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    They updated test center with a fix for the damage bug. [​IMG]