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[Imbuing] Need Help with LRC/Luck/MR/LMC Suit

Discussion in 'UO Craftsman' started by Connor_Graham, Jan 20, 2010.

  1. I guess first thing I need to know is if this is possible, then if so, what would be the best way to go about it? What I'm trying to do is make a combo artifact/imbued armor suit for my tamer with 100 LRC, as much mana regen as possible, and at or near 40 LMC, along with as much luck as is possible to pack onto the suit and still have 60+ in all resists. The artifacts I'm going to using will be-

    Jester Hat of Chuckles (possibly imbue?)

    Luck 150
    Phys 12
    Fire 12
    Cold 12
    Pois 12
    Ener 12


    Armor of Fortune

    Luck 200
    DCI 15
    LRC 40
    Phys 2
    Fire 4
    Cold 3
    Pois 3
    Ener 4


    Leurocian's Mempo of Fortune

    MR 1
    Luck 300
    Phys 15
    Fire 10
    Cold 10
    Pois 10
    Ener 15

    Totem of the Void

    HPR 2
    LMC 10

    I'll also be using the Novo/Etoile Bleu ring/brace set. This basically leaves the arms, gloves, and legs open to make up the balance of the LRC (depending on if the Jester Hat of Chuckles can be imbued or not), the LMC, MR, and resists. Taking all of this into consideration, how would you go about setting this up? Any and all help or suggestions would be greatly appreciated.
     
  2. R Traveler

    R Traveler Babbling Loonie
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    You want 140 luck and 20 lrc on arms, gloves, and legs. This leave 3 mods per piece for resists OR lmc/mr
     
  3. Diggity

    Diggity Guest

    I usually approach whether to use an artie in a suit build by comparing an artifact's overall intensities with what I can imbue/craft. I'd also consider durability, but for a mage/tamer imbued pieces should last quite awhile.

    In your case, the Jester hat artie has only 60 resists and 150 luck. If it cannot be further imbued, it compares poorly to a spine enhanced imbued cap that can have 140 luck, 35+ resists and 4 other mods imbued onto it. Similarly, consider that the AOF sacrifices both resists and imbue slots for the 200 luck. I'd consider dropping both the jester hat and aof from the suit, sacrificing the extra luck for more resists/MR.

    With a luck mempo and 5 crafted/imbued pieces, you will have 25 possible imbues. You will need 5 luck 100, 5 LRC 20, 4 LMC (total 30) and 8-11 resists imbues. So that would leave 0-3 imbues for MR depending on how much resist you want. All 70's should be possible.

    If you stick with your 3 arties, you will only have 15 possible imbues on the 3 crafted pieces. You will need 3 imbues for Luck, 3 for LRC 20, 3 for LMC (<40 on set unless you use LMC item in hands). Leaving 6 imbues for resist and MR. Even if you use all 6 imbues for resists and enhance all 3 pieces, you will not get to all 60's, probably 40-50's only. Comparing unenhanced suits, you would have 150 more luck than going the 5 imbued piece route. If you compare spine enhanced for both suits, you'd have only 70 more luck on the 3 artie version.

    As there are plenty of artifact/imbued hand slot items that can have luck/LMC/LRC/MR/SDI/resists, you still have plenty of options to supplement either build. I think either approach is viable and depends on what you plan to equip/carry around, your planned hunt areas and ultimately the value you place on maximizing luck.
     
  4. Harlequin

    Harlequin Babbling Loonie
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    Diggity put it very well there.

    I am trying to do what connor is doing for my tamer. Haven't started yet. But for my sdi junkie mage, I have already swapped out my pendant for an imbued gorget. Lowers 5 sdi and 1 mr, but gains resists. Lrc/lmc covered from other pieces.


    Back to what I worked out so far on the luck suit:
    On paper, I can still get 60+ resists even after using 3 properties on imbuing 100 luck, 20 lrc and 8 lmc.

    You will need to craft a lot of non runic exceptional pieces to get the non runic bonuses. And have these bonus concentrated in 1 single resist. No easy task.

    Enhancing with spined will give 5 more phys as well as the 40 luck. Best done after you have only imbued 100 luck (one of the 3 pieces needs to have +15 imbued phys pre enhance) High breakage.

    Max lmc will be 24 from the 3 pieces plus 10 from the totem of void.

    Also, if you are using an LT sash, you only need 17 lrc on the 3 armor pieces. Saves 15 intensity that you might be able to use elsewhere.

    Talking abt that, I did not take intensities into consideration.



    Note that this is on paper, I'd not actually done it yet. Let me know if you suceed, I'm interested as well!
     
  5. Ok, so does anyone know if the Jester Hat of Chuckles can be imbued? The one I have is blessed so I can't test it to find out.
     
  6. Silverbird

    Silverbird Slightly Crazed
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    I dont think so ... It looks like it already has 5 or 6 propertys on it (luck + each/at least 4 resists modified).
     
  7. Ok, thank you.

    With that in mind, leaving just the mempo for artifacts, how do I go about making the gloves, arms, legs, chest, and headpiece with the mods I'm wanting? I have no clue how to set up each piece other than it's taking a lot of attempts and materials to imbue armor.
     
  8. Serafi

    Serafi Babbling Loonie
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    While I agree with the premise, the Aof also has 40 LRC (and 15 DCI but that doesn`t really apply to a tamer I think) In addition it has 60 more luck than what you can imbue/enhance, saving you a lot of sweat, blood and tears breaking stuff. I think the aof, although painful in any suit because of the low resist - is a good trade off if you can afford it.

    Connor Graham wrote:
    The easiest is to make a spreadsheet in exel, with columns for the different pices, for each resist, and mods. Add the value you want at the bottom, and make it sum up as you go. Make note of what the max intensity for each resist can be while imbuing, and check how you need to apply both the resists and mods to keep under cap. You can also do this by hand. In any case - plan it theoretically before you start :)
     
  9. Honestly, I'm hoping those more knowledgeable than myself will help me out with the planning, and explain what they're doing by making the same piece over and over.
     
  10. NuSair

    NuSair Babbling Loonie
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  11. That's an awesome suit for sure, but no mana regen other than the 2 on the ring/brace and 2 on the Conjurer's Garb. I'm shooting to have just one all purpose suit for my tamer if it's at all possible.
     
  12. Lorax_Pacific

    Lorax_Pacific Lore Master
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    I'm not a 120 imbuer, but I just made a tamer suit with 100 LRC and 140 luck on each piece except the neck piece for all 70's for a friend. He was wearing the lucky necklace, but told him if he wanted I could make him a neck piece with 140 luck and any mods. He could actually be able to have minimum resists neck-piece non-exceptional with max 5 mods if he wanted.

    So I imbued jewelry for him too so you have a restriction on that. I added one max resist on each jewelry piece on the lowest armor resist, max luck and max LRC. You would not have this luxury so it may turn out slightly different.

    Mod 1. Just use the method linked to you. Make the leather with the two high resist mods imbue to 100 luck and enhance for 140 luck. As mentioned you may make 50 of each piece to find the one or two that are good. Enhancing will break items so just keep trying.

    Mod 2. Don everything with 300 luck mempo and the jewelry. You will see your base resists that need to be increased. Then start imbuing the lowest resist piece to increase the lowest resist. You will be in mid 50's.

    Mod 3. Now add your mods for the MR and LMC one per piece. (I skipped this step for my friend)

    Mod 4. Next finish off the resists with the second resist. Again, find the piece with the lowest resist on the lowest resist base and imbue it up.

    Mod 5. The last mod is the LRC. I put 13% LRC on each piece except for one I used 12% for exactly 100, since I had 36 on the two jewels.

    There is nothing preventing you from getting the four mods on your suit, but it may not be full powered and on every piece.

    -Lorax
     
  13. This is where I get confused. What do you mean by the bolded?
     
  14. ZidjiN

    ZidjiN Babbling Loonie
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    Connor here is what i do and how i was thinking about this subject.
    Before imbuing was out i didnt use the Jesterhat/glasses since it was allmost impossible to find 20LRC 140 luck pieces. But now that you can imbue everything i dont see the reason not to go for max luck.

    Artifacts jused for a max lucksuit.
    Glasses/Jesterhat
    Mempo of fortune
    Armor of fortune
    Bleu jewels
    Conjurers Garb
    Soles

    You have a couple of diffrent options for the Weapon.
    1 Jaanas staff for max luck and DCI but a magery loss.
    2 Swords of Prosparity Less luck but no Magery loss.
    3 Clanins spellbook, less luck but you gain 15lrc, 3mr and the abbility to chug.

    I personaly go for Jaanas since it looks way better the the sowrds and it gives 20 extra luck. Anyway, this leaves 3 armor parts Gloves, Sleeves and Leggings.
    When you craft the pieces you will want to craft it with normal leather and craft it with a toon with GM armslore.
    Base resists for normal leather armor is:
    2/4/3/3/3
    GM Arms Lore adds 5 points randomly across the resists.
    Exeptional adds 15 points randomly across the resists.
    Thats a total of 35 resist befoire we imbue/enhance it.

    Just keep on crafting untill you get resist spreads the way you want them and then imbue 100 luck and enhance it with spined to get 5 more Phys and the 40 extra luck.

    All the 3 armor parts need 140 luck, 20 LRC and 8 LMC, the last 2 mods can be what ever you want. You allready have 5mr from the Garb/jewels/mempo.

    I was going to type a lot more and try to be more detailed but i just dont have the time.
    I hope i cleared something up at least.
     
  15. [JD]

    [JD] Guest

    3 questions, Zid

    1- do you need to be GM or legendary tailor to get maxxed resists on an exceptional, GM arms lore created item? or can a newbie, with a lot of luck, still craft usable pieces which hit max resists?

    2- why do you enhance with spined, why not just work with spined to begin with? i guess i dont understand the enhancing system lol.

    3- when it comes to resist distribution when crafting exceptional gm arms lore armor, what type of resist distribution is most preferable? if you have resist dist a/b/c/d/e do you want 2 items to be very high and the rest low? or do you want 3 to be very high and the rest low? or 4 high and only 1 low, and then you imbue the lowest?

    obviously this depends on how many other mods you wish to add to the piece, but i guess I'm really asking, what I need to do to hit all 70's, while still leaving as many spots open for mods as possible for other mods.

    thanks
     
  16. Ezekiel Zane

    Ezekiel Zane Grand Inquisitor
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    Enhancing is allowed to go over the maximum intensity cap. Max Luck is 100. Using spined leather you can only imbue up to 100. Use regular leather and you can enhance the imbued 100 luck up to 140 plus you can exceed the physical resists cap too.
     
  17. Lorax_Pacific

    Lorax_Pacific Lore Master
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    The best thing to do is go to the test shard.

    Here is what I did. I couldn’t find the neck piece on the test shard so I made one with the same resists. I also got the AoF out of the bank to test if it would work for the suit. I ignored the rings because they don’t give any resists.

    1. I started with the leggings and made pieces until one looked good.

    8, 5, 5, 10, 7 (you see how two of the highest could be higher and the physical is one of them)
    4, 8, 8, 10, 5
    5, 9, 6, 10, 5
    3, 8, 7, 8, 9
    5, 5, 8, 10, 7
    3, 8, 3, 9, 12 (Ooo this one has some nice low ones, but since spined adds 5 physical I want the physical to be included in the set of high resists)
    I made 4 more and cut those all up because they weren’t quite right.

    2. Repeat process until you find the ~9 physical and one other high mod like 11-12

    I used about 2k leather on the test shard because for some reason I had real bad RNG rolls. The suits I have made previously didn’t turn out so badly.

    Anyway, I choose a few pieces of each since there will be breakage on enhancement.

    The ones I choose weren’t perfect examples, but being tired of this example I just decided to be done.

    Tunic – 10, 5, 10, 6, 4
    Arms – 11, 10, 4, 4, 6
    Gloves –
    a) 10, 5, 4, 7, 9
    b) 9, 10, 5, 6, 5
    c) 11, 9, 4, 5, 6
    Caps –
    a) 9, 6, 4, 6, 10
    b) 9, 6, 4, 6, 10
    c) 8, 6, 11, 6, 4
    Leggings –
    a) 8, 11, 5, 5, 6
    b) 9, 6, 4, 6, 10
    c) 9, 11, 4, 7, 4
    d) 8, 4, 11, 6, 6

    The ones I was trying to get as you recall are ~9 phys and 11 or more on another property.
    3) Imbue the best one of each group with 100 luck. (I’m skipping this part because I don’t have the ingredients on the test shard, plus you are interested in the example of the resistances.
    4) Enhance with spined leather. If one breaks then imbue the next best piece with 100 luck and enhance. Hopefully, you don’t have to go back to the earlier steps.

    For me the tunic, legs ( c ) broke, gloves (a). I made another tunic.
    10, 9, 5, 5, 6 => 15, 9, 5, 5, 6
    14, 9, 3, 3, 6 => 19, 9, 3, 3, 6
    These two enhanced and I may try them, but I’m really looking for two that are high. Getting physical up that high isn’t important.

    5) Measure up your resists and see if the tunic and cap will be required in your specific case.

    So the gorget is 15, 10, 10, 10, 15, tunic 2, 4, 3, 3, 4, hat 12, 12, 12, 12, 12 for resists of 29, 26, 25, 25, 31. I put on legs, gloves, arms and that puts me at about 72, 50, 45, 41, 48. This shows us that even with your hat choice and tunic we could have had 2 less physical.

    6) It looks like we would be able to be in mid 50’s with one imbue so lets just see if your hat and tunic choice will work.

    The poison is the lowest resist. So find a piece to imbue that has the lowest poison resist. My legs are 6, gloves are 6, and arms are 4. So let’s imbue the arms to maximum 18.

    The next is cold so bring that to maximum. In my case the arms are cold 4 so I imbue these with a third mod.

    The next is energy and the gloves have the lowest and I brought them up to max.

    The leggings have the lowest fire so I maxed them and in my case they can go to 19.

    Let’s look at all the resists now 72, 65, 59, 55, 61. We will want to get the last imbue mod to +0, +5, +11, +15, +9. The +15 on one mod will be challenging in my case since the lowest is 6 on the gloves. I would only be able to imbue to 18 or +12. I would need to mod two pieces for the poison, but maybe balance them across two so the weight of each can be lower for the LRC, LMC, MR.

    7) Imbue the +20 LRC on three pieces
    8) Imbue what you have left on the LMC and MR. Be sure if you want all 70’s to watch the maximum weights to leave room for the final resist imbues.
    9) Imbue final resists.

    I think you would be able to use that hat of chuckles and the AoF tunic. I don’t know if the hat can be imbued, but if not then you would be better off with a 140 cap and maxing out the LMC and MR as desired.

    Was that discussion clear by using the example?

    -Lorax

    p.s. I was thinking regarding saving relics you may want to swap the order of 7 and 8.
     
  18. Thanks, that cleared up my confusion. So, just so I'm clear on this, it does look like I'll be able to use the AoF and JHoC and be able to imbue resists up to or near 70, plus have the extra 60 LRC to make 100 total, along with being able to imbue LMC 8 and MR 2 on each of the imbued pieces along with the 140 luck?

    Also, how much difference would it make if I went with a crafted cap instead of the JHoC? That's only a 10 luck difference, which I could live with.
     
  19. ZidjiN

    ZidjiN Babbling Loonie
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    Every piece can have a maximum of 5 mods and a total item weight of 500%.
    Its probably best to skip MR2 and rather focus on resist, luck, lmc and lrc.
    Mods on Gloves: (1)Luck (2)LRC (3)LMC (4)Resist (5)
    Mods on Sleeves: (1)Luck (2)LRC (3)LMC (4)Resist (5)
    Mods on Leggings: (1)Luck (2)LRC (3)LMC (4)Resist (5)

    LMC: It will be a total of 34 LMC if you use a totem of the void. If you really want to cap this out at 40 you need to replace one of the max luck parts(Jewels, Jesterhat, Mempo, etc etc).

    LRC: 100%

    Luck: 1910 if you use Jaanas staff. 40 from max luck. The only thing that can improve your luck further is a Luck blade with 180 luck copupled with the 80 luck shiled.

    What your probably looking for when it comes to resists is.
    Phys as low as possible.
    Fire as high as possible.

    If you get parts with 11 fire resist and one part with 12 fire resist you will be caped out with reactive armor casted. It lowers Phys by 24 and raises all other resists by 10.
    Imbue 100 luck and 17 Phys resist on the armor parts, then enhance it with spined for a total of 14 luck and 22 Phys resist.
    This gives you the following resists : 71/70/~47/~47/~53(counting 4 in the last 3 resist per item).

    Every armor part now has 1 mod left. gloves with 18 Cold, Sleeves with 18 Poison and leggings with 18 energy it will give you 60+ in the last 3 resists as well.

    The suit would look something like
    70/70/65/65/65
    1910 Luck
    34 LMC (Gloves, Sleeves, Leggings, Totem)
    5 MR (Garb, Mempo & Bleu)
    40 DCI (Jaana's, AoF, Quiver, Garb)

    Hope it helps.
     
  20. Diggity

    Diggity Guest

    Very good explanation. But I think when you enhance at this point, the extra 40 luck plus the resist over 17 will count against your intensity cap for the rest of the imbues. In addition, LMC is weighted @ 1.1.

    So you are planning to use imbues @ 100% for lrc, 140% for luck, 134% for phys imbue and 110% for LMC. This does not leave much for that last imbue.

    If you do the enhance after all the imbues, you can add the extra physical and luck over the caps for "free". Actually it will be quite costly in failed enhance attempts. Particularly on the relics needed for LMC and PoF.

    I would probably do the enhance as you suggest, but realize it does impact your suits overall potential.
     
  21. That's not an option. MR 2 is a must have or I won't waste my time and materials.
     
  22. ZidjiN

    ZidjiN Babbling Loonie
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    Yeah thats probably correct. was a bit tiered or something lol.
     
  23. Can anyone answer these questions for me please?
     
  24. Diggity

    Diggity Guest

    All depends on what "near 70" means to you and how much money/effort you want to put into it. Following assumes using mempo only.

    Assume you can craft exceptional regular armor that has following resists:

    2/9/8/8/8 cap
    15/10/10/10/15 leurocian's mempo
    2/4/10/10/9 chest
    2/11/3/10/9 sleeves
    2/11/10/3/9 gloves
    2/11/10/9/3 legs

    That starts you out with 25/54/51/50/53 resists. Except for the cap, those are the kinds of resists you are looking to craft to maximize your additional resists from imbuing. Since everything needs to be enhanced, make a buttload of them if you are going to enhance after imbuing luck onto each piece. Make a royal buttload of each piece if you are going to enhance after all imbuing is done.

    1. Powder items before you first imbue.
    2. Imbue (#1) - 100 luck on all
    3. If very rich, skip this step - otherwise enhance spine here. Gives 140 luck and 5 additional resists each piece. Now at 50/54/51/50/53 when you finish all 5 pieces. 140% imbue intensity used up.
    4. Imbue (#2) - 7 or 8 LMC on 4 pieces -giving total 40 when combined with totem void. Imbue other piece to 17 resist. 60/54/51/50/53 resists with approx 250% imbue intensities used up.
    5. Imbue (#3) - 20 LRC on 5 pieces. ~350% imbue intensities used
    6. Imbue (#4) - MR2 on 5 pieces. ~450% imbue intensities used
    7. Imbue (#5) -Imbue additional max possible resists using up remaing imbue intensity available. Assuming add 7 to each resist, now at 67/61/58/57/60

    if u are very very rich and patient, do the spine enhanced last. Also, skip any phys imbues until after the enhancing. Enhancing after most imbues will will let you add higher resists for imbue 5, approx 6 more. so you could get to 74+/67/64/63/66, 1000 luck, 100 lrc, 30 lmc, 10 MR on the 5 imbue pieces + leuro mempo.

    If you really want the aof for additional 60 luck + 15 dci, subtract 8ish LMC, 2 MR and some resists from the above. For Jester hat, subtract 8ish LMC, 2MR but add some resists and 10 luck.
     
  25. Let's just say that money is no object and I'd prefer to keep the AoF along with the mempo in the plans if possible. I can do without the JHoC.
     
  26. Harlequin

    Harlequin Babbling Loonie
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    Ahh, words I would love to hear from my customers!

    Let's say you imbue 100 luck, 18 LRC and 8 LMC for each of the 3 crafted pieces, each of them can take 2 more properties. We'll use these for resists.

    Now, LMC is weighted at 1.1, so that'll that 110% intensity "space". So we reduce LRC to ensure we have space to max out the 2 resist imbues.

    Why 18 LRC you ask? That's gonna make you 6 LRC short of 100! Ahh, but you said money is no problem my friend, so get an LT sash! The +10 LRC will cover the shortfall. You can reduce to 17 LRC to make the imbue difficulty lower, up to you. However, 18 is a nice number coz beyond 18 LRC, you need special ingredients.


    Right, from the base, with JHOC/Mempo/AOF, and 3 leather pieces, you have
    60+60+16+15+15+15 = 181 resists.

    Gm exceptional adds 15 to each of the 3 crafted pieces = 15 x 3 = 45
    Armslore adds 5 to each of the 3 crafted pieces = 5 x 3 = 15
    You imbue a total of 30 (15+15) resists on each of the 3 crafted pieces = 30 x 3 = 90
    Finally you enhance with spined leather which gives 5 physical on each of the 3 crafted pieces = 5 x 3 = 15

    Totalling them up, you get 181 + 45 + 15 + 87 + 15 = 343. That's 7 short of full 70s. And you have 1070 luck from armour, 100% LRC, 34 LMC (with totem).



    Replacing the JHOC with an imbued piece, since you don't need more LRC, you will use that extra property for MR 2. And because you don't need the full 8 LMC, we will just imbue just 7 LMC so that the weightage for the LMC doesn't bring it over 500% intensity.

    Base leather cap = 15
    Exceptional = 15
    Armslore = 5
    2 Imbued resists = 30

    15 + 15 + 5 + 30 = 65

    JHOC has 60 total resists, the imbued piece has 65, swapping it out, you gain 5 resists, 2 MR, full LMC. All at the cost of 10 luck.

    Not too shabby eh? All you have to do is work out what spread of Exceptional/Armslore bonus resists on each piece will work. But 3 of the pieces will need 2 resists unboosted. The 4th piece will need 3 resists unboosted.
     
  27. [JD]

    [JD] Guest

    this is awesome info for luck, its revving me up to try to get up to speed on my imbuer.

    could someone outline methodology to create a good pvp "porcupine" suit? 85% PVPers on my server are archers.. having built in Blood Oath would be awesome.

    What I'd be looking for is a suit with 100 LRC, 40 LMC, Reflect Physical Damage, and Mana Regen?

    Items I'm currently using (most of which, are probably junk): Kasa of Raijin, Fey Legs, Totem of the Void, Stitchers mittens.

    I currently have 60 DCI (Quiver, Fey, 1H 15DCI mage weap, Arcane shield), and would like to retain as much DCI as possible or increase it if possible without sacraficing too much elsewhere.

    Would be open to equipment suggestions to accomplish this build also.

    It's for a tamer mage, and I'd have low meditation so MR2 would be a priority.

    Thanks
     
  28. Harlequin

    Harlequin Babbling Loonie
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    That's gonna be a bit tough on resists as you only have mostly 1 free property on the crafted pieces to use on resists.

    Also, I'd gone for a long time without reflect due to flagging issues, are they fixed yet? If not, you might want to rethink putting RFD on your suit.
     
  29. I can do without the JHoC to avoid having to not only spend 45 mil on a Lt Sash, but having to replace the same at another 45 mil somewhere down the line. It's only a 10 luck difference, which won't affect the grand sheme of things in the least. That gives one more armor slot to work with. Also, I'll be using the Totem of the Void, so 10 LMC will be coming from that.


    This is the part that I'm still trying to wrap my head around-

     
  30. Harlequin

    Harlequin Babbling Loonie
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    This is for your tamer right? The sash will rarely get damaged. My stealth mage's sash (that I got many moons ago) still has more than 100 durability and I have not repaired it once! I do champ spawns and gather peerless keys with him. Of course, my play style revolves around not getting damaged, he's not a tank and I don't play him as one.

    Oh, the sash is also +2 MR.

    If you really don't want a sash, then bump up the LRC on the 3 pieces to 20 LRC and lower the resists to 15+14.

    Btw, I factored in the 10% from totem in my calculations above.



    Drats, I am trying to be lazy and was hoping someone would do this part LOL. Ok, seeing that I need this as well, I'll try to work it out.
     
  31. I have another question regarding crafting the base items to use. For the gloves, hat, arms, and legs, should I be looking at having 1 of each of the resists besides physical be a high one, so that no two have the same high resist, or do I want to try and get 2 of the same one, or what?
     
  32. [JD]

    [JD] Guest

    Haven't heard of flagging issues but I can test. What type of suit and artifacts do you recommend for a mage tamer who does spawns and needs PVP-ability?
     
  33. Lorax_Pacific

    Lorax_Pacific Lore Master
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    Hail Good Fellow,

    I have thought about this more and this is what you want. It is the basis for how to consider the resists. You want to maximize the selection to get specific max resists. You have a special case since you have gear not modifiable. You want to get only two resists imbued per piece. That allows you to have LRC, MR, and LMC to some intensity level that you can choose.

    This means each piece you want to add about +30 to get all 70's. This has to be slightly modified to get the +5 energy for the elf. This means you want two resists that are about 3.

    ................physical........fire....cold poison..energy..sum
    piece1..........9...............12......8.......3.......3.......35
    piece2..........8...............3.......9.......3.......12......35
    piece3..........8...............13......8.......3.......3.......35
    piece4..........8...............13......8.......3.......3.......35
    total...........33..............41......33......12......21.....140

    spined
    piece1..........5...............0.......0.......0.......0.......5
    piece2..........5...............0.......0.......0.......0.......5
    piece3..........5...............0.......0.......0.......0.......5
    piece4..........5...............0.......0.......0.......0.......5
    sub total.......20.............0.......0.......0.......0.......20
    ttl enhanced..53.............41.....33.....12......21.....160

    mempo.........15.............10.....10.....10.....15......60
    tunic...........2...............4.......3.......3.......4.......16
    total...........70..............55.....46.....25.....40......236

    imbued
    piece1..........0...............0......10......15.......0.......25
    piece2..........0...............15.....14......0.......0.......29
    piece3..........0...............0.......0.......15......15......30
    piece4..........0...............0.......0.......15......15......30
    total...........70..............70......70......70......70......320

    It's really where the 3's are rather than where the high's. This gives two imbuing for resists per piece and all 70's. Ideally you wouldn't use three imbues for resists.

    -Lorax

    p.s.

    Sorry about the table I don't know how to insert tables from a spreadsheet.
     
  34. Ugh. I made thousands of pieces of armor yesterday, and rarely did I ever see any piece that had two resists at 3, and only a couple came out with 8-9 phys with 12-13 resist in some other resist. That's going to be a tough one to come up with.

    Here's a few examples of the best of what I came up with-

    Gloves:

    8/7/3/4/13
    9/11/5/5/5
    8/6/5/12/4
    8/11/7/5/4

    Sleeves:

    10/10/6/4/5
    8/12/5/4/6
    8/8/3/5/11

    Leggings:

    10/4/12/5/4
    8/7/11/4/5
    9/6/11/3/6

    There are a lot more, but this should give a fair example of the best of the ones that I came up with. I made 10 of each of the 4 pieces, with physical mostly at either 8 or 9, with one other resist mostly at either 10 or 11. There are a very few pieces that came up with 12 or 13, but those are rare exceptions, and I may only have 1 or 2 of each type that have one that high.
     
  35. Diggity

    Diggity Guest

    Nice explanation. But you did not include luck as one of the imbues. That will drop 60 total resist from those 4 pieces. Also, if you enhance before imbuing, the 40 luck from enhancing will drop your imbue budget 40% per piece - so another 6x4 or 24 resists will be lost from the final total you calculate. So figure with max LRC/LMC and 140 luck/2 MR per piece, total resists will be in the 50's.
     
  36. Lorax_Pacific

    Lorax_Pacific Lore Master
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    I meant the lrc/mr/lmc will have some intensity level that he chooses. He won't need to max LRC for example on four pieces, because he just needs 60 across four pieces. He chooses how much of those properties to add given the weights and the importance to his character. Maybe he has MR as important over LMC, but that is up to him.

    Conner:
    Don't throw out any samples with two threes in them. The placement of threes would even work on the physical or fire. For instance, if you dropped the 8's from physical in my example and replaced with 3's you would get one 15 resist imbue from that. This new example you would want the three eight in poison for example.

    Don't sweat it so much. Just make the pieces the best you can and accept a 4 or 5 sometimes to avoid the tailoring forever cycle. Sit back and have a homebrew.

    -Lorax
     
  37. Lorax_Pacific

    Lorax_Pacific Lore Master
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    I put 4 of your items in a spreadsheet and it looked fairly close, but I think once you understand you will get the right combinations.

    . . . . . . .physical. fire. . . . .cold. . . . poison. . energy. . sum
    piece1. . 8. . . . . .7. . . . . . 3. . . . . .4. . . . . .13. . . . . 35
    piece2. . 10. . . . .10. . . . . .6. . . . . .4. . . . . .5. . . . . .35
    piece3. . 10. . . . . 4. . . . . .12. . . . . 5. . . . . .4. . . . . .35
    piece4. . .8. . . . . .7. . . . . .11. . . . .4. . . . . . 5. . . . . .35
    total. . . .36. . . . .28. . . . . 32. . . . . 17. . . . . 27. . . . . 140

    spined
    piece1. . 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    piece2. . 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    piece3. . 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    piece4. . 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
    sub ttl. . 20. . . . . 0. . . . . .0. . . . . .0. . . . . .0. . . . . .20
    ttl enhan 56. . . . .28. . . . . 32. . . . .17. . . . . 27. . . . . 160

    mempo. . 15. . . . 10. . . . . 10. . . . . 10. . . . . 15. . . . . 60
    tunic. . . 2. . . . . .4. . . . . . 3. . . . . .3. . . . . .4. . . . . . 16
    total. . . .73. . . . 42. . . . . .45. . . . . 30. . . . .46. . . . . 236

    imbued
    piece1. . 0. . . . . . 0. . . . . 15. . . . . 14. . . . . 0. . . . . .29
    piece2. . 0. . . . . . 0. . . . . .0. . . . . .14. . . . . 13. . . . .27
    piece3. . 0. . . . . . 14. . . . .0. . . . . .12. . . . . .0. . . . . 26
    piece4. . 0. . . . . . 11. . . . .0. . . . . .0. . . . . . 11. . . . .22
    total. . . 73. . . . . .67. . . . 60. . . . . .70. . . . .70. . . . .314

    You are just a little low in cold from the samples I selected out of your set. I didn't make a thorough check of your set, but just took the first samples and then selected a fourth.

    -Lorax
     
  38. From what I'm seeing in the table, I'm not getting how there can be 2 imbues taken up with resists, and still have 100 Luck, LRC, MR, and LMC.
     
  39. Serafi

    Serafi Babbling Loonie
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    Because you used only plain leather :) Try horned (46) or barbed (47). After the latest patch you can imbue items made with special material as well. Also, work with the base resist of either horned or barbed. Horned gives a boost in fire, barbed a boost in energy for example.

    Edit: Doh - you are going to enhance with spined. Never mind :)
     
  40. Lorax_Pacific

    Lorax_Pacific Lore Master
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    You can't have 6 imbues. Have you been saying this whole time you want MR and LMC maxed on each piece? If so then I completely missed that. Maybe I have been misunderstanding your priority order.

    Is your priority?
    1. max Luck (140 intensity)
    2. 100% LRC (100 intensity)
    3. MR (100 intensity)
    4. LMC (110 Intensity)
    5. resists (left over Intensity 50)

    If so then max everything you need/want and whatever is left put in resist on the last imbue. You will only get a 50 intensity so the resist value won't matter a great deal. You would only need three max intensity LRC imbues with that tunic so the final piece can have an extra resist imbue and make that a piece with 3 imbued to 18.

    Sorry if I was stressing the importance of the resists too highly. I just miss-read your question I guess.

    -Lorax
     
  41. Harlequin

    Harlequin Babbling Loonie
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    Good data there Lorax.

    Connor if MR is more impt, then there are only 4 free properties left to imbue on resists, you won't get a full 70s or even 60s suit.

    Also, enhancing with spined leather before imbuing everything is going to reduce the intensity you have remaining by 40%. Coupled with 8 LMC (110%), that will reduce the leftover intensity to 50% like Lorax says.

    Rule of thumb, you if you have 4 imbues, I'd use 2 on physical and 2 on fire to max these 2.


    Of course, if you are brave, you can try enhancing after you have finished pof'g and imbuing each piece.
     
  42. How about this instead....

    Going with the Luck, 100 LRC, MR 2 on each piece, and resists for near or all 70's suit, then going with whatever might be left over to use for as much LMC as possible. LMC would be the lowest on list of priorities. I might even be willing to go with only 7 MR total on the imbued pieces, which would have me at a total of 12 once the entire suit was put together. I've got 2 from the jewels already, plus 1 on the mempo, and 2 on the robe, so I'm going into the imbuing with 5 already under my belt. Taking that into consideration, how would that affect the totals, with order of priority being Luck/LRC, then MR, then LMC last?
     
  43. ZidjiN

    ZidjiN Babbling Loonie
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    Sorry if im slow. But why would you prefer 10LMC, and 12mr over 40 LMC 7mr?
    When it comes to mana managment i really do belive that LMC is wastly better then MR at least when you allready have 5-7.
    MR gets a hard hit from DR while DR doesnt affesct LMC at all.

    Everyone is entitled to their own opinion i just dont get it :eyes:
     
  44. I'm thinking MR over LMC because this suit is for my tamer. Just about the only spell she casts is Greater Heal, which with 12 MR and the 50 or so Meditation she has, takes forever for her to burn through mana. I've actually never run out during any fight situation.

    Would someone, if they don't mind, using the diminishing returns formula, please figure out which way would end up with the most amount of mana based on 12 MR and 20 LMC or 7 MR with 40 LMC? My tamer has the 50 Med I'd mentioned, and 10 LMC on the Totem of the Void talisman. I'd use Noxin's site if it was still working but it stopped working a while back and there's no other calculator that I know of. It would be greatly appreciated.