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Clueless on armor and weapon stats

Discussion in 'UHall' started by Kristy, Nov 27, 2014.

  1. Kristy

    Kristy Adventurer

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    Can anybody direct me to a site that could help explain what stats are wanted, at what intensities, and that will explain what a desirable piece of armor would be?
    Sadly I really am clueless about these things, and have just been taking any weapon and armor piece with high numbers. Whether they are stats that are paired together for a wanted piece, again I have no clue and would like to learn how this works. Thanks so much!!
     
    BrianFreud and MatthewD88 like this.
  2. NuSair

    NuSair Babbling Loonie
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    If only it were that easy. A lot of that depends on what the specific template is, if it is PvP or PvM.

    There are a few cross over pieces, like a clean piece of jewelry with MR4 (or even 3) on it, SSI 10. For armor, you want armor that pretty much matches what people are looking for on templates. Good resist with mods that match their templates. Stamina increase of 10, LRC, LMC. There aren't many just clear cut answers.
     
  3. Yadd of Legends

    Yadd of Legends Certifiable
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    I don't know of a single source. Try checking the traders forum and notice what items are drawing high prices and try to figure out the pattern. Basically the valuable pieces are the ones whose properties go together with templates and are of higher strength than a crafter could make - without any wasted properties. Of course cursed is going to kill the price, and antique is going to greatly devalue it.
     
  4. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    If you're not sure, stick to the basics while you wander around, do your thing, and sort it out.

    Mages need meddable armor and Lower Reagent Cost.

    Warriors need Hit Chance Increase, Defense Chance Increase, and Damage Increase. (Maybe Swing Speed Increase depending on the kind of weapon you use.)

    All character types need total resists in the 60s and as close to all 70 as possible, preferable is 70 in all resists.

    Until you figure it out, I recommend, stick to those basics. If you, say, play a warrior and notice that Mana is more of an issue for you than is Stamina, swing speed, healing time, etc., for whatever reason....Then start looking at lower mana cost, mana regen, mana increase, etc. Sometimes this'll even mean you can change one of the basic things -- but rarely.

    If you play a necro warrior of some kind (be it the Sampire type or some other type) and notice yourself running out of reagents then you likely need to look at LRC even if other, similar warrior types don't need it. (The point is gonna be that you need it, for however it is that you play.)

    -Galen's player
     
  5. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    If you're looking to sell as opposed to use, then I'd say to look for the approximate Imbuing intensity, and either for items with one or two desirable properties and nothing else (thusly it can be Imbued up) and/or something that has something over the normal cap. (For example, anything with FCR4 deserves a second look, even if it doesn't deserve a third.)

    -Galen's player
     
  6. SugarMMM

    SugarMMM Journeyman
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    I'm in the same situation and have many many houses and characters with full inventories of jewelry, weapons and armor that I don't know anything about.

    Years ago I picked up another game while still paying for many UO accounts and they used a color system so you knew if something was good/desirable. Then I came back to UO and they had changed the names of everything and put all of the percentages on everything and I was totally lost!

    For me there needs to be something in game like a collectable coins/stamps/baseball cards type of shop that can tell you what something is worth. Also it gets even more confusing for me if an item as it stands is OK then could be better if you imbued it or decided to just unravel it?

    So I guess i'll just keep storing all of this stuff until I can figure it out.
     
  7. DJAd

    DJAd Stratics Legend
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  8. Warpig Inc

    Warpig Inc Babbling Loonie
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    The key is a container engraving tool and a luck maxed disco tamer with a pack of frenzy ossi or hell hounds. Engrave a container for each of your character to toss gear into that is related to their template. And the tamer can go out and pound creatures for the new loot system goodies. Have another marked container for gear that is worthy of imbuing and enhancing. If that container fills do not start another. A second, third and so on containers is just admitting your not managing your time correctly. Or are a lazy hoarding dreamer.

    Now once your other diva templates sort through the gear they will be able to build and improve their gear over time. Those items that don't fit have options. Might have a use to another template. Build a second suit with the leftovers and bag it in that characters container. Useful so you have no worry about wearing cursed or fast decaying gear. If your really racking in the gear maybe build full 3rds suit of leftovers as vendor bait sets based around a template. Or just stock single bits good for putting on vendors at cheap price.

    A last container is the anti hoarder container. A empty water barrel works here. This container is where one character is your Brit trash turn in points collector makes points. Or as a crafter type is your unravel container for your Imbuer. House filled to cap locks? It is time to work on suits and fill the barrel or stock vendors.

    UO is a massive game. Realize and live within the time you can put into the game. Everyone does not need to live in a castle on top of the hill and solo Mr. Sasher as a hobby. RL is stressful enough and your gaming time shouldn't be dog piling on also.
     
    Smoot likes this.
  9. Smoot

    Smoot Grand Poobah
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    Alot of information here is just wrong.
    like, not all mages need med. a good studded piece is actually more valuable now.

    A few basics:
    overcapps are good - mainly 10 stam and 15/18 sdi. also 20 hci, 20 dci, 30/35di is also sought after.
    On jewels, fc1 fcr3 greatly increases value. there are tons of jewels with 18sdi, but not many with 1/3 18sdi. boost that above imbue weight with 15 dci 25 ep and a skill, you have a gem.
    things with a mish-mash of properties that dont go together well arnt worth much (like say half combat, half caster properties) some can have value, but arent generally as desirable as all properties going together. the only exception is if you get into items with 7-14 mods.

    PVP mods / pieces usually sell for lots / are much more direable than pvm.
    For example a 100 resist piece with 10lmc 20lrc 2mr 8mana might be 5-10mil right now.
    ---add in 3 casting focus on that piece you might have a 50mil piece
    ---add in 3 casting focus 12 damage eater you might have 100mil piece
    ---add in 3 casting focus 15 damage eater you might have 200 mil piece
    ---add in 3 casting focus 15 damage eater 4 hpr you might have 400mil piece.

    You will alsmost always need EP on pvp jewels. Especially rings, since you can use a bracelet with no ep with a 50 ep ring to get it in.
    A swing speed piece will almost always need room for hci / dci now to have any value at all.
    5s are basically worthless now. totally clean 5 worth about 2mil. 10s are the new 5s in value.

    Keep in mind common arties and the stats needed to build suits around them
    For example: Kasa of rajin, enchanted kelps are common arties in pvp suits. To use them most effectively you need LMC on your other pieces
    Because of this, head / leg items usually hold less value than the same item in arms / gloves / tunic / neck.

    Rarity: some things do come down to rarity. Like clean 5 stam on jewels is very rare. stam with ssi is not rare now. so those 5stam jewels are worth much more than ones with ssi/stam just because of the rarity.
    Add onto that what they are capable of (now mainly the viability of 211 stam suits with 1 slot used for arty (mace and shields or prismatics) price has gone up.
    Things like Damage eater and casting focus only spawn on certain mobs, so just that makes them more rare and they are desirable.

    UO armor is like a complicated puzzle. There are only so many slots available and so many configurations. think about where people are getting those stats from, how to fit in those stats, and the valuable pieces will start to become apparent.
     
    #9 Smoot, Nov 28, 2014
    Last edited: Nov 29, 2014
  10. Kristy

    Kristy Adventurer

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    I thank you all for your helpful replies. I was able to understand ALOT more now of what is desirable in a piece! i now have alot of junk in my house to unravel haha! Again...thank you all :)
     
  11. Yadd of Legends

    Yadd of Legends Certifiable
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    Lol
     
  12. Deep Ellum Dan

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    An example for my Bard/Mage/Healer is the following and it works pretty good for me...
    [​IMG]
     
  13. popps

    popps Always Present
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    If you play the Enhanced Client, Pinco's UIs have some color coding to tell quality of loot though, rather then on use it is more based on what materials they give when unravelling them. But at least it gives a rough idea.

    Some modifiers are more wanted then others and most of all, the "combinations" of modifiers on an item make its worth....
    For example, some modifiers are mostly for Mages so, an item that has high spellcasting modifiers BUT also has other modifiers for dexers, could be "ruined" by this mixed salad of unrelated modifiers. Sure, it has high spellcasting modifiers but the co-presence of dexers' modifiers useless to spellcasters might make it not as desirable for a spellcaster.....
    It is not a "well rounded up" item with just spellcasting wanted modifiers....

    So, the way to get to understand items and their modifiers goes through learning Templates and their combination of skills. Some of them are very effective for PvM some different ones for PvP and thus, because of their effectiveness in their respective fields of play, they are highly desired.
    So, whatever modifiers those templates need are the modifiers on items which players want, to make their Templates more effective....

    There is then other items which carry modifiers which cannot be "created" through the use on imbuing, because of game restricitions, on those items. Swing Speed Increase 10 on jewellery is an example. Since for a dexer it is very important to have high SSI to be then able to leech back as much health and mana (their leeching is related to damage done which is related to swing speed increase), even though on a weapon the SSI CAP is much higher then on jewellery, since there are some modifiers which can only be applied to a weapon like Hit Life Leech or Hit Mana Leech and others, a lot of players prefer way more not to have any SSI on their weapons so as to have a free slot for another modifier that is more important to have on a weapon....

    It sounds complicated, and it sure is....... it makes the learning curve for Ultima Online way steeper then compared to other games but personally, I think this complexity is what makes Ultima Online a GREAT game....

    This said, I'd sure LOVE to see a Comprehensive Guide about building Templates and dealing with modifiers and items......
    Somewhat bit and pieces can be found on Stratics in the Professions Forums, but it would greatly help a whole lot of new or returning players if there was a comprehensive Guide that recollects at least the most played out Templates for PvM and PvP and their most needed/wanted gear set ups....

    A lot of players use spreadsheets as help to build up their preferred templates. There is several out there and some are better then others though, I am not sure where one can find them.... It would be nice to see these spreadsheets offered as Resources to playing the game on Stratics so as to make it easier to UO players to find and use them ......

    It would also be nice if the Enhanced Client would offer a Template Editor, the client can access the database of all items existing in the game and thus would be always able to be updated with artifacts. The player would then click on the random item generated as loot to add it to the database to then compute the building of a suit taking into account all CAPs and so forth.

    A calculator, an editor, to help build templates, built in the Enhanced Client....

    Hey Pinco, is this something we can see at some point ?
     
    #13 popps, Nov 29, 2014
    Last edited: Nov 29, 2014
  14. Capt. Lucky

    Capt. Lucky Babbling Loonie

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    To keep it as basic as possible... With my new characters.... First I try and hit all 70s on my suit resists. Then if it's a warrior I look for HP and Stam regain. On my mages I look for mana regain. After that I look for something a little bit better and overtime replace an item with something slightly better. Say instead of having just +2 mana regain, maybe something with +2 mana regain and +8 intelligence. I just keep doing that with all my characters and it's a constant never ending thing. I don't use anything imbued, cause once I get a nice suit I never want to see it get to the point I will have to throw it away. So that makes it a little harder but much more satisfying. Rings and such can fill in some gaps with holes in your numbers and stretch those skill maximums. Tossing on robes, plus regain aprons/belts, capes, earrings, and even sandals can help. Powder of Fortification is my friend. Probably cause I'm a little OCD lol. There are some incredible shields out there if you use them. I take a sheet of paper, write down my character's name, then list everything he's wearing and all of their properties. Then hit vendor search and start shopping! Also when you write it down it gives you a nice chance to see how the numbers fit together and which pieces have weak spots. Keep in mind replicas can't use powder of fortification and will eventually need to be retired. I tend to stick with straight leather or mage armor pieces as anyone can use it.

    On weapons I like lightning, SSI, damage increase, etc. Spell channeling is always nice on anything. You can compare a weapon you have to another and get a pretty good idea which one is better. Don't make it too complicated, have fun with it. Often you can resell your old stuff and recoup a lot of the cost when you trade up. Or give that armor to another weaker character. I believe this was already listed but I check stuff here if I'm wondering about a property, cause as you know there's a lot of them http://www.uoforums.com/topic/9395-item-faqs/ Prices are all over the place, you can get great deals if you shop a lot. Another little quirk of mine is if it's brittle, antique, -100 luck, etc I don't bother with it. If it has negative properties I pass. Throwing together a perfect suit has never happened to me in a day. It probably will never happen, lol. It takes time and never seems to be complete as there are always items that seem a little bit better than I have.
     
  15. Yadd of Legends

    Yadd of Legends Certifiable
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    All good points, but a few qualifiers on imbued and brittle items.
    If like the idea of not seeing that extra imbued or brittle tag on an item, that's fine. Armor and weapons do look more awesome clean,
    But practically speaking, I've put hundreds of hours on imbued armor and weapons and they've only lost a few of their 255 durability (they go a long time before the need repair and they repair back up with only a point loss each time). By the time they're even close to wearing out - three or four years from now or longer - something new will have come along to make them obsolete anyway. I wouldn't worry about using imbued or brittle (same thing) items.
    Bit I think the OP's real question was what she could sell. Marketwise, brittle lowers the price but doesn't make it worthless. I sold a loaded brittle tunic for 25M that no doubt would have fetched a lot more if it had not been brittle - but to me, 25M is a lot of gold and I was happy. So don't just unravel them, by any means.
     
  16. Capt. Lucky

    Capt. Lucky Babbling Loonie

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    Yup everyone has their own views. To me brittle and imbued are worthless. Especially brittle. I might use imbued if it was a couple k, but since it's usually a million and up forget that. I made a legendary imbuer and have no idea why other than I thought I should have one lol.
     
  17. Smoot

    Smoot Grand Poobah
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    just wondering, what do you do for jewels now? all spawning jewels now are technically brittle, cant be pofed and will eventually wear out. pre-patch only?
     
  18. Capt. Lucky

    Capt. Lucky Babbling Loonie

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    Well jewels are still available. I stocked up pretty heavy when the patch came in. Most of my characters are established so they were for the most part set before the patch. All my suits don't require jewels, so the jewels are for shaving points off my skills or DCI SSI kinda thing. If I'm absolutely forced to use them at some point, that's the way it goes. But I have a feeling the jewels that don't wear out will tend to be a premium item now and I'll pay a premium for them :) People always say that these imbued items "last for years" and that is certainly not the case with me. I assume I'm hard on my items ;) Plus being mostly retired I guess I put a lot more hours on my stuff than the average working Joe.