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Discussion in 'UHall' started by blueturtle, Mar 22, 2009.
is dropping way to fast now, i played for all of 5 minutes and my sash alrdy dropped 5 points
Yeah it's crazy fast.
Now you know why those items aren't worth 50 mil. Too bad so many people got suckered.
I noticed that also and another thing effected is the fire horn. One would break in five champs. Now they break like two per champ. The spawn rate as loot is not improved so maybe another thing to add to the crafters list.
Well if you look at it realistically, clothing should break easier than metal or leather. If you take a sword and slash at a shirt it is going to get messed up way faster than slashing at a plate mail tunic. Also, fire horns can randomly break at any moment, there is no "set" amount of durability that it has.
* A fire horn is a weapon that can only be used by bards.
* It works as a kind of area effect fire damage spell.
* The more points you have in the 4 bard skills, the more damage you will inflict.
* Using a fire horn requires at least 52.6 Musicianship skill.
* Using a fire horn will use up 4 Sulfurous Ash.
* You have to be within 3 tiles of your target to use a fire horn.
* When you use a fire horn there is a small delay until you can use it again.
* Each time you use a fire horn there is a 1% chance that it will break.
* When used against another player the fire horn will do less damage than against a monster.
Been using the firehorn for yeeeeaaaaarrrrrrrrsssssssss and I have a template based around it's use. I know through experience that there is a big change on how long they last now. I cna burn through firehorns in one night that took me months to break before. And gathering is not in stone like gagoyle picks can be gathered as loot. So if this is the new break rate then they needed to be a new crafted item or a standard loot item on sea serpents.
I agree that clothing should wear out faster but it hasn't been around but for the hats to give a basis on wear. Even if robes, sashes and boots will wear fast it just suuports the hunt for more market.
Hate to burst your bubble but maybe you could show evidence of a change by doing an experiment and finding if they truly are breaking more often than they should. Maybe test 20 of them and see how many tries it takes for each to break. Then maybe you may have a valid point. And no that wasn't meant to sound harsh, just need more than your say so for evidence. Other clothing items that have durability have always worn faster than other pieces of attire such as leather. Hat of the Magi wears down way faster than other pieces of armor if you notice.
This is how armor loses durability explained in a FoF 2 years ago
You get hit (by any source - weapon, spell, whatever) and you roll to see which bit of armor is affected, out of the following armor slots:
back (cape, quiver)
dress (sash, etc - the over-chest slot)
skirt (kilt, apron, etc - the over-legs slot)
If there's no item in that slot, or the item isn't one that has durability points, nothing happens.
If there is a damagable item in the slot, there's a second roll to see if it takes damage.
Normally, it's a 20% chance
If you got hit with a mace weapon, it's a 75% chance.
However from my live shard testing when I get hit I do sometimes lose durability on MULTIPLE pieces of armor.
The FoF suggested only ONE location of armor should have 20% chance (75% if hit my mace) to lose 1 point of durability.
Ok according to the FoF there are 9 locations for armor/clothing. In the case of Lut. Guards Sash there's 11% chance for the sash location to "win" the roll and then a 20% chance for it to lose durability. Combined together for every hit, there's 2.22% chance for sash to lose 1 durability (8.33% if hit by a mace weapon). So for your sash to lose 5 points you are hit 225 times (60 times by a macing weapon). If the 5 minutes you stated is true... I highly doubt that you are hit 225 times within 5 minutes maybe you were fighting a macer?
Either way the FoF is inaccurate. As you DO lose durability on MULTIPLE pieces of armor.
I too, aquired a sash last night, I Explosion Flame Struck comboed myself twice and I lost 2 points on sash and 1 on my shroud (I didnt pay attention to other pieces of armor). The rate for the clothing item goes down amazingly fast, and I think when you get hit it damages ALL locations of armor. Means each location of the armor gets a roll of 20% (75% for mace) to lose a point of durability. Basically IMO there's no "location roll" all areas is damaged with equal chance. And if my guess holds true then our armor pieces are taking damage at a rate thats 9 times faster than the FoF suggested.
This issue really makes a great FoF question.
Is it bugged? or intended? And any detail on how it worked would be greatly appriciated.
WarUltima, what if what you quoted only considers melee, while spells always target multiple armor slots? Great notes by the way. I mean, maybe it's possible to be cast on, damage in multiple armor slots, and, especially in like undead first tier or demon first tier, get hit but a lot of hits in a short time period.
I remember making a (mental) note of how the durability on my leather was going down much faster on the same day that they changed the gold weights.
If that means anything
A guildie of mine noticed too, while we were fighting in honesty the same day. Had to go back to his house so his crafter could repair.
I've also had to use powder of fort a couple times since then on some things...
Kind of bad when your leather goes from 43 to 38 durability in around a week because of all the repairs you have to do.
Did you read the first line of the quote?
You get hit (by any source - weapon, spell, whatever) and you roll to see which bit of armor is affected, out of the following armor slots:"
According to the DEV spell is considered a damage source like a melee attack. So only 1 location of armor should be affected. But currently it's NOT.
Word, but maybe the Dev is wrong. I mean, we're talking bout the same guys who wrote "Pain Strike" on the Necro page instead of Pain Spike, and still haven't updated the correct info for Corpse Skin ("Inflicts necrosis upon the skin of the Necromancer or another target, making them more resistant to poison, cold and physical damage, but extremely vulnerable to fire").
So, like I said, what if melee only targets one area, and spells target multiple? Just saying. Either way, something is wrong with the system.
I like the new changes, we currently have too many over powered items and it needs to be reduced. And it assist my play style too =D
Avoid getting hit, Steal what I need.