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Poll for Imbuing

Discussion in 'UHall' started by InspectorGadget, Aug 20, 2009.

?

Which do you prefer?

  1. Item "creation" imbue what i like onto any piece

    31.3%
  2. Item enhancement, as it is now

    43.8%
  3. Item enhancement, simpler cap Explained below

    21.9%
  4. Some other way

    3.1%
  1. Ok its a simpleish post, i just wanted to get peoples impressions on how they would like imbuing to go...as we are still in beta i thought we should poll it.

    Post your reasons if you wish just interested to see the results

    Edit:

    Option1) this was how it was at the beginning of beta

    Option 2) how it is currently being implemented with item weights and cap's determined of that etc

    Option 3) Simple cap...350% can be imbued up to a 500% intensity, no weights no maths...SIMPLE

    Option4) If you have another option Please post. If i see it getting more options ill try to edit the poll.

    Further info on option 3

    The simpler option 3 is pretty simple. There is a hard cap of say 300% intensity allowed to be imbued on an item.

    So you could take a plain weapon and imbue 3 max mods on it.

    However, rather than all this weighting crap it is just that 3max mods(or how you choose to split it)

    If you find a weapon with a single mod you desire you can add 4mods to it with a max intensity of 300%

    If you find a 2mod weapon you can add 3 mods with a 300%max intensity.

    If you find a 3 mod weapon you can add 2mods at a max of 300%intensity(following the 500% hard cap basically)


    If you wish to enhance a mod the extra enhancements will come from your total imbuing %

    So a simple one, say you wanted to take FCR 1 (33.3%) to FCR3 it would cost you 66.6% of your 300%

    All caps at present remain as they are;

    30%ssi
    50HLD/HLA/Hit Spell
    Whatever it is on HLL/ML/SL
    FC1

    etc
     
  2. Stupid Miner

    Stupid Miner Guest

    Here's the thing, anything done by Wilki is going to have crazy maths. You should see how throwing works :D
     
  3. Crysta

    Crysta Babbling Loonie
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    There's no "no imbuing at all" option.
     
  4. Barry Gibb

    Barry Gibb Of Saintly Patience
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    Why I voted for Option #2:thumbup1:
    I read the changes they are looking at making to Imbuing, to make it more an "Item Enhancement" skill. It sounds like a good approach. Items from my crafter's (with their low level runics) will be in greater demand. I will need to find that "base" item with the 1-2 properties I am looking for then improve it.

    This will make oak and ash kits more useful off the start. Before this change, the item market would have been dominated by resource gathers and would have further isolated crafters and thier goods.

    This change is an great blend of both crafted items and Imbued properties. It builds on the changes they have made to runics already.

    On the other defined options::thumbdown:
    Option #1: I can still take an bland item (with no propeties to start) and make it better, but not the best, so option #1 is not out of the picture.
    Option #3: I don't think there will be any "simple way" to implement Imbuing and still retain balance, so Option #3 is just the same slice of pie as Option #2 (to me).

    Stayin Alive,

    BG
     
  5. Not unless they change them to be able to reach 100% intensity.
     
  6. The simpler option is pretty simple. There is a hard cap of say 300% intensity allowed to be imbued on an item.

    So you could take a plain weapon and imbue 3 max mods on it.

    However, rather than all this weighting crap it is just that 3max mods(or how you choose to split it)

    If you find a weapon with a single mod you desire you can add 4mods to it with a max intensity of 300%

    If you find a 2mod weapon you can add 3 mods with a 300%max intensity.

    If you find a 3 mod weapon you can add 2mods at a max of 300%intensity(following the 500% hard cap basically)


    If you wish to enhance a mod the extra enhancements will come from your total imbuing %

    So a simple one, say you wanted to take FCR 1 (33.3%) to FCR3 it would cost you 66.6% of your 300%
     
  7. RichDC

    RichDC Guest

    I chose 3 because i quite simply like to know what i can put on an item just by looking at it.

    The last thing i want to be doing when ive finished a peerless/champ is to be calculating the intensities of the items on the corpse! Theres hundreds!

    I just want to see an item and know i can add this or that to it quickly and efficiently.
     
  8. Barry Gibb

    Barry Gibb Of Saintly Patience
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    Option #3 is unclear from the one-liner in the poll. Can you provide a link to where it is expalined. You might want to do this for future poll readers (for all options, you could use the current Imbuing information on Stratics for #1 and Wilki's Changes to Imbuing post for #2).

    Please make sure that the explination of Option #3 includes things like: what the max intensity of a single property could be (for instance, could I use 60% SSI? on an item or is 30% SSI still the max?) and the other restrictions that would be applicable.

    As I read it, without any detail included, it just looks like a rehash of #2.

    Stayin Alive,

    BG
     
  9. Barry Gibb

    Barry Gibb Of Saintly Patience
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    It's been awhile since I burned an oak or ash runic. Can they give any of these properties (since their intensity seems to be 100% or 0%)?
    • Faster Casting
    • Spell Channeling
    • Balanced
    • Any Slayer..
    If so, then the oak and ash kits will be more useful than they are today. As I understand though, you can change the intensity of an existing property too (for instance: taking 10% HLA on the weapon and imbue it to 50% HLA), so the other properties will not be a total waste from the runic. More like a placeholder if anything.

    I do think that the fletching and carpentry runics do need to be brought inline with the others though. Taking away the less than 100% intensity caps from the hammers was one of the best changes they have made.

    Stayin ALive,

    BG
     
  10. RichDC

    RichDC Guest

    I agree with what your saying but took his last bpost just before mine to be the explanation, i would assume that all caps are as theya re at the moment with 30%ssi 50%hit spell etc.
     
  11. I have edited the original post to further explain option 3(dont know how to edit titles in the poll)
     
  12. olduofan

    olduofan Guest

    ok can someone tell me what i could do with this katana i just made it has 50% hit lighting and 40% damage increase i would like it to have max swing speed and 100% hit stamina leech and up the hit lighting to 100% as well and add 10% damage increase

    ok if i understand this right,
    swing speed maxed is 100% hit stamina leach 100% hit lighting 50% and 20% damage increase so im adding 270% and already have 50% hit lighting and 80% damage increase thats 130% (assuming 50 is max for damage increase) so if im right the total now is 500% ?

    ( im not sure the max swing speed #)

    that is if we can up magic property's already on an item ?

    what if its a slayer dose that count as a % ?
     
  13. Barry Gibb

    Barry Gibb Of Saintly Patience
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    Giving Option #3 some more thought, it seems that it carries a large amount of risk for being unbalanced. From what I understand that was done during the beta (see the giant Wilki post thread), the beta testers were polled as to which properties were preferred over others. This information was used to create the weighting of the properties and create balance for imbued items.

    I just don't see how Option #3 would address this.

    Stayin Alive,

    BG
     
  14. Barry Gibb

    Barry Gibb Of Saintly Patience
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    This sounds like an opportunity for Item ID to make a comeback.

    Imbuing will not change how I loot good items today. Here is how I have found to be a quick, efficient way to loot:
    1. Look at item and decide if it is good. I look for the following things: high intensities, complementing properties, multiple properties, something that catches my eye.
    2. Take the items I see are the best.
    3. Grab what I can carry.
    4. Get to a safer area (town, home, etc..) and re-look at the items. Sometimes I find that an item is not too appealing and I toss it. No loss to me, it would have been deleted anyways.
    I have found that not all items from peerless/champs are worth taking (or for that matter considering taking) even with high luck. One thing that will change, is that I might have an use for the "not-so-good" items i grabbed as imbuing ingredients.

    As with anything new, there will be a learning curve for all of us. Given some practice, you will be able to know an item's potential from looking at it.

    Stayin Alive,

    BG