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Dissapointed with the Runic System :(

Discussion in 'UO Craftsman' started by aarons6, Apr 3, 2008.

  1. aarons6

    aarons6 Certifiable
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    i got me a agapite hammer, a legend smith with gm arms lore and a +30 ash.

    sat down with some dull copper and a few golden ingots and made some weapons for my new swordsman.. radiant scimitars

    the result, 7m gold worth of junk [​IMG]

    the best one that i see is.


    HLA 38
    HLD 38
    HML 50
    LUCK 95

    how do i make it save a log of the weapons so i can post it?
     
  2. Guest

    Guest Guest

    most people just scribble them down in a list with the relevant stats.

    are you using a talisman at all for blacksmithing? You can get upwards of +30% to your chance of getting good mods/increasing what you have.
     
  3. Setnaffa

    Setnaffa Certifiable
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    Talismans only effect whether you can make the weapon and your chances of making it exceptional. They have no effect on the intensity of the properties.
     
  4. Guest

    Guest Guest

    I just read that... I stand corrected (actually I have to stand corrected, it's these damn shorts...)

    [​IMG]
     
  5. you can use UOA, sell agent or something that will list everything you have in a selected Bag
     
  6. ZippyTwitch

    ZippyTwitch Lore Keeper
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    Plus using an ancient hammer does not effect using a runic hammer. If you try holding the ash and double click the runic. It will use charges from the ash not the runic.
     
  7. aarons6

    aarons6 Certifiable
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    yes and its like you have 150 skill
    this lets me have a 100% chance at exceptional.

    ill try the sell agent.
     
  8. aarons6

    aarons6 Certifiable
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    ok i got it, these are the weps minus the one i told you about in the begining.

    dull copper radiant scimitar exceptional Weight: 9 stones hit lower defense 34% spell channeling mage weapon -22 skill luck 98 faster casting -1 damage increase 40% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 144 / 144, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones hit life leech 42% luck 82 damage increase 40% energy resist 12% lower requirements 50% physical damage 50% fire damage 30% poison damage 20% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 144 / 144, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones scorpion slayer hit life leech 47% damage increase 54% physical resist 12% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 288 / 288, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones orc slayer hit harm 36% luck 86 damage increase 40% fire resist 11% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 432 / 432, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones hit lower defense 38% spell channeling hit chance increase 13% faster casting -1 damage increase 40% lower requirements 50% use best weapon skill physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 144 / 144, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones hit stamina leech 44% swing speed increase 25% damage increase 40% poison resist 14% lower requirements 50% physical damage 10% fire damage 30% cold damage 20% energy damage 40% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 144 / 144, Price: --

    dull copper radiant scimitar Weight: 9 stones hit mana leech 55% hit chance increase 11% damage increase 40% lower requirements 50% use best weapon skill physical damage 20% cold damage 60% energy damage 20% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 144 / 144, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones hit mana leech 33% mage weapon -20 skill swing speed increase 30% damage increase 40% lower requirements 50% use best weapon skill physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 144 / 144, Price: --

    dull copper radiant scimitar exceptional Weight: 9 stones hit mana leech 52% hit magic arrow 40% air elemental slayer spell channeling faster casting -1 damage increase 40% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 432 / 432, Price: --

    golden radiant scimitar exceptional Weight: 9 stones spell channeling hit lightning 38% hit stamina leech 34% luck 40 faster casting -1 damage increase 45% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit magic arrow 34% mage weapon -22 skill spell channeling luck 40 faster casting -1 damage increase 40% lower requirements 50% physical damage 50% fire damage 10% cold damage 40% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit harm 32% mage weapon -23 skill luck 40 damage increase 53% lower requirements 50% physical damage 10% fire damage 30% cold damage 30% energy damage 30% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit lightning 44% luck 105 damage increase 54% fire resist 13% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit fireball 50% troll slayer luck 123 damage increase 53% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones mage weapon -21 skill luck 40 swing speed increase 25% damage increase 54% cold resist 12% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden ornate axe exceptional Weight: 12 stones mage weapon -21 skill hit stamina leech 36% luck 40 damage increase 40% physical resist 14% lower requirements 50% use best weapon skill physical damage 100% weapon damage 18 - 20 weapon speed 3.5s strength requirement 22 two-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit lower defense 44% hit stamina leech 48% luck 40 faster casting 1 damage increase 40% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit lower attack 38% luck 40 faster casting 1 damage increase 49% lower requirements 50% use best weapon skill physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones ophidian slayer hit lower defense 34% luck 127 damage increase 55% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 216 / 216, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit lower attack 46% luck 40 defense chance increase 14% damage increase 40% physical resist 13% cold resist 10% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones earth elemental slayer luck 40 hit chance increase 14% damage increase 55% physical resist 10% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit harm 34% luck 40 hit chance increase 13% defense chance increase 13% damage increase 40% lower requirements 50% use best weapon skill physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit lower defense 40% luck 136 damage increase 40% lower requirements 50% fire damage 20% cold damage 30% energy damage 50% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --

    golden radiant scimitar exceptional Weight: 9 stones hit dispel 44% hit mana leech 57% luck 127 defense chance increase 12% damage increase 40% lower requirements 50% physical damage 100% weapon damage 12 - 14 weapon speed 2.5s strength requirement 10 one-handed weapon skill required: swordsmanship durability 72 / 72, Price: --
     
  9. if you are going to burn an aggy hammer making radiants, shouldn't you burn some sapphires as well and get the extra mod for twinkling scimitar? Or am I confused.
     
  10. Setnaffa

    Setnaffa Certifiable
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    You are not confused. You are spot on. The Twinkling Scimitar recipe requires a Dark Sapphire. It's basically a Radiant Scimitar with an extra DCI 6% that will stack up to DCI 15% if you roll some DCI with a runic. If you are going to make Radiant, invest in some Dark Sapphires and make Twinkling Scimitars.
     
  11. Guest

    Guest Guest

    And might as well make a Heavy ornate axe for the extra mod too. Gotta love those gems!
    I gotta get the recipe tho.
     
  12. Avalonia

    Avalonia Guest

    <blockquote><hr>

    Talismans only effect whether you can make the weapon and your chances of making it exceptional. They have no effect on the intensity of the properties.

    [/ QUOTE ]

    The exact same is said of the ASH but talismans don't have charges and ASH do.
     
  13. Setnaffa

    Setnaffa Certifiable
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    <blockquote><hr>

    <blockquote><hr>

    Talismans only effect whether you can make the weapon and your chances of making it exceptional. They have no effect on the intensity of the properties.

    [/ QUOTE ]

    The exact same is said of the ASH but talismans don't have charges and ASH do.

    [/ QUOTE ]ASH's also effect your chance to enhance an item and, to a smaller degree, your chance to repair an item. A +15 ASH has the same effect when making a Plate Tunic as wearing a 30/30 talisman, so ASH's can help alot more, though they do get used up. So I'd have to say the exact same cannot be said of an ASH as I said of a Talisman.
     
  14. Setnaffa

    Setnaffa Certifiable
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    <blockquote><hr>

    <blockquote><hr>

    You are not confused. You are spot on. The Twinkling Scimitar recipe requires a Dark Sapphire. It's basically a Radiant Scimitar with an extra DCI 6% that will stack up to DCI 15% if you roll some DCI with a runic. If you are going to make Radiant, invest in some Dark Sapphires and make Twinkling Scimitars.

    [/ QUOTE ]

    I want to clarify. The tinkling will add 6dci to the 15dci that you might roll. So you can have 21dci max (I assume). I made some twinks with 19dci so far this weekend.

    [/ QUOTE ]Are you certain on that? I've made hundreds of Twinkling Scimitars and I've never gone over DCI 15%. You might want to go back and check on that.
     
  15. Guest

    Guest Guest

    I'll double check when I go home, but I see some twinks at luna too. Perhaps fixed with the change?
     
  16. Guest

    Guest Guest

    Confirmed. I have two twinks with 19dci. Whoo hoo, it stacks!
    Unfortunately, I have made NOT ONE ssi.
     
  17. Setnaffa

    Setnaffa Certifiable
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    Wow! They must have made a change with the last publish! Hah! I need to make some more weapons....
     
  18. Avalonia

    Avalonia Guest

    <blockquote><hr>

    <blockquote><hr>

    <blockquote><hr>

    Talismans only effect whether you can make the weapon and your chances of making it exceptional. They have no effect on the intensity of the properties.

    [/ QUOTE ]

    The exact same is said of the ASH but talismans don't have charges and ASH do.

    [/ QUOTE ]ASH's also effect your chance to enhance an item and, to a smaller degree, your chance to repair an item. A +15 ASH has the same effect when making a Plate Tunic as wearing a 30/30 talisman, so ASH's can help alot more, though they do get used up. So I'd have to say the exact same cannot be said of an ASH as I said of a Talisman.

    [/ QUOTE ]

    You are 100% correct that they have added bonuses for enhancing items, but they make no difference that a tailsman cannot when crafting items. They take charges to add a chance to get exceptional items. Talismans do not take a charge to get a chance of capping out with an exceptional item. The person in question was crafting items not enhancing them, so I stand by what I said that in that case the tailsman added the exact same effect an ASH would except the ASH takes a charge and the talisman does not.
     
  19. Basara

    Basara UO Forum Moderator
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    And you would still be wrong.

    A Talisman can be AT BEST the equivalent to a +15 ASH (+30%/+30% talisman), and I've yet to personally see a talisman better than +28%/+28%.

    There are a number of things you CANNOT craft 100% exceptional with the best talisman, without an ASH as well.
    Plate Arms, Plate Legs, Plate Tunic
    All of the SE plate types (except the Jingasa)(and remember that these have mage armor automatically when exceptional),
    Dragon Barding Deeds (20% damage reduction at exceptional vs. 10%, and you lose about 250 ingots when you smelt a deed)
    All of the ML weapons (normal and recipe versions)

    Most of these can be crafted 100% Exceptional using a high end talisman AND a +15 ASH, with a few Samurai Empire things even requiring either a +30 ASH and a Talisman, or a +60 ASH by itself. (several SE Plate pieces, Chaos &amp; Order Shields, Tessen, Lajatang)

    ************

    Please stop making sweeping blanket generalizations without checking your facts first.....