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Imbuing & Counting Durability Mod. as Weight

Discussion in 'UHall' started by DarkScripture, Oct 6, 2009.

  1. I noted that when imbuing an item with the pre-existing durability mod, that it counts it as weight on the total. This would be fine if durability mod SLOWED the durability decay when used, but seems to not do that. You can reach much higher durability using the powder of fortification before it is imbued and it does not count toward the total.
    Is there a mod that replaces this one to push it off?

    Understand this is referring to the Durability that comes as text in the %. E.g. Orcish Bow comes with Durability 70%.
     
  2. Ni-

    Ni- Guest

    Hopefully they add the ability to completely remove mods.

    Wait, you said that it counts towards the weighted amount, but does it count toward the mod/property count too?
     
  3. Counts as USED when adding mods. Leaving less free.
     
  4. Pinco

    Pinco UOEC Modder
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    there are few problem with imbuing UI... one of them is the missing warning before remove a mod :|

    try to add faster casting to a shield, then add spell channeling... and now you have a shield with spell channeling and no faster casting. 5 relics burn and no warning for advise you :|
     
  5. Silverbird

    Silverbird Slightly Crazed
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    Thats normal behaviour .... EVERY spellchanneling comes with fc-penalty. FC on the same item evens that penalty out.
     
  6. I see his point. What he means is the menu should let you know which mod are being replaced. They told us that they would be grouped and some mods would shove others off. In my OP I too asked if there was one to shove the dur. off. His point was the menu does not let you KNOW this BEFORE testing which are grouped. Some seem like they could stack. If they were grouped say like all sword weapons are on the smith menu thing would be clear. One mod per group sort of thinking.

    If duability worked by slowing the decay and were able to be added from imbuing with a very high weight, then it too would be in a group and could be pushed/removed. This would add a great value to this mod. I would think adding it should require very high in resources. I would rather see it not count as a mod at all due to powder not counting on the total.
     
  7. Maplestone

    Maplestone Crazed Zealot
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    But it's not being replaced, it's just a quirk of display. If you see "spell channeling" alone on item, that's 2 separate mods at 100%:

    FC1 + Spell channeling/FC-1 = "spell channeling"

    Spell channeling/FC1, if it was possible, would actually 300 points of mods

    (if you want a really sick total, try adding up how many points swords of prosperity would cost as an imbued item)
     
  8. Pinco

    Pinco UOEC Modder
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    ok, maybe for shield this is right, but a warning is needed... want you speak about skills?

    try to add focus, magery and then meditation. Happen the same thing with no warning, focus is removed for medtation. Yes, maybe a focus and meditation ring cannot exist, but why there is no warning before remove properties?
     
  9. Maplestone

    Maplestone Crazed Zealot
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    There is already a warning in your scenario:

    When you go to add meditation, at the top of the imbuing menu there is a message: "Replaces Item Property: Focus"

    (admittedly I've missed it a couple of times too)
     
  10. Pinco

    Pinco UOEC Modder
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    oh good :D
    maybe in red would be better :p
     
  11. Xanthril of LA

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    Has anyone generated a list of what replaces what? Could be helpful in knowing what to keep to imbue.
     
  12. Maplestone

    Maplestone Crazed Zealot
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