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Imbuing Weights: More information

Discussion in 'UHall' started by Ailish, Aug 19, 2009.

  1. Ailish

    Ailish Lore Master
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    A list of property "weights" can be found here:

    http://www.uoherald.com/guide/guide.php?guideId=282

    An explanation of the system by one of the developers from the internal forums:

    My attempt at putting that in layman's terms *DISCLAIMER, I think my math may be wrong!*

    Wilki adds in another thread here:

    From WarUltima:

     
  2. Harlequin

    Harlequin Babbling Loonie
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    Thanks for the link! I was looking for that info :D
     
  3. The Scandinavian

    The Scandinavian Certifiable
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    Hi Ailish,

    thanks for the link.
    Now I can start to think how to make the super duper uber weapon.
    :danceb:


    Regards
    The Scandinavian
     
  4. The Scandinavian

    The Scandinavian Certifiable
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    Am I the only one that have some difficulties to read the last column?



    Regards
    The Scandinavian
     
  5. Harlequin

    Harlequin Babbling Loonie
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    No problems here. But the table is a bit larger than the lighter background in the centre.

    If the digit after the decimal point is partially hidden, try configuring your browser to use a smaller text size. Shortcut is ctrl + scrollwheel up
     
  6. The Scandinavian

    The Scandinavian Certifiable
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    :blushing:

    Thank you.That did the trick.

    Edit:Aha,SSI was only 1.1.Thought it was 1.3.


    Regards
    The Scandinavian
     
  7. RichDC

    RichDC Guest

    Does this work in reverse??

    What i mean is, when it comes to imbuing it take more than 100% to imbue 50% Fireball.

    So, when unravelling 50%fireball does it count as 140% towards the required % for relic fragments?? Or does it just count as 100%??
     
  8. The Scandinavian

    The Scandinavian Certifiable
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    No it doesnt.

    All information so far says that it doent matter what property you unravel.
    The total intensity decides what reagent you will get,no weight involved.

    But they have changed things before.


    Regards
    The Scandinavian
     
  9. Mijac_Chmon

    Mijac_Chmon Guest

    So it goes like this?

    1) Take the Imbued property and check the intensity against the Property Range ie Fireball can go from 0-50% so Imbuing Fireball 25% is actually 50% of the Property Range

    2) Multiple this Property Range % by the "weight" of the Property. ie 25% Hit Fireball = 50% Property Range x 1.4 = 70%

    3) This 70% comes off the 500% total that you can have on your items. Note also that Imbuing total is 300% and it is checked against both.

    Is that right?
     
  10. Harlequin

    Harlequin Babbling Loonie
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    Yup, that's how I understand it as well.
     
  11. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    ok..............I rate my chances of being able to work out what the hell I'm doing when I try to imbue something for real to be around 1%.

    I guess I'll be imbuing on a 'I will if the menu will let me' basis :D

    maybe some kind soul will create a calculator (when all the figures stop changing) where you can put in what an item has got and what you want it to have and get a 'no chance' or 'go for it' response :D
     
  12. RichDC

    RichDC Guest

    That just seems silly to me, if its going to penalise us on imbuing it should reward us on unravelling. Only makes sense...the door swings both ways.
     
  13. The Scandinavian

    The Scandinavian Certifiable
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    Hi Petra,

    with all the work you have done for the community its time to give you some back.

    I will personally invite you to my forge and try to explain everything to you.You are still playing Europa I assume?

    I just need to play with it myself first.
    :D

    I started to download classic client yesterday but it was not finished before I hit the pillow.


    Regards
    The Scandinavian
     
  14. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    yup, still playing Europa, and Siege. When I can find the time! and Retribution atm, but most of my play seems to be research for Stratics pages lately!

    I doubt I'll ever understand the math involved, I'll probably do the same as I do with enhancing - hit it and hope :D - Three things I really want. My tamer wears 2 luck jewels with chiv. The ring is chiv +14, luck 87 fc 1 energy resist 12. I'd like to take the luck to 100, maybe add fcr 2. The bracelet is chiv +10, luck 100, fc1 lmc 2 di 19. I'd like to add to the chiv on that. I know I can't put fcr on it. My warrior would dearly love an undead slayer radiant scimitar - I've burned up 10 bronze hammers at various times trying to make it for her. I'd like to add that property to one of her existing weapons. I can't look what the properties of those are right now. Terry'd be mega cross if the bally he's fighting ate him because I logged into the account :D
     
  15. The Scandinavian

    The Scandinavian Certifiable
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    Hi,

    you can have up to 150% intensity so when they have settled the weight for each property maybe you can even boost the luck above 100 and get FCR.Otherwise, what you want with the ring is doable.

    Currently its not possible to remove any property but that might be changed because irs much asked for.

    About the bracelet.That also should be doable,even if I dont calculate all the weights.But there are a few properties with low intensity that should make up for that to work.

    Arent you using the trinket that gives undead?

    If you had been a fencer I would have a bunch of weapons for you.



    Regards
    The Scandinavian
     
  16. Silverbird

    Silverbird Slightly Crazed
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    *takes out his pocket calc*
    *does some fast typing*
    Well ... under current imbuing implementation ... you could increase the luck on your ring to 100 or add fcr1 to the ring.
    And .... under current imbuing implementation ... you could increase the chiv to 15 on your bracelet.
    At least you could do, if you still are able to improve an already excisting mod on an item.

    Edith: Oh ... another reply to comment. :D
    @The Skandinavian: The problem with ring and bracelets are, that the overall intensity is limited to 450% (due to beeing looted rings). With fc having a high weighting (1.4 so fc1 as maximum of fc already counts for 140%, which leaves 'only' 310% for the rest of the mods.) And with ... after modification ... luck and chiv also at 100% that doesnt leaves much room for something else.
     
  17. Why couldn't it have just been simple;

    350% max imbued up to a max of 500% total?
     
  18. The Scandinavian

    The Scandinavian Certifiable
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    Hua,

    didnt think of the 450% limit for rings.Im more in the banging bussiness.

    And dont take the weight list to seriuos...its up for changes still Im sure.

    We dont want to confuse Petra more ,do we?

    Its said that its possible to increase an intensity of existing property, you can also decrease it,but not remove it.Currently that is.


    Regards
    The Scandinavian
     
  19. Silverbird

    Silverbird Slightly Crazed
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    Thats why I included 'under current implementation'. And not only the weights are under discussion.


    Too late. I believe, I ve met her once ingame and I suppose, she was somewhat confused after. :p
     
  20. I second this. All of it. UO math gives me a headache. Playing a game shouldn't be like high school calculus all over again....:wall:

    *waits patiently for Noxin or someone else to create the calculator*
     
  21. deraiky

    deraiky Guest

    About the "weights" list :

    1. Splintering Blade is there a 2nd time as "Hit Splintering Blade" (whatever that is..)
    2. Lower Defense and lower Attack are there a 2nd time as "Hit lower Defense/Attack"
    3. There are a lot of things i have never seen in uo just like the splintering blade, creature resist, damage convert, hit random spell, refreshment (stamina reg ?)

    Would be nice to get some clarification on this.

    2nd i think this new system is WAY i mean WAAAAAAAAY too complicated. But thats my opinion.
     
  22. WarUltima

    WarUltima Babbling Loonie
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    1.I am not sure about splintering blade but Bruce commented in closed forum and said "If it makes live beta, it will be very interesting". Could be something like hit disarm :D

    2. Yes no clue why they list it twice, but you may imbue a mod up to 150% intensity tho.

    3.
    A.Creature resist is probably creature protection x% on talismans.
    B. Damage convert is basically a change in damage distribution, 100% poison weapon is basically a damage convert rolled poison at 100% intensity.
    C. Hit random spell, just like what it suggested (random hits for MA/Harm/Fireball/Lighting probably not gonna make it to live.
    D. Not sure what's refreshment.

    Bruce_EA only explained what Damage Convert is, and said if Hit Splintering Blade made to live, it will be very "interesting".

    Sorry cannot answer you more.
     
  23. So damage convert = chaos damage
     
  24. deraiky

    deraiky Guest

    No, as i understood it you can choose between 100% poison or 100% fire or 100% energy etc etc etc..
     
  25. Silverbird

    Silverbird Slightly Crazed
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    Damage convert is more like converting 100% phys damage into something other. (Probably the property from craftable quivers) or what the spell consecrate weapon does. (Ignoring that conc weap not only converts the damage but instead converts it to the most efficient damge on a target.)
     
  26. But using Wilki's weighting system, imbuing has an understanding weight of 1.4 times your 1%, with an average UO User knowledge of 3%, minus the average persons ability to understand ANY of Wilki's advanced systems, and divide that by Connor's knowledge of Calculus... Umm, I think that equates to a "Snowball's Chance in Hell" that most of us will be able to figure out what and how much we can imbue without a calculator.

    Basically, what this does is give Wilki the ability to reduce the maximum total intensity of an item, when you include any property that he thinks will be overpowering (like SSI).

    Yeah... someone please put this into a calculator and put it on Stratics. I can make an Excel spreadsheet of this, but not quite as simple.
     
  27. Harlequin

    Harlequin Babbling Loonie
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    div/0! error

    No offense to Connor :D But i just couldn't resist that...
     
  28. LOL...

    WAIT... dividing by zero = infinity!
     
  29. Ailish

    Ailish Lore Master
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    1 - I don't think Wilki coded the weights, I think Bruce did.
    2 - They based the weights on input from the beta testers. They asked us to rate all the properties. At the time, we did not know the reason :)
     
  30. I think it is a good way to balance properties, just makes it more difficult for the average user to understand.
     
  31. Barry Gibb

    Barry Gibb Of Saintly Patience
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    I saw post by Chrissay about using common terms, so looking at the chart of weights here are my assumptions:
    Best Weapon Skill = Use Best Weapon Skill
    Weapon Damage Increase = Damage Increase
    Mana Replenish = Mana Regeneration
    Refreshment = Stamina Regeneration
    Regeneration = Hit Point Regeneration

    This is not meant to be a sucker punch at her and her team. I just don't know how to get this to her specifically. I am sure these terms have raised eyebrows for others too.

    Questions on the properties listed;
    What is the difference between Hit Lower Attack and Lower Attack?
    What is the difference between Hit Lower Defence and Lower Defence?
    Why is Self Repair listed? I thought we could not imbue Self Repair on an item.

    Stayin Alive,

    BG
     
  32. Maplestone

    Maplestone Crazed Zealot
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    Like skillnames on the test center, I suspect are probably some inconsistencies between how properties are referred to in the code vs their public names we see on items.

    ( not sure why self-repair snuck in there though, but it's not in the imbuing menus so we can ignore it for now :) )
     
  33. Barry Gibb

    Barry Gibb Of Saintly Patience
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    Is Hit Slayer the weapon slayer property or the talisman killer property (I see Creature Resist, which might be the talisman protection property).

    Will there be any weight distinction to a specific slayer property on a weapon versus its super slayer? For example will the weighting be different if I want an Earth Elemental Slayer or an Elemental Slayer?

    This is more of a formatting question/suggestion for EA folks: Is there any way to indicate, on the chart, which properties apply to the item type? Like an * notation for available on weapons, and you list the notations below the chart.

    Stayin Alive,

    BG
     
  34. Maplestone

    Maplestone Crazed Zealot
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    To balance specialized slayers vs super-slayers, what they are doing is increasing the damage output of specialized slayers to 300%.

    So a dragon slayer weapon will be more effective against dragons than a reptile slayer.
     
  35. Barry Gibb

    Barry Gibb Of Saintly Patience
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    Did they discuss how this would play into the current damage increase caps?

    Stayin Alive,

    BG