1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice

Tailoring FAQ. Work in Progress. {{13 Nov 2002}}

Discussion in 'UO Craftsman' started by Feenicks, Jul 1, 2002.

Thread Status:
Not open for further replies.
  1. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    <font color=red> </font color=red>
    <center><font color=blue>The (preliminary) Tailoring BOD FAQ</font color=blue>

    Special thanks to Nadia of Sonoma for this BOD FAQ
    (slightly edited)

    Note that this FAQ is compiled from info off Test Center and may differ from reality when Pub16 goes live to all shards</center>


    Do the Tailoring BODs have the same timer restrictions as Blacksmithing BODs? Are they on the same timer?
    <ul>From 0.1 to 50.0 Real skill the delay is one hour; from 50.1 to 69.9 Real skill is two hours; from 70.0 to GM+ is six hours. The timer used for Tailoring is unrelated to the timer used for Blacksmithing.

    Both Blacksmith and Tailor NPCs will have a new option in the Context sensitive menu directly below "Open Paperdoll" called "Bulk Order Information" which will give a very rough indication of how long (it's given as a matter of hours) a character must wait before another BOD of that type is available.

    Also, the BODs acquired under 70.0 Real skill are based on the character's skill to allow for skill gain. They are of Normal quality and, if leather of Normal leather. BODs acquired at or above 70.0 Real skill are random and may include Exceptional and special leather.[/list]


    What is the best thing to sell to be offered a BOD?
    <ul>We've found the most efficient item to use is folded cloth, as sold by the NPC Tailor at 3gp and bought back at 1gp. These are plentiful in supply, and the cloth is added right back onto the vendor's bulk list after every sale which makes resupplying easy. The cost is negligible.

    A cheaper method would be to make Skullcaps and sell those individually. Skullcaps only require two cloth in materials and the time to craft and return 5gp when sold.[/list]


    What type of Tailoring small BODs are not used in a Tailoring LBOD?
    <ul>None. Unlike Blacksmithing BODs, every Tailoring SBOD is combineable into at least one type of LBOD.[/list]


    What type of LBODs should we expect?
    <ul>The Cloth LBODs are mostly based off of NPC uniforms. The exception to this rule is the Hats LBOD which consists of leftover hats not used in the other LBODs. Here's the list of LBODs:

    <pre>Bandana Bonnet Feathered Hat Floppy Hat
    Shirt Half Apron Surcoat Full Apron
    Skirt Fancy Dress Fancy Shirt Plain Dress
    Thigh Boots Sandals Short Pants Sandals
    Thigh Boots


    Jester Hat Skull Cap Straw Hat Wizard's Hat Tricorne Hat
    Jester Suit Doublet Tunic Body Sash Cap
    Cloak Kilt Long Pants Robe Wide-brim Hat
    Shoes Shoes Boots Boots Tall Straw Hat


    Leather Cap Studded Gloves Leather Armor Bone Armor Sandals
    Leather Gloves Studded Gorget Leather Bustier Bone Arms Shoes
    Leather Gorget Studded Leggings Leather Shorts Bone Gloves Boots
    Leather Leggings Studded Sleeves Leather Skirt Bone Helmet Thigh Boots
    Leather Sleeves Studded Tunic Studded Armor Bone Legs
    Leather Tunic Studded Bustier</pre>
    All leather BODs come in Normal, Spined, Horned and Barbed variants.[/list]


    What type of rewards are available?
    <ul>There are 20 known colors of special cloth, 100 yards of a random color are given when turning in small BODs and easier (Cloth and Normal leather Footwear) LBODs. Other known rewards include:
    <ul>[*]Brown Bear Rug;
    [*]Polar Bear Rug;
    [*]Flower Tapestry;
    [*]Small Stretched Hide;
    [*]Medium Stretched Hide;
    [*]Specially Hued Sandals;
    [*]Tailoring Scrolls of Power.[/list]
    At this time I don't have an accurate list of what LBODs acquire what types of rewards. What is known (or thought) is that the cloth is divided into 4 groups of five, each group a different scale of difficulty.[/list]


    The Cloth Rewards seem to be divided into different levels or "tiers".
    This image below shows the cloth rewards broken up into such levels and what Bods garner each colour cloth.
    I've used the Tower of Roses naming conventions for the colours.

    [​IMG]
    (Note - this is quite outdated now, rewards differ, see tower of roses for up to date info /php-bin/shared/images/icons/evileye.gif)

    Much of the information in this image is thanks to the Tower of Roses site.
    A far more detailed and useful breakdown of what Bods yeild which rewards can be accessed on Tower of Roses here


    Hey I have more colours than that!!

    Ahha!! You see folded cloth comes in 4 Varieties, ie 4 different graphics are used (and they look a slightly different shade and dont stack with one another). These arent really different cloth colours but just different graphics. What you need to do is in your Tailoring menu go to the "Materials" section. In there click "Combine Cloth". You'll notice that you now likely have a lot less different piles and the graphic will appear like the ones in the picture above. You have now combined the 4 different graphics for folded cloth into a new 5th graphic.


    May I use skeleton loot Bone Armor to fill Normal leather Bone Armor BODs?
    <ul>Yes, however Exceptional and/or Special leather BODs will not accept them.[/list]

    Does it matter which tailor I sell things to?
    <ul>You may obtain BODs from any NPC Tailor or Weaver that allows you to sell items to them.[/list]


    How do you combine small orders in large orders?
    <ul>The small deeds must meet the requirements of the large deed as well as being for the same quantity. With the deeds in your pack, double-click the large deed, select "Combine deed" and target the small deeds to combine them.[/list]


    Are some tailoring shops better to get BODs from?
    <ul>Not really, but I usually prefer less visited shops personally.[/list]


    Do certain types of BODs always give the same reward?
    <ul>Most BODs give a slight range of rewards.[/list]

    <hr></blockquote>

    The official word on the upcoming Tailoring BODs can be found here
     
  2. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    <font color=red> </font color=red>
    <center><font color=006400>Rare Cloth Colours &amp; Mystical Dye Tubs
    rare, mythical, illegal, old and new</font color=006400></center>


    Pertinent to the Tailoring profession is the availability of a range of cloth colours and other such items that are somewhat less commonly available than the standard range. I hope to detail some of the more commonly asked about items and colours here.


    Ilshenar Green Tub:
    <blockquote>When Ilshenar first opened there was a dye tub in a house that has a sheep pen and loom &amp; spinning wheel. This house is just down from the Sacrifice gate in Ilshenar. This dye tub has a special colour that was very close to ranger green (as available on Ranger Armour or the Leather Dye Tub). Alas the dye tub may be recoloured by anyone with dyes. Once recoloured that particular shade of green is irrevocably lost as the tub does not respawn the green colour at server up. I believe that pretty much all shards have had this tub recoloured making the colour rare unless you dyed numerous bolts of the stuff. Not that it is in high demand anyway but some folk love it, especially since closest to "ranger green". The colour can still be gotten off NPC’s clothes (ie brigands etc) but is so infrequent it isn’t worth the effort.
    Clickhere to see the Ilshenar Green and Ranger Green colours compared. Ilshenar Green on your left, the richer/darker Ranger Green on right.</blockquote>

    Shadow Tub:
    <blockquote>Rumours cropped up of a dark shadow colour on a dye tub somewhere in Ilshenar similar to the one above. If it exists it is probably kept a closely guarded secret by those who know of it for fear of it being recoloured like the one above. Its existence has never been confirmed.</blockquote>

    Ranger Green cloth:
    <blockquote>To best of my knowledge never available as a dye tub. This is a perfect match to the colour green found on Ranger Armour (and the deep green on the leather dye tub). This particular shade of cloth is only available off NPC tailors selling this cloth. You have to be lucky to find one, they could be anywhere, or not exist at all on your shard (NPC tailors etc in shops sell certain random coloured cloth, some are good shades, some are not).
    The tailor in Haven on the Oceania shard is thus far the only one known by me.
    Clickhere to see the Ilshenar Green and Ranger Green colours compared. Ilshenar Green on your left, the richer/darker Ranger Green on right.</blockquote>

    Rainbow Cloth:
    <blockquote>Ahhh the mysterious Rainbow cloth.
    Rainbow cloth seems to have been a server up rare.
    It is illegal to own and may get you banned. If it doesn’t get you banned it will certainly be deleted on sight by a GM. It seems as if it could have been available on a back room table in the tailor in Ocllo/Haven but possibly only at server up. It came as a folded pile possibly in a quantity of 25. It is also a colour that may have initially caused peoples clients to crash, which may be why it was made illegal. Supposedly that crash bug is now fixed however it remains illegal, possibly for consistency (would be unfair to those who had it deleted if it was made legal and some guy who stored it illegally for years could then come out &amp; make a fortune selling it.
    It is black with some speckled colour dots on it. Click here for a picture.
    (Special thanks to Uogem for much info on rainbow cloth including the picture - and for spawning one of the longest lived tailor board threads...)</blockquote>

    "Zog" Cloth:
    <blockquote>Zog cloth is very probably bannable, it could also be a hoax. Who knows? Best info indicates it may have been obtainable by killing certain NPCs which it is bannable to kill. Most zog referred to is a shade of green although a shade of red has been mentioned. I wouldn’t bother wasting my time with it, chances are if someone is offering to sell it to you they are scamming you with some odd shade or another and just calling it zog. Possession alone may be enough to warrant disciplinary action even if you just bought the stuff. (assuming it IS bannable...) The word "zog" MAY come from something that appears in the name of items made of it.
    This could be what it looks like here

    Thanks to ThePolack for most ‘zog’ information.
    Additional Info from ThePolack: ZOG cloth is just green. It's the same shade of green as Ranger armor. The way you can tell it apart from other cloth is that when you click on it, it will display "ZOG cloth/cloak/whatever-item-you-clicked-on" in the name of the item. If you see it, step away.
    </blockquote>

    Nightmare/Necro/Evil mage/Shadow Cloth:
    <blockquote>This is a Dark shade of cloth. Perfectly legal. It is very similar if not identical to the shade of cloth that Shadowlord faction robes come in. It used to be obtainable by killing NPC evil mages and then cutting up the robes to make fresh clothes out of. Be very wary when forking out a lot of cash to buy it, some items of clothing (pants for instance) dyed with the darkest blue of the special dye tub is easily passed off as necro. Buyer Beware on such items. Most items of this cloth have since been blessed. This colour is also a slightly different shade to the new Bod Reward "charcoal" colour so beware of such differences as well. Evil mages now have varying shades of blue which are far less appealing and far less valuable, beware of the darker shades of this being passed off as true necro also. Also be wary of folded cloth being passed off as necro, it may not be since stuff often appears darker when folded.

    Selayna has provided this further information in regard to nightmare, shadow cloth etc.
    <blockquote><hr>


    <center>Selaynas little "Shadow and Magecloth Tutorial"</center>


     [​IMG]
    From left to right:  Shadow Cloth, mage cloth 1, mage cloth 2,  magecloth 3, and  on the far right is "nightmare cloth."
     
    Shadow cloth was originally obtained by killing blacksmiths (usually in buc's den) and cutting up their aprons. it could also be acquired by cutting up newbie cloaks.   Since blacksmiths are invulnerable and you can no longer cut up newbie cloaks, shadow cloth is ( as far as I know) a true rare ( though it is of lower desirability then the other rare shades).  Below is a picture of my smith decked out in shadow cloth. note it's silvery grey color. 
     
     
    [​IMG]
     
     
    Mage cloth 1 is a *VERY* similar shade to magecloth 2. They don't stack, however, so there is a very small difference.  Magecloth 1 can still be aquired by killing black robed mages in the fire dungeon and cutting up their robes.  magecloth 2 was acquired by killing the black robed mages before OSI Removed magecloth 2, 3, and nightmare cloth from them.
     
     
    mage cloth 3 is a shade that is in-between the dark "nightmare" cloth and the common mage cloth 1. it's a really pretty shade but i haven't sewn mine into an outfit yet. I believe that the bonnet shown is magecloth 3, but I cant' swear to it.  To the best of my knowledge it is as rare as the darker cloth, but slightly less desirable.  Still, if someone confuses the two it's a fairly minor issue, since they are quite similar. 
     
    "Nightmare cloth" is probably the rarest *legal* to own clothing there is, with eh possible exception of leprechaun boots.  It is a very dark color ( though lighter then the new charcoal cloth, and betterl blended IMO ).It matches shadow armor beautyfully, as well as nightmares ( hence the name).  It does seem to be the same color as the shadowlord faction cloth ( which may be why they removed it.)
     
    Below is a picture of my main wearing her "Witch" costume, of Nightmare Cloth dress, cloak, and hat, with leprechaun boots.

     [​IMG]
     
    Leprechaun boots were aquired on Saint Patricks day in '98 ( I beleive). OSI spawned leprechauns who had whole suits of leprechaun clothing ( which had unique colors but was far less desirale then the boots are) and a green mug of ale (relativly common to this day). While the mugs were saved, most of the boots ( which are a unique blue-black that is very dark but not *QUITE* true black were mostly thrown out, and the remaining ones are very rare now.
     
    Lastly, there is something called "Faux Shadow'"cloth.  It is similar in color to the magecloth but less well blended  it can be made in a dyetub, and can be useful for making a number of things 'close" to shadow color
     
    The following diagram shows how to make faux shadow, and shows it compared to magecloth 1 (the pointer is aimed at the faux shadow)
     
     [​IMG]
                          Enjoy,
                                          Selayna's Player
     

    P.S.   There is a similar color that  can be purchased from NPC tailors. It is a bit more blue then any of the above cloths, so ti can be told apart that way.


    <hr></blockquote>

    </blockquote>

    Pure White/Snow cloth/tubs:
    <blockquote>Seems to not exist. Some clothing items such as the Surcoat default to a pure white colour when undyed but this is not the pure white that is meant by this classification.
    A Similar colour seems to be available by the new Tailor Bod system. Need more info on old instances of this... could have been made via a bugged dye tub system which would be bannable or else could have been a rumour/myth/hoax.</blockquote>

    Oilcloth Cloth:
    <blockquote>For a short time one could use the "combine cloth" feature of the tailor menu to create folded cloth out of oilcloths which shared the oilcloth colour. This colour is a greeny-yellow colour that is almost identical to a shade of green available on the special dye tub. It is so close as to be indistinguishable and so is barely worth the effort since it isn’t exactly an amazing colour to begin with. You cannot get cloth in this exact colour anymore, but you cannot tell it from the special green unless you compare the two together and even then they are barely distinguishable.
    Picture coming.</blockquote>

    Faction Purple:
    <blockquote>When factions first came out an exploit was discovered that allowed you to permanently "dye" any equippable &amp; wearable item the same purple that a person turns when holding a faction sigil. This resulted in Purple Deer Masks, Spellbooks, Leather armour, metal armour, lanterns... pretty much anything that anyone could equip was dyed purple somewhere...
    Such items were Highly Bannable.
    But it seems now that owning them is no longer illegal.
    Normal cloth items of clothing that are the same shade of purple as the faction purple are NOT necessarily Illegal. The faction purple (or at least something incredibly similar) CAN be obtained from a Normal Dye Tub.

    Click here &amp; here to see a range of illegal faction purple items.
    Picture to come of the spot on Normal Dye Tub Pallete of where to get the legal cloth colour that matches Faction Purple.</blockquote>

    NPC Cloth:
    <blockquote>This is simply cloth that comes from either killing NPC’s and cutting up their clothes or from buying cloth from NPC tailors.
    Most NPC cloth colours cannot be obtained from any dyetubs. The colours gotton from NPC’s are less inclined to "bleed" like stuff dyed with normal dye tubs. Such colours are sometimes referred to as "Oils". They are usually more sharp and ‘cleaner’ looking than colours done with conventional dye tubs.</blockquote>

    Various BOD reward colours:
    <blockquote>An exciting new range of cloth colours has become available with the Publish 16 addition of Tailoring BODs.
    More information and classification is yet to come on these colours.

    <center>[​IMG]</center>
    </blockquote>

    <ul>
    <font color=00008B>A note on Sandals and other "rare" clothing</font color=00008B>

    There are a range of Sandals that are of differing colours.
    Some are legal, some are not.
    Be wary of really bright rich colours. These are usually obtained by exploits. The only exceptions are the ones made by faction tailors. These faction ones however are identifiable by the [Faction Item] tag and are only wearable if you are in the correct faction.
    *Pure black are most commonly sought after. They are legal to own but only legally obtainable by taking a murder count and usually getting guardwacked.
    * Reds come from a variety of sources... I'm not entirely sure where but are also rather rare and sought after. So long as it is not a Bright red or a faction item it should be legal.
    * Silver colours usually come from killing NPC brides and are legal.
    * Blues usually come from evil mages and are of course legal.
    There are a range of other colours and variations available from a range of NPC's with some people fostering collections. I'll leave it to you to find out where to get them all...

    There are also with Publish 16 Tailoring Bods a range of Sandal colours that will exist as BOD rewards. A full listing of these colours is yet to come.
    [/list]
     
  3. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    <font color=red></font color=red>
    <center><font color=00008B>Hide Gathering Locations and Techniques </font color=00008B>
    as from the old FAQ,
    edited, butchered and added to by me (Feenicks)
    </center>

    Listed here are some of the various places on emight like to try out as places to gather hides.

    This guide assumes you are hunting for hides.
    If instead you are buying hides just go to NPC tailors. If buying from players insist on using Commodity Deeds. Keep in mind that prices of hides may vary in some towns due to faction taxes.

    Dont forget with Publish 16 you get DOUBLE resources in Felucca areas, so if you go to Felucca versions of these locations you can get twice the amounts of leather indicated in guides and tables. This does of course come with other dangers and features...


    <blockquote>
    Delucia - Delucia offers many places to hunt. Cows and Bulls spawn just inside the town limits if you go directly west from the bank, and just to the side of the healers. Not only is there cows and bulls but plenty Harts and Great Harts, also hide bearing animals. These are just outside town limits, North of the Cow/Bull spawn. Beware of the Orc Camps....

    Artic Island - Full of animals, walrus, white wolves, polar bears and snow lepords. All these spawn all over the island, takes minutes to fill your backpack full of hides. I would stick to walrus as they are fairly easy to kill where as polar bears are a little harder. Beware of Frost Trolls and Orc Camps..

    Barrier Island - Lots of Hart spawn again, with some Bulls and Llama's. Excellent hide collecting spot and not to far from the city. Cross the bridge that’s South East of Trinsic and you should find it. Beware of Murderer NPCs.

    Jhelom Bull Pit - Lots of animals still spawning here despite what some people think. Very easy to fill your backpack up again. Go south east from the bank till you come to three teleporters. Step through the one nearest bank and you should end up at Jhelom Bull Pit.

    Despise - Lots of lizards spawning, and again fairly easy to kill. You should make a few gold while your here too, which is always nice. Watch out for too many lizards, who wont be best pleased your slaying there aunties and uncles /php-bin/shared/images/icons/smile.gif This may well become the best and most popular place for hunting spined leather.

    Destard – Dragons, Drakes &amp; Wyverns... The place is full of em. This may become packed with people seeking Horned and Barbed leather. After the initial rush dies down a tailor with a bit of hiding, stealth or magery ought be able to stock up on supplies from creatures killed by others.

    Trinsic Swamps - Lots of spawn here, Alligators and Lizardmen being the key. Again shouldn’t take long before you fill up with hides. Go to the main gate of Trinsic and head directly north, you should come to some water, walk round the water in an westerly direction then head North East one your round the water. Should become a good spot for spined leather.

    Fire Island - With Publish 12 animals now spawn on Fire Island. Many hide bearing animals, all fairly easy to kill. Watch for loose dragons, deamons, or wandering monsters from treasure chests.
    Of course the Dragons and Drakes may be what you seek for the higher levels of new leather resources such as barbed and horned.

    Sacrifice &amp; Spirituality (Ilshenar) – The forest here is safe for those with high karma and it is full of Pixies. You will lose Karma for killing them but with your Karma high you can attack at will. Watch out, they are fast as heck and cast spells like there’s no tomorrow. But they drop quick enough and give over 20 hides for the effort.
    Also the Forest Lord Spawn is near this area which provides one with many Kirins and Unicorns from which to get Horned Hides.
    Also North of Sacrifice is a Ratman Spawn which can keep you in Spined Leather supply.
    </blockquote>
     
  4. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    <font color=red> </font color=red><center><font color=00008B>The Tailoring FAQ, </font color=00008B>
    as pillaged from earlier versions;
    Notably that written by Puppy.
    (see bottom of this post for FAQ credit info)
    </center>

    <font color=00008B>Table of Contents</font color=00008B>

    <font color=8B0000><ul>How to Start a Tailor Character
    What to Make When
    How Far Will Oilcloths Take Me?
    How Many Hides/Cloth Will I Need to GM?
    Do I Need to Move Around to Gain?
    I Seem to Be Stuck. Help!!
    What Does Recycling Leather Mean?
    Can leather items be repaired?
    UOAssist Macro?
    Are GM Marked Items Better Than Exceptional Items?
    VDP List for Leather and Studded Leather
    What AR's do the new leathers provide?
    What skill levels do I need to work the new leathers?
    Resources - Hides &amp; Bones? Where to get em? How to get em? How to use em? What are these new leathers?
    Where is the best place to get (normal) hides?
    Where is the best place to get bones?
    Arcane Clothes??
    Black Cloth?
    Coloured Leather?
    Dye Tubs? So what is the deal with Dye Tubs?
    BODs? What are BODs?
    What about LBODs?
    FAQ credit info &amp; History.[/list]</font color=8B0000>

    <font color=00008B>Following Posts/Additional Information.</font color=00008B>

    <ul><font color=8B0000>* The Tailoring BOD FAQ
    * Rare Cloth Colours &amp; Mystical Dye Tubs - rare, mythical, illegal, old and new.
    * Hide Gathering Locations and Techniques
    * Gain Diaries</font color=8B0000><ul><font color=8B0000>Includes:
    Diary of a tailor</font color=8B0000> - thanks to Rainman290
    <font color=8B0000>Another Very ComprehensiveTailoring Diary</font color=8B0000> - thanks to Daenerys
    <font color=8B0000>And Another Tailoring Diary</font color=8B0000> - thanks to richarddjames [/list]</font color=8B0000><font color=8B0000>* Studded Leather: An Analysis, By Kral</font color=8B0000>
    <font color=8B0000>* Hide Rates Per Item, By Pfredd[/list]</font color=8B0000>
    <blockquote>
    <font color=8B0000>* How to Start a Tailor Character</font color=8B0000>

    If you're starting a pure merchant character you'll do best to design your template with other skills at 50--not because tailoring is easier to raise than, say, blacksmithing, but because it's easier and cheaper to gather wool and make cloth than it is to buy or mine ingots. If you're thinking about a warrior/tailor character, definitely start with 50 tailoring.

    You'll start with a sewing kit and some cloth, but they won't take you far. You need to use some of your newbie money to buy lots of sewing kits because they break after about 50 uses. If you can find exceptional sewing kits (made by tinkers) then snap them up --they'll last easily twice as long as the ones you buy from NPCs.

    Note:Sewing kits are exhausted after 51 uses much like many other tools. However, if you're lucky enough to find one made by a grandmaster tinker, they should last as long as 198 uses.
    - Wolfsbanes
    Note also that after Publish 16 tools such as these should show the number of uses they are endowed with listed as "Charges" – Feenicks

    To get more cloth you'll need to shear sheep. Sheep spawn usually in groups of four or five with a shepherd. Some good places to find sheep are Delucia, Moonglow, Magincia (watch out for giant serpents, though), and the sheep pens in Yew. Double-click your dagger and target the sheep. You will get one fleece which will give you three balls of yarn when spun on a spinning wheel. If you kill the sheep and then shear it you'll get three clumps of fleece but they only spin up into one ball of yarn each--plus they won't stack with fleeces from live sheep.

    Note: You may like to kill the sheep after you shear it though since it is often quicker for a new sheep to respawn than for a live shorn sheep to regrow its wool. - Feenicks

    Use the balls of yarn on a loom to make your cloth. It takes five balls of yarn to make one bolt of cloth (which gives you 50 yards of cloth). So, for every five sheep you shear you will get three bolts of cloth. Spinning and weaving aren't dependent on tailoring skill.

    Use your dagger on dead animals to get hides. Cows are easy for even the rawest newbie to kill with just a little skill, and they will give you 12 hides. Use scissors on the hides to cut them up into leather, which weighs only one stone each instead of four.

    <font color=8B0000>* What to Make When </font color=8B0000>

    Make what's hardest for you. Stratics has a handy list of items tailors can make which includes the skill level required.
    You can also check on the crafting menu what the skill level required is for an item. Click the square button to the right of the item listing and it will give you more detailed information on what you can make with min. skill and % chance of success.
    For the most part you will want to make the hardest cloth item until you can make oilcloths. Then make oil cloths into the mid 90’s. When you stop gaining from Oilcloths then you will need to switch to leather and finish by making Studded Tunics.


    <font color=8B0000>* How Far Will Oilcloths Take Me? </font color=8B0000>

    Oilcloths will take you No Higher than 99.6 tailoring and gains will slow waaay down after you hit about 90 skill. It's much quicker and easier to gather hides and make studded armor instead at that point. But oilcloths should take you through the 80s without slowing down too much. As an example, in the high 80s I was still getting .1 to .3 gains per bolt of cloth used in power hour.

    Whether you stop making oilcloths at 99.6 or a bit earlier is up to you. Some go all the way to 99.6 whereas others prefer to switch to leather a bit earlier to speed things up. It depends on what your leather supply is like, how insane oilcloths have made you, and how much you hate gathering leather.


    <font color=8B0000>* How Many Hides/Cloth Will I Need to GM? </font color=8B0000>

    It varies so much from person to person that there's no point in trying to answer this question except to say "a lot."
    See some of the gain diaries included below this post in this thread to get a rough idea of what you may need.


    <font color=8B0000>* Do I Need to Move Around to Gain? </font color=8B0000>

    No. The 8x8 method doesn't work for tailoring and you can stand in one place all day and tailor and get as many gains as you would moving from place to place. But it does help to switch from making one item to another now and then (say, make five leather sleeves and then three leather gloves), which seems to help gains.

    Note. It MAY help if you are on a less populated subserver (such as being in Serpents Hold Felucca instead of West Brit Bank Trammel) where it’s likely that there are less people working on tailoring, but this unconfirmed as a technique to maximise gains and may be a myth. - Feenicks


    <font color=8B0000>* I Seem to Be Stuck. Help!! </font color=8B0000>

    If you've been tailoring faithfully for a long time and can't seem to get any gains, look at your skills menu to make sure you have some arrows pointed down. Check the "show real" button to make sure the skills you have set down actually have points left to lose. If you've got plenty of points to lose, there are a few things you can try. Some people suggest getting yourself killed. For some reason this seems to reset a counter somewhere and you may start to gain again. There are less drastic solutions, though. Try crossing a server line, make sure you're well fed, and switch from making one item to making another (if you've been making leather armor switch to making cloaks and robes). One thing I've found to be very helpful is to stop tailoring entirely for a few days and work on another skill.

    See a couple of posts below in this thread for Diaries &amp; Guides of people as they have GM’d in Tailoring.
    Note once Publish 16 goes live to all shards the info in these guides will most likely become obsolete as powerhour will no longer exist.


    <font color=8B0000>* What about higher than 100 Tailoring using powerscrolls</font color=8B0000>

    Powerscrolls, which are rewards for Tailoring Bods, coe in +5, +10, +15 &amp; +20 varieties.
    These little guys give you the ability to train your tailoring above 100.
    Everyone is still figuring out what gains past 100 are like but some preliminary information has been added to the "Gain Diary" post below.
    One person has reported "about 45k of leather and about 7 days" to get from GM to 110 making various studded items.


    <font color=8B0000>* What Does Recycling Leather Mean? </font color=8B0000>

    It means cutting up leather/studded armor you've made to get some leather back. You can do this on clothing items too to get cloth back (you can't cut up death robes or newbie cloths). The higher your tailoring skill the more leather/cloth you'll be able to salvage. When you hit Master Tailor you should be able to usually get half the leather/cloth back that it took to make the item. This saves a lot of time and/or money when you're in the last big pull to GM and don't want to spend money on hides or time on gathering them. But at lower levels it's really not worth it--you'd do much better selling what you make. If your tailoring is less than about 60 you might not get more than one hide or one yard of cloth back, and for some reason sometimes when you only get one hide/cloth back it is neither stackable nor usable.


    <font color=8B0000>* Can leather items be repaired? </font color=8B0000>

    Mostly not at the moment.
    The only exception is that Some magic studded armour items can be repaired by a Blacksmith (not by a tailor).
    This information may change after publish 16... maybe it already has?


    <font color=8B0000>* UOAssist Macro? </font color=8B0000>
    - Special thanks to Zeratul

    Ok this is what you do.
    Get hides or cloth in your bandages. Depending on you skill. Get some sewing kits.

    Hit record.
    Double click sewing kit.
    Pick item from menu.
    Target item (If using cloth target cloth. If leather, no need to target.)

    Stop recording.

    Now you should have this:

    Use item
    Menu selection
    Target Item (if using cloth)

    Now what you need to do is Change use item to use item type.
    Change target item to target item type
    add a pause of 1000 after the menu selection
    If you cant change the item to item type just count your resources.

    Note:
    If making Oil cloths you can also cut then up into bandages as you go by using this UOA macro:
    Use Item Type (sewing kit)
    menu (oil cloth)
    target item type (cloth)
    pause (1000)
    Use Item (scisors)
    target item type (oil cloth)
    <font color=red>BUT!!</font color=red> A Word of warning.
    You will need to start with a bunch of oil cloths already in your pack if you add this to the macro. What happens is if you dont have a few spare oil cloths and fail to make an oil cloth UOA will then think that your stack of unused cloth is an oil cloth and will cut it up instead... resulting in a LOT of bandages all of a sudden.
    Another way around it is to make a separate macro for cutting the oil cloths and use it periodically to cut up those cloths you have in your pack.
    (thanks again to Zeratul for this clarification)

    Note also, this macro section of the FAQ may be out of date due to the newer menu system. It’s been so long since I macro’d tailoring that I need to double check. This older version of marco info left in for now... - Feenicks


    <font color=8B0000>* Are GM Marked Items Better Than Exceptional Items?</font color=8B0000>

    As far as I know, they're the same. But people pay for the GM tag the same way in RL they pay for the Tommy Hilfiger tag. /php-bin/shared/images/icons/smile.gif

    Note: The long version:

    Despite the fact it is hotly contested and yet to be fully verified, GM items do seem to be slightly better (on average) than exceptional.

    It is thought that the base skill and relative physical statistics have an effect on the overall durability/protection of leather armour. This can be verified by taking 100 GM items and 100 exceptional items (made with 90 skill) and selling both sets to NPC vendors. The GM goods will average a slightly higher price, indicating that the NPCs have evaluated them as higher quality.

    However the chances that any tailor would endevour to piece together suits made of all the best pieces is remote and the effects are so small, that it is highly unlightly that you will ever need to worry about this.

    The short version:

    GM is better but not so as you'd notice.
    - Elof of Europa


    <font color=8B0000>* VDP List for Leather and Studded Leather </font color=8B0000>

    Leather Cap- 61
    Leather Gloves- 51
    Leather Gorget- 68
    Leather Sleeves- 62
    Leather Leggings-76
    Leather Tunic- 94
    Studded Gloves- 74
    Studded Gorget- 72
    Studded Sleeves- 87
    Studded Leggings- 101
    Studded Tunic- 125

    Once again I'd like to thank Zeratul for this information


    <font color=8B0000>* What AR's do the new leathers &amp; bones provide? </font color=8B0000>

    Thanks to Vas Deferens for his research into the ARs for Studded Suits of the new leather types.
    More info to come in regard to Bone armour, leather armour and comaprison of exceptional/normal quality.

    <blockquote><hr>


    Just been doing a little experiment with the new studded leathers, partly out of interest, partly hoping to get some gains (and I got 0.2!).... So here are the breakdown of the AR given by each part of the new leather if equipped on their own, and the total given when the whole suit is equipped:

    Barbed Studded:
    gorget 3
    tunic 14
    legs 7
    sleeves 5
    gloves 3
    cap 5
    Total when all equipped: 36

    Horned Studded:
    Gorget 3
    tunic 12
    legs 7
    arms 5
    gloves 3
    cap 4
    total when all equipped: 33

    Spined Studded:
    gorget 2
    tunic 11
    legs 6
    sleeves 5
    gloves 2
    cap 4
    total: 30

    Notice that in the case of horned and barbed the numbers dont add up, which I am guessing means numbers are being rounded up when equipped alone, but this leads to the other interesting point: If you substitute one part of the barbed set for a horned piece you cannot achieve the total AR of 36, even though that piece may appear to give the same ar value when equipped alone.

    Thanks for listening!
    Vas Deferens


    <hr></blockquote>

    Also in regard to Bone armour is this information from gafdv:
    <blockquote>
    Exceptional pieces are very hard to make even for a GM tailor, so I can only give you the stats on a non-exceptional suit.
    AR is 42 with helmet, 35 without (an exceptional suit would of course be higher).
    Dex loss is -13, but no dex loss for helmet.
    Manna regeneration is slow,about 1/3rd of normal (naked).
    You can use both reactive armour &amp; protection spells while wearing this armour.
    There is no gorget with this suit, but you can always add one.
    You can NOT actively meditate in a full suit of bone, but you can with only 2 or 3 pieces on.
    I personally like to combine a bone tunic &amp; gloves with a barbed leather suit.
    Bone armour is probably better for PVM.
    </blockquote>


    <font color=8B0000>* What skill levels do I need to work the new leathers?</font color=8B0000>

    This is from some testing on the Test Center:

    * Spined requires a minimum of 65.0 Displayed Tailoring;
    * Horned requires a minimum of 80.0 Displayed Tailoring;
    * Barbed requires a minimum of 99.0 Displayed Tailoring.

    Thanks to Nadia of Sonoma for this information.
    Note that this info is from Test Centre and may be different now ingame...


    <font color=8B0000>* Resources - Hides &amp; Bones? Where to get em? How to get em? How to use em? What are these new leathers? </font color=8B0000>

    (Special Thanks to Puppy and Mordanna for this information on leather sources from creatures. Much is taken from Mordanna’s table here additional thanks to bryanmurray1, Sarlacc &amp; slavegirl)

    <font color=blue>Please note also that the numbers given here are Trammel Values.
    You will get Double the amount of hides if taken from creatures killed in Felucca</font color=blue>

    Normal Leather:
    Strong Mongbat (6)
    Giant Rat (6)
    Swamp Dragon (20)
    Bullfrog (4)
    The old range of Normal Hide bearing non-aggressive animals
    (ie Rabbit, Cow, Goat, Horse, Hind, Bears, Timber Wolf etc &amp; more)

    Spined Leather:
    Dire Wolf (7)
    Ridgeback (12)
    Giant Toad (12)
    Giant Serpent
    Alligator (12)
    Lizardman
    Ratman
    Pixies (5)
    Imp (6)
    Small Hellcat (10)
    Large Hellcat (10)
    Lava Lizard (12)

    Horned Leather:
    Drake (20)
    Kirin (10)
    Unicorn (10)
    Sea Serpent
    Deep Sea Serpent (10)
    Wyvern

    Barbed Leather:
    Nightmare (10)
    Dragon (20)
    Serpentine Dragon (20)
    White Wyrm (20)
    Ancient Wyrm (40)
    Note, If the ancient wyrm polymorphs and you kill it while in human form etc you cannot get hides from the polymorphed body.

    Bones (from where?):
    Zombies
    Shadow Wisps
    Horde Minions
    Giant Serpents
    Basically any creatures that have traditionally spawned body parts may all now spawn bones. It seems to be around a 50/50 chance that it will have either bones or a body part.
    Bone containers may also be used but this needs to be confirmed.
    Fisherman may also fish up bones as part of pre-chest MIB loot.

    Bones (how to use?):
    When you get bones they come in the form of bonepiles or bone pieces. These are not stackable. You cannot extract workable bones from body parts or bone armour.
    To get workable bone resources you must use a pair of scissors on the bones you loot.
    You then get stackable bones the same as you used to get off (Bone Magi/Skeletal Mages ??)

    Here is an as yet incomplete list of what pieces yield how many bones.
    (Thanks to Nadia of Sonoma)<pre><ul>
    Bone: 1 bone
    Jaw Bone: 1 bone
    Pelvic Bone: 1 bone
    Bone Shards: 2 bones
    Spine: 2 or 3 bones (varies)
    Ribcage: 3 or 5 bones (varies)
    Bone Pile: 10 or 15 bones (varies)
    [/list]</pre>Spined, Horned, Barbed leather appear as rehued normal cut leather and hides. They are stackable but will not stack with the other types. Leather already gathered from spined, horned and barbed providing creatures prior to publish 16 will NOT change into the new types after publish 16. You will have to gather the stuff after publish 16 goes live. (Keeping pre-gathered piles separate before pub16 will NOT help)


    <font color=8B0000>* Where is the best place to get (normal) hides: </font color=8B0000>

    If you seek hides for your aspiring tailor you simply cannot go wrong by killing cattle. Cows Cows and more Cows. A Cow can drop in one or two hits from an axer and provide you with 12 hides for that minimal effort. Some Horse spawns are also great for a fast leather supply, although some dislike killing horses as it lowers your Karma.
    Keep in mind that oftentimes Tamers are using bulls to train Taming. Not attacking a bull that a tamer is training taming on keep things nice and easy for everybody. In the time you can kill a bull you could have killed 4 or 5 cows anyway so why not leave them be if there are tamers using them eh?

    In addition to hunting critters for hides you can also buy hides from tanners in town. It may take a fair amount of packhorses, a bit of cash and a little time but the effort it takes to work up a NPC vendor to spawning 999 hides is often worth it. To do so simply buy out all hides on the vendor so that there are none left, the next time he respawns stock his amounts will have doubled, eventually reaching 999.

    There are many good places for hunting animals for hides, some are detailed in a post further below in this thread.


    <font color=8B0000>* Where is the best place to get bones: </font color=8B0000>

    A lot of people go to the Forest Lord Spawn in Ilshenar near the Spirituality and kill Shadow Wisps. These guys do not give negative karma for killing them and if you are in positive karma the rest of the spawn should leave you alone. A Shadow Wisp is nowhere near as strong as a regular wisp and if it diesnt die in one hit the second hit should finish it off.
    Alternatively, especially if you dont have 3rd dawn or LBR and cant get to Ilshenar the island of Haven is teeming with both Shadow Wisps and Horde Minions. Horde Minions will also readily die in one hit to an axer and their only loot is either a body part or bones. The only danger is getting swamped by them, they seem to have a huge dex and will interrupt mages a lot, but even then it's not a real danger, just a nuisance cos you cant get a decent spell off (they move rather quickly too) but are about equal to a mongbat in strength (in fact they appear s blue mongbats for those without LBR or 3d)
    Another popular choice is to go to a swamp region and kill giant serpents. They give bones regularly but also have the added bonus of providing spined leather.
    Any Graveyard is good for bones as well since zombies provide them. Skeletons do not however and skeletal mages &amp; the like only produce a single bone making them not worthy targets for bone hunting.


    <font color=8B0000>* Arcane Clothes?? </font color=8B0000>

    Arcane clothes are an addition to UO that came out of the "Gargoyle Scenario" As part of this Scenario Power Generators spawned across the lands and with them spawned Golems and Controllers. Loot on Golems and Controllers consisted of an Arcane Gem. These guys now only spawn in Ilshenar.
    * A Tailor can use this Arcane Gem to make some clothing items into Arcane Clothes (double click gem and target item)
    * Items that can be made Arcane are Leather Gloves, Cape, Thigh boots, Robe.
    * To be made arcane these items must be player crafted and of Exceptional Quality.
    * Arcane items have 20 charges if made by Gm tailor, Charges can be used in lieu of reagents to cast magic if out of regs.
    * Arcane items can be recharged by anyone but will have less than the full 20 charges that a GM tailor will provide.
    * When an Arcane Gem is added to an item the new Arcane item essentially replaces that item... Hence Blessed items will lose their blessed status, items of a specific colour will lose that colour and become arcane red &amp; so on.
    * Arcane items can be redyed as per normal clothes once made, but they will not retain the base colour of any cloth they were made out of since they automatically hue the special 'arcane red' when created.
    <font color=red>Don’t make arcane gear out of your Rare clothes!!</font color=red>


    <font color=8B0000>* Black Cloth? </font color=8B0000>

    For some reason people seem to like walking around with their paperdolls looking like floating heads and hands. Black clothes really do sell. Now that it's safe to lock down a black dye tub in your house (no one can overdye them), they are pretty common on most shards. Just go into houses and look around. They're a nice status symbol that people want to show off.
    Anyone with an account over 12 months old can choose a Black Dye Tub with the new veteran rewards system /php-bin/shared/images/icons/smile.gif


    <font color=8B0000>* Coloured Leather? </font color=8B0000>

    Almost the same deal as with Black, but lets you dye leather. You need to be a 24month veteran to do this though. It is a pain for newbie tailors to be unable to dye leather, but you should be able to make friends well enough with a 24+ month veteran who would do it for you.


    <font color=8B0000>* Dye Tubs? So what is the deal with Dye Tubs? </font color=8B0000>

    There are a number of dye tubs ingame, most are the result of Veteran Rewards. Plain old normal ones can be readily obtained though.

    Dye Tub:
    Normal Dye tubs can be bought at any tailor. They do a range of colours and can dye the normal range of clothing items. (ie not leather, armour or sandles) These colours sometimes seem to "bleed" when applied to certain clothing items and sometimes don’t look as good as NPC cloth or Special Dye Tub colours.

    Special Dye Tub:
    The Special Dye Tub is available as a 12 month Veteran reward. When you have played UO for 12 months you will be able to select a Special Dye Tub as a reward. The Special Dye Tub will allow you to choose from a range of colours that are not available on the Normal Dye Tubs. The Special Dye Tub colours do not bleed and are therefore considered by many folk as superior to the colours on a normal dye tub although the range is more restricted.
    The colours available can be seen here.
    Use normal store bought dyes to change the colour of the tub.

    Black Dye Tub:
    The Black Dye Tubs is available as a 12 month Veteran reward.
    Black dye tubs initially appeared in the game as a bug, this was so popular and had become so widespread though that Black Dye Tub was made available legitimately. The first legit ones were acquired via a "Clean up Britannia" reward system. These ones have no age restriction to use if you happen to find a public one. There is also talk of a mysterious "Black Lich" spawning the Tubs as loot. This may or may not exist anymore. No-one has been able to confirm it despite persistent rumours. Now you can get them via Veteran Rewards. They will dye cloth a jet black that in the 2D client has no shading and blends with the background on the paperdoll making a person in a Black robe look like a floating head and hands.
    You cannot change the colour of a black dye tub.

    Furniture Dye Tub:
    Also a 12 Month Veteran Reward. Used to Dye certain pieces of Furniture. Does nothing to clothes although you can dye Dressforms with it.

    Leather Dye Tub:
    The most controversial &amp; popular of Dye Tubs is the Leather. This is only available as a 24 Month Veteran Reward.
    Use Normal Store bought Dyes to change the colour of the tub.
    Some leather dye tub facts:
    1. Must be 24 months to dye leather with the tub
    2. Anyone can change the colour on the tub (any age)
    3. You can use a locked down tub in a house you are not friended to
    4. You can change the colour of a locked down tub in a house you are not friended to at any age.
    5. When you chop up leather it retains the colour.
    6. When you make things with coloured leather, the colour goes back to normal coloured leather.
    7. You can dye ranger armour
    8. When you use a brand new dye tub on coloured leather, it changes the coloured
    leather back to original leather colour (yes this works on ranger armour as well)
    9. A picture of leather dye tub colours can be found here with thanks to SugarMonkey

    Other Tubs/Colours:
    There are some Tubs that have appeared in static areas and some colours that are not obtainable in Tubs.
    Also there are many "rare" or less common colours that cannot be gotten from Tubs.
    See post below for info on other cloth colours and dye tubs... Rare, mythical, illegal and new.


    <font color=8B0000>* BODs? What are BODs? </font color=8B0000>

    A BOD is a Bulk Order Deed. BOD's may be offered to anyone with Tailoring skill when they sell items to NPC Tailors and Weavers. These deeds come in many forms but the one thing they have in common is that they may all be completed and turned in immediately for a reward. The reward depends somewhat on the type of deed you turn in, nearly all low end tailor rewards is varying new shades of cloth.

    The OSI info on Tailoring BODs can be found here


    <font color=8B0000>* What about LBODs? </font color=8B0000>

    LBODs are Large Bulk Order Deeds. These deeds require the smaller component BODs to complete. Fill the smaller BOD and then add the full small BOD to the LBOD to fill that component of the LBOD.

    See the appropriate Post below in this thread for a new FAQ on the Tailoring Bod System by Nadia of Sonoma.


    <font color=8B0000>* FAQ credit info &amp; History. </font color=8B0000>

    The original tailoring FAQ was initially written by Puppy.
    (the majority of this FAQ retains this information)
    It was then edited by Ce’Nedra Willow with a number of additional posts added to the FAQ as ‘Notes’ to combine it into one post.
    After that many additions were added, edited, changed by previous tailor moderator Bladeswinger and by myself (Feenicks)
    I have now taken that edited FAQ and re-edited it to include new information, additions, changes and formatting in an attempt to bring it up to date. Please consider any mistakes, faults, typos etc as my own and do not reflect on earlier contributors to the FAQ.
    This is still a work in progress.
    Thanks
    – Feenicks.


    <font color=red>Current Tailoring Mods :</font color=red> Feenicks, Boadicea/*

    <font color=red>Good Luck!</font color=red>

    <font color=blue>On windy days and moonless nights,
    Blake wears a suit of shifting lights.
    The tailor now has grown so clever
    he stitches light and dark together. </font color=blue>
    --Nancy Willard
    </blockquote>
     
  5. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    <font color=red> </font color=red><center><font color=00008B>Gain Diaries</font color=00008B>
    as from the older FAQ</center>

    <ul><font color=8B0000>Includes:
    Diary of a tailor (pre Pub 16)</font color=8B0000> - by Rainman290
    <font color=8B0000>Another Very Comprehensive Tailoring Diary (pre Pub 16)</font color=8B0000> - by Daenerys
    <font color=8B0000>And Another Tailoring Diary (pre Pub 16)</font color=8B0000> - by richarddjames
    <font color=8B0000>My Tailoring Gains to 110 Elder Tailor Title (post Pub 16)</font color=8B0000> - by Lady Androemeda [/list][/list]</font color=8B0000>




    These Diaries below may help you GM. Please note that they are all based on Powerhour. We will be losing powerhour as Publish 16 goes live on all Shards. This will of course make these diaries outdated.
    If you already have Publish 16 on your shard please note that these diaries will no longer reflect reality for you.
    As people work on tailoring in the Post Publish 16 era we will require new diaries. People who wish to post their findings will be greatly appreciated. Can you be the first to GM Tailoring from 0 in the Post Powerhour Era?


    <font color=red>Diary of a tailor</font color=red> - thanks to Rainman290
    <blockquote><hr>


    Here is a list of resources you might wanna get/buy before starting:
    1. Around 30 GM Tinkered Sewing Kits
    2. 15.5K worth of Leather/Hides
    3. 11k worth of Cloth
    You will probably GM with enough supplies left over, but I still practiced tailoring off my PH(Power Hour). So There is what I had to buy to GM tailor. Now off to the skills part. I roughly started around 35 skill points. Tailoring rapidly raises your dex too, just a side note. Here is what i made from 30 on up. I personally suggest you do as much as you can in power hour then stop to save resources.

    SKILLS

    35.5 - 42.0 : Skirts (650 Cloth)

    42.0 - 51.8 : Cloaks(1620 Cloth)

    51.8 - 54.0 : Leather Gloves (200 Leather)

    54.0 - 58.0 : Leather Gorgets (310 Leather)

    58.0 - 62.3 : Leather Skirts (420 Leather)

    62.3 - 66.8 : Leather Shorts (1210 Leather)

    66.8 - 70.5 : Robes (2230 Cloth)

    70.5 - 74.6 : Leather Tunic (1625 Leather)

    74.6 - 92.9 : Oil Cloth (5370 Cloth)

    92.9 - 95.8 : Studded Legs (3680 Leather)

    95.8 - 100 : Studded Tunics (9070 Leather)


    <hr></blockquote>

    <font color=red>Another Very ComprehensiveTailoring Diary</font color=red> - thanks to Daenerys

    <blockquote><hr>

    **Note** I took note of resources rounded to 10 as I removed piles. I did recycle everything and because I put the scraps back in the pile the numbers shown are off by a few but not much. Also I could have used far fewer resources doing this... the following is an account based on the shortest time working largely outside burst hours.

    <font color=red>* Power or Burst Hours denoted in red with a trailing asterisk</font color=red>

    Day One:

    35.5 - 42.0 | Skirts (650 Cloth)
    <font color=red>42.0 - 51.8 | Cloaks (1620 Cloth) *</font color=red>
    <font color=red>51.8 - 54.0 | Leather Gloves (200 Leather) *</font color=red>
    <font color=red>54.0 - 58.0 | Leather Gorgets (310 Leather) *</font color=red>
    58.0 - 62.3 | Leather Skirts (420 Leather)
    62.3 - 66.8 | Leather Shorts (1210 Leather)
    66.8 - 70.5 | Robes (2230 Cloth)
    70.5 - 71.2 | Leather Tunic (500 Leather)

    Not bad for a days work. Today really pissed me off because I transported 11k leather and got to 68 off part of it when GL dropped and reverted to when i was moving the packhorses. Needless to say, logged on to 0 tailoring and my 8 packhorses gone with no leather that I spent all morning collecting.

    I managed to get 3k more hides and do it over again but this time i did skirts and cloaks to start and save that precious hides for my power hour. The first time i did it i ate up 2k hides making non recycle-able shoes and ... well thats just dumb, spend 4k on the cloth.


    Day Two:

    <font color=red>71.2 - 74.6 | Leather Tunic (1125 Cloth)*</font color=red>
    <font color=red>74.6 - 79.3 | Oil Cloth (300 Cloth)*</font color=red>
    79.3 - 82.8 | Oil Cloth (650 Cloth)

    I like this oil cloth business alot! Cloth is so light and gains are good considering. My friend was working lore on a boat and wanted me to cut bandaids for him... so i set up a macro in UOA to make 50 oilcloths and cut by type 50 times. He supplied the cloth ... i gave him bandaids. Killed 2 birds with one stone and had some company too.

    Day Three:

    82.8 - 92.9 | Oil Cloths (4420 Cloth)
    92.9 - 94.6 | Studded Legs (2120 Leather)

    I got very sadistic today... oilcloths eat so little I just decided to dedicate my 2nd computer to making them all day long and see how it went. I started when the server came up and just began tailoring away.

    Some of you may think thats crazy but ive been playing for a long time and remember when certain skills made this process look like a walk in the park. Some of you know what im talking about... standing in feind room all day dumping mana and active meditating all day ... 10+ hours ... for a whopping .1 gain.

    I also noticed something I found very interesting when I was doing the oil cloth spree. I am beginning to think there is a little variant of the Seige RoT system in the normal shard code (or at least GL). I think this because around every hour on the hour I would gain anywhere from .4 to 1.0 back to back in a matter of minutes... anyone else see anything like this?

    At 92.9 I was about ready to fall asleep having been up all night before... I decided to eat up 2k leather I had in my box, save PH for tommorow and call it quits. (I could have GMed if I would have stayed awake /php-bin/shared/images/icons/smile.gif

    Day Four:

    <font color=red>94.6 - 95.8 | Studded Legs (1560 Leather)*</font color=red>
    95.8 - 99.1 | Studded Tunics (7890 Leather)
    <font color=red>99.1 - 100.0 | Studded Tunics (1180 Leather)*</font color=red>

    Well... I spent a few hours in prep for today... gathered about 4k hides and logged on my tailor. After my initial PH was over I tried some oilcloths... an hour went by with no gains and I decided it wasnt worth it. Not long into my outside of power hour gains on tunics i realized i needed more hides so I commissioned some friends to kill the polar bears around ice and bring me hides while another friend loaned me 2k. Steady gains for 4 hours from 95.8 to 99.1. PH Hit and I was GM from 99.1 in under 30 minutes... YAY!


    Overall Observations:

    Oilcloths rule and make useful bandages later!! (Hides are faster though)
    29 GM Tinkered Sewing kits were used
    15,390 Hides used (Approx 500 cows, 100 bulls, and 500 polarbears were ruthlessly slaughtered and dismembered)
    10,995 Cloth used (No sheep were harmed)
    Leather is too damn heavy!
    UO Assist is awesome!
    Gore should have won
    Too much coffee is bad for your nerves.

    <hr></blockquote>

    <font color=red>And Another Tailoring Diary</font color=red> - thanks to richarddjames
    <blockquote><hr>


    PH 1 51.9 - 66.8 (14.9%)Guide - 1463 leather
    PH 2 66.9 - 74.6 (7.7%) Leather items - 2293 leather
    PH 3 74.6 - 80.0 (5.4%) Oil cloths - 488 cloth
    PH 4 80.0 - 84.2 (4.2%) Oil cloths - 519 cloth
    PH 5 84.2 - 87.5 (3.3%) Oil cloths - 634 Cloth
    PH 6 87.5 - 90.0 (2.5%) Oil cloths - 542 Cloth
    PH 7 90.0 - 91.0 (1.0%) Oil Cloths - 380 Cloth
    PH 8 91.0 - 91.7 (0.7%) Oil Cloths - 261 Cloth
    PH 9 91.7 - 92.8 (1.1%) Oil Cloths - 559 Cloth.
    PH 10 92.8 - 93.7 (0.9%) Oil Cloths - 650 Cloth
    PH 11 93.7 - 94.2 (0.5%) Oil Cloths - 602 Cloth
    PH 12 94.2 - 94.6 (0.4%) Oil Cloths - 558 Cloth
    PH 13 94.6 - 95.3 (0.7%) Oil Cloths - 598 Cloth
    PH 14 95.3 - 96.1 (0.8%) Oil Cloths - 475 Cloth
    PH 15 96.1 - 96.7 (0.6%) Oil Cloths - 500 Cloth
    PH 16 96.7 - 97.5 (0.8%) Oil Cloths - 938 Cloth
    PH 17 97.5 - 98.0 (0.5%) Oil Cloths - 630 Cloth
    PH 18 98.5 - 99.7 (1.2%) Studded Tunics - 3300 Leather
    PH 19 99.7 - 100 (.3%) Studded Tunics - 1300 Leather

    Total Leather - 8356
    Total Cloth - 8989

    All done in PHs, off peak, in a low player area.

    It seem that Danearys was very lucky with his gains. He gained more than me out of PH than i did in PH, LOL. I was adamant that it wasnt worth trying to do it in a few days and playing outside PH, but it seems you may as well. I used nearly as much resources as his guide anyway. Its very strange (and mildly annoying) that gains vary so much but hey, GM now.

    Harder and slower than Smithing too.

    <hr></blockquote>

    <font color=red>My Tailoring Gains to 110 Elder Tailor Title </font color=red> - thanks to Lady Androemeda
    <blockquote><hr>


    100-102 Studded Gloves
    102-104 Studded Sleeves
    104-108 Studded Legs &amp; Studded Tunics
    108-110 Studded Tunics &amp; Female Studded Armor

    I gained anywhere from .5 to 1.3 in a days work also I found out that after gaining .2 or .3 to take a 2 to 3 hour break before gaining again. Between 104 to 110 taking turns on different armor types helped also. I roughly used about 45k of leather and about 7 days. Hope this helps :p


    <hr></blockquote>

    More info on Post Publish 16 Gaining is yet to come.
     
  6. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    Special thanks to <font color=red>Kral</font color=red> for this huge analysis of studded leather success rates etc. Some things may have changed slightly since various publishes but the data should still give a decent indication or what to expect.

    ===============================================
    [some outdated reference to faction pricing deleted - 25/4/01 - Feen]
    [moved from its own thread to the new FAQ thread - 1/7/02 - Feen]

    ===============================================

    It seems we've all been going on guesswork for quite some time as to the failure rate with studded leather items, the number of hides required to create a full set, and how to go about the creation in a profitable manner. I did some testing this morning on the faction test center (since they added free hides) to try and solve this. I created 100 of each item and recorded the exact results. These trials occured between approximately 9am 7/27/2000 and 12pm 7/27/2000. I personally think eating has nothing to do with success rates (this is a separate research project though) but I ate after every 10 items in order to keep those that think eating counts from discounting the results. The raw data will be included at the end of this post or in another post if it won't allow them to be that long. Refer back to it to see where my results are coming from. Please check my work as well incase I made some miscalculation. Brace yourself, this is going to get mathy. /php-bin/shared/images/icons/wink.gif

    Ps, if you've found this useful and would like to tip me for the research work, just add to the gold pile at my house in Trammel on Napa Valley at 90 36'N 62 22'E, thanks /php-bin/shared/images/icons/smile.gif (NOTE: I no longer live there, that's my house from a year ago.. Just tip Belan the noble looter when you get a chance. /php-bin/shared/images/icons/wink.gif)

    First of all, here are the success rates for creating GM studded items as derived from the success totals in the data:

    gorget: 47%
    gloves: 43%
    sleeves: 30%
    leggings: 22%
    tunic: 16%

    Before I go further, we must address the issue of weather to recycle failures (normal and low-quality items) or to sell them to NPC's. Many of you that are blacksmiths are familiar with this method, however it doesn't hold for tailoring. The price that NPC's will pay for items fluxuates, so I tried to record what seems to be the average I could get. Let's look at tunics for an example. The NPC's I asked would buy my low quality tunics for 46 gold and normal quality tunics for 59 gold. Instead of selling them, I can recycle them to produce 7 hides each. Since NPC's will buy leather gloves for 34 gold, and it takes 3 hides to make each one, that means I can make 79 gold off the recycled tunic and hopefully more if I can make more than 11.3 gold per hide by selling to players. It is pretty clear that a 79 gold profit is better than a 59 gold profit (or less for low quality tunics), meaning we should recycle these tunics instead of selling. The same is true for the other items, although normal quality gloves can still sometimes return slightly better than 11.3 gold per hide when sold to NPC's. Occasionally the NPC's will offer an excellent price and other items (excluding low quality items) will have a price per hide slightly above 11.3. However, as tailors, we should be able to get more than the base 11.3 gold per hide so making an exception for gloves and these rare deals isn't worth the effort, especially considering it is only normal quality that yield profit and are also very dependant on the NPC's current mood. The conclusion is that recycling all failed tailoring goods is justified.

    Now that we've decided we need to recycle all our failures, let's figure out how many hides we use (taking into account recycling) to produce one GM studded set on average. First, look at my raw data, the "Totals" section of each item. We will normalize the results based on only 1 studded item being produced to figure out what fraction of the other items (low-quality, normal-quality, and failures (lost hides)) were produced to make that 1 item. This requires dividing the normal, low, and failure counts by the studded item count and multiplying the failures by the average number of hides lost per failure. If this sounds confusing, look at where the equation's numbers are coming from in the data to make it clearer. The number of items (and failures) produced in making a studded set is therefore:

    1 GM studded gorget
    34/47 normal studded gorgets
    13/47 low quality studded gorgets
    (6/47)*(6/6) wasted hides

    1 GM studded gloves
    30/43 normal studded gloves
    12/43 low quality studded gloves
    (15/43)*(20/15) wasted hides

    1 GM studded sleeves
    27/30 normal studded sleeves
    18/30 low quality studded sleeves
    (25/30)*(40/25) wasted hides

    1 GM studded leggings
    27/22 normal studded leggings
    20/22 low quality studded leggings
    (31/22)*(78/31) wasted hides

    1 GM studded tunic
    24/16 normal studded tunics
    17/16 low quality studded tunics
    (43/16)*(150/43) wasted hides

    From these numbers, we can easily figure out the number of hides required. Note that the first term is the number of hides used to make the GM studded item (1*6 in the case of a studded gorget), the second term is the fractional amount of normal and low quality items produced multiplied by the number of hides that are eaten by recycling (since we only recover half when we recycle) and the third term is the number of hides lost to complete failures.

    Hides used to make a GM studded gorget (recycling): 1*6+(6-3)*((34/47)+(13/47))+(6/47)*(6/6) = 9.128
    Hides used to make a GM studded gloves (recycling): 1*8+(8-4)*((30/43)+(12/43))+(15/43)*(20/15) = 12.372
    Hides used to make a GM studded sleeves (recycling): 1*10+(10-5)*((27/30)+(18/30))+(25/30)*(40/25) = 18.833
    Hides used to make a GM studded leggings (recycling): 1*12+(12-6)*((27/22)+(20/22))+(31/22)*(78/31) = 28.364
    Hides used to make a GM studded tunic (recycling): 1*14+(14-7)*((24/16)+(17/16))+(43/16)*(150/43) = 41.313

    Total: 110.010 hides required per GM studded set (recycling).

    To continue the analysis, we can find the number of item attempts it requires to create a studded set as well as an estimate at the minimum time required to create a studded set:

    Attempts required (gorget): 1+34/47+13/47+6/47 = 2.128
    Attempts required (gloves): 1+30/43+12/43+15/43 = 2.326
    Attempts required (sleeves): 1+27/30+18/30+25/30 = 3.333
    Attempts required (leggings): 1+27/22+20/22+31/22 = 4.545
    Attempts required (tunic): 1+24/16+17/16+43/16 = 6.250

    Attempts required total: 18.582 attempted item creations per GM studded set.

    Time estimate per attempt via macroing with UOA: I managed 7 attempts in 31 seconds, so 4.429 seconds per attempt
    Estimated time required per studded set (ignoring recycling leftovers): 18.582*4.429 = 82.300 seconds

    Now, as for how to price GM studded sets. It is shown that the optimal route is to recycle our failures, which sets the number of hides required to make a studded set on average at 110.
    In order to price the studded set for sale to players, we must set the price based on effort and price per hide. The marketplace fixes the price of a hide to at least 11.3 gold for tailors (as you can sell leather gloves for 34 each to NPC's, etc etc) so for the raw materials alone to break even with the NPC market, the price would be 1243 gold. Now in order to price the finished goods, we need to add on an amount to justify selling to players instead of to NPC's and optionally an amount taking into account the extra effort involved in creating studded (like blacksmiths do with plate, but less as it isn't as difficult). The additional cost added by the effort involved will differ from tailor to tailor as each tailor has their own idea of what is a reasonable markup for profit. I had previously tried to explain this and met with a lot of hostility for some reason. /php-bin/shared/images/icons/smile.gif The next section will try and deal with that.

    Even if you are GM tailor, studded is NOT free to you. This is a common misconception even though it shouldn't be. People have argued that since they collected the hides themselves and made the suit themselves, it only cost them the 6 gold for the sewing kit so even if they sell the studded at 7 gold, they have made a profit. This line of thinking completely ignores the fact that hides are worth a bunch of money and that it took them a lot of time to collect the materials and make the suit. You can easily sell the hides to other tailors for 5 gold a piece, or you can sell them to NPC's for 11.3 gold a piece in the form of leather gloves. That makes the value of the materials in a studded suit either 550 gold or 1243 gold, depending on which mode of buisness you prefer. If you instead use the hides yourself and sell the finished goods for 7 gold each, that's an awful lot of gold you are missing out on. These tailors are also neglecting the amount of time it took for them to get all the hides and produce all the studded leather sets. Your time is hopefully worth something to you. The best response I've seen was from Krenklim, go check it out at
    "http://boards.stratics.com/cgi-bin/boards/uo/showthreaded.pl?Cat=21&amp;Board=uotailor&amp;Number=397678&amp;
    page=0&amp;view=collapsed&amp;sb=5&amp;vc=1#Post397678".
    GM blacksmiths and GM alchemists know that they can sell plate or deadly poison to players and get much more than they would selling items made with the same materials to NPC's. Their prices are set accordingly. For some reason though, GM tailors often sell studded to players for much less than the NPC's would pay for other items using the same materials. You need to sell at more than 1243 gold per studded set in order to make it worthwhile to sell to players instead of NPC's. Yes, it's fun to sell to players, yes you can afford to give things away, yes it's neat to see people wearing your armor, but really, why insist on selling at less than market prices to do so? No one else does.


    CONCLUSIONS


    It is best to recycle all failures made when creating a studded set instead of selling back to NPC's.

    A studded suit requires 110 hides with recycling.

    You must sell to players at more than 1243 to beat just selling to NPC's. I'd reccomend 1500.

    You can have fun and enjoy selling to players without selling lower than what the NPC's would pay. Just ask blacksmiths and alchemists. /php-bin/shared/images/icons/smile.gif

    The success rates for items are:
    gorget: 47%
    gloves: 43%
    sleeves: 30%
    leggings: 22%
    tunic: 16%


    DATA



    Research: Studded Gorget

    Key:
    l = low quality produced
    n = normal quality produced
    f (x) = failed and lost x hides
    s = success

    Trials: 100
    Method: Attempted to produce studded gorget.. Attempted to eat fishsteaks until no more could be eaten every 10 attempts

    ---------------
    (full)
    1 s
    2 s
    3 n
    4 n
    5 n
    6 s
    7 n
    8 n
    9 n
    10 n
    (too full)
    11 f 1
    12 n
    13 s
    14 s
    15 s
    16 n
    17 n
    18 s
    19 n
    20 n
    (stuffed)
    21 s
    22 s
    23 s
    24 s
    25 n
    26 f 1
    27 n
    28 n
    29 n
    30 f 1
    (too full)
    31 s
    32 s
    33 s
    34 n
    35 l
    36 s
    37 s
    38 n
    39 s
    40 n
    (full)
    41 s
    42 s
    43 s
    44 l
    45 f 1
    46 n
    47 l
    48 n
    49 l
    50 s
    (too full)
    51 s
    52 s
    53 s
    54 n
    55 n
    56 s
    57 s
    58 s
    59 s
    60 n
    (full)
    61 n
    62 l
    63 n
    64 f 1
    65 s
    66 n
    67 s
    68 l
    69 l
    70 l
    (too full)
    71 l
    72 s
    73 s
    74 l
    75 s
    76 l
    77 n
    78 s
    79 l
    80 s
    (full)
    81 s
    82 s
    83 n
    84 n
    85 n
    86 s
    87 s
    88 s
    89 s
    90 f 1
    (too full)
    91 n
    92 s
    93 l
    94 s
    95 n
    96 n
    97 s
    98 s
    99 s
    100 s

    Totals:
    s = 47
    n = 34
    l = 13
    f = 6
    failed hides total = 6

    Stats:
    Requires = 6
    Recycle = 3
    NPC sell low = 27
    NPC sell normal = 34
    NPC sell high = 39



    Research: Studded Gloves

    Key:
    l = low quality produced
    n = normal quality produced
    f (x) = failed and lost x hides
    s = success

    Trials: 100
    Method: Attempted to produce studded gloves.. Attempted to eat fishsteaks until no more could be eaten every 10 attempts

    ---------------
    (stuffed)
    1 l
    2 l
    3 s
    4 s
    5 s
    6 n
    7 s
    8 s
    9 l
    10 l
    (too full)
    11 n
    12 f 2
    13 s
    14 l
    15 n
    16 n
    17 s
    18 l
    19 f 2
    20 s
    (stuffed)
    21 s
    22 s
    23 l
    24 l
    25 f 1
    26 n
    27 s
    28 s
    29 f 1
    30 s
    (stuffed)
    31 s
    32 s
    33 s
    34 s
    35 s
    36 s
    37 n
    38 s
    39 s
    40 n
    (too full)
    41 s
    42 f 1
    43 n
    44 s
    45 n
    46 n
    47 n
    48 s
    49 s
    50 s
    (too full)
    51 f 1
    52 s
    53 s
    54 l
    55 s
    56 n
    57 s
    58 n
    59 f 2
    60 n
    (too full)
    61 s
    62 n
    63 s
    64 f 2
    65 l
    66 f 1
    67 f 1
    68 f 1
    69 s
    70 n
    (stuffed)
    71 s
    72 s
    73 s
    74 n
    75 n
    76 s
    77 s
    78 n
    79 f 2
    80 s
    (too full)
    81 n
    82 n
    83 n
    84 s
    85 n
    86 n
    87 n
    88 n
    89 l
    90 f 1
    (stuffed)
    91 n
    92 f 1
    93 s
    94 f 1
    95 s
    96 s
    97 n
    98 n
    99 l
    100 n

    Totals:
    s = 43
    n = 30
    l = 12
    f = 15
    failed hides total = 20

    Stats:
    Requires = 8
    Recycle = 4
    NPC sell low = 36
    NPC sell normal = 45
    NPC sell high = 51-49



    Research: Studded Sleeves

    Key:
    l = low quality produced
    n = normal quality produced
    f (x) = failed and lost x hides
    s = success

    Trials: 100
    Method: Attempted to produce studded sleeves.. Attempted to eat fishsteaks until no more could be eaten every 10 attempts

    ---------------
    (stuffed)
    1 l
    2 f 3
    3 f 1
    4 n
    5 s
    6 n
    7 n
    8 s
    9 n
    10 s
    (too full)
    11 s
    12 f 1
    13 s
    14 s
    15 l
    16 f 1
    17 l
    18 f 1
    19 f 1
    20 s
    (stuffed)
    21 l
    22 l
    23 s
    24 f 1
    25 n
    26 s
    27 f 1
    28 s
    29 n
    30 s
    (stuffed)
    31 f 2
    32 f 3
    33 l
    34 n
    35 n
    36 l
    37 f 1
    38 l
    39 s
    40 s
    (too full)
    41 n
    42 f 3
    43 n
    44 s
    45 n
    46 n
    47 l
    48 f 3
    49 s
    50 s
    (too full)
    51 s
    52 f 1
    53 n
    54 l
    55 n
    56 l
    57 n
    58 l
    59 f 1
    60 f 2
    (stuffed)
    61 s
    62 s
    63 f 1
    64 s
    65 n
    66 n
    67 f 2
    68 s
    69 l
    70 f 2
    (too full)
    71 l
    72 s
    73 f 1
    74 s
    75 s
    76 s
    77 n
    78 l
    79 n
    80 n
    (stuffed)
    81 l
    82 s
    83 f 3
    84 s
    85 s
    86 f 2
    87 n
    88 n
    89 l
    90 f 1
    (stuffed)
    91 f 1
    92 s
    93 l
    94 n
    95 s
    96 n
    97 f 1
    98 n
    99 n
    100 n

    Totals:
    s = 30
    n = 27
    l = 18
    f = 25
    failed hides total = 40

    Stats:
    Requires = 10
    Recycle = 5
    NPC sell low = 39
    NPC sell normal = 49
    NPC sell high = 57



    Research: Studded Leggings

    Key:
    l = low quality produced
    n = normal quality produced
    f (x) = failed and lost x hides
    s = success

    Trials: 100
    Method: Attempted to produce studded leggings.. Attempted to eat fishsteaks until no more could be eaten every 10 attempts

    ---------------
    (full)
    1 l
    2 f 4
    3 f 1
    4 n
    5 f 4
    6 l
    7 f 3
    8 l
    9 n
    10 s
    (too full)
    11 s
    12 l
    13 n
    14 s
    15 n
    16 s
    17 n
    18 s
    19 f 1
    20 l
    (full)
    21 l
    22 s
    23 f 3
    24 f 1
    25 s
    26 f 1
    27 f 1
    28 n
    29 s
    30 l
    (stuffed)
    31 n
    32 f 2
    33 l
    34 s
    35 n
    36 l
    37 n
    38 s
    39 f 1
    40 s
    (stuffed)
    41 n
    42 f 2
    43 n
    44 f 3
    45 f 4
    46 f 3
    47 s
    48 f 4
    49 l
    50 f 3
    (stuffed)
    51 f 2
    52 l
    53 l
    54 f 2
    55 n
    56 n
    57 l
    58 s
    59 s
    60 s
    (full)
    61 f 2
    62 n
    63 n
    64 l
    65 s
    66 n
    67 f 2
    68 l
    69 n
    70 n
    (too full)
    71 n
    72 f 2
    73 s
    74 n
    75 f 4
    76 f 1
    77 f 2
    78 l
    79 s
    80 n
    (too full)
    81 n
    82 f 3
    83 s
    84 l
    85 f 3
    86 f 4
    87 f 4
    88 s
    89 n
    90 s
    (stuffed)
    91 n
    92 l
    93 l
    94 l
    95 n
    96 s
    97 n
    98 n
    99 f 4
    100 f 2

    Totals:
    s = 22
    n = 27
    l = 20
    f = 31
    failed hides total = 78

    Stats:
    Requires = 12
    Recycle = 6
    NPC sell low = 45
    NPC sell normal = 57
    NPC sell high = 66



    Research: Studded Tunics

    Key:
    l = low quality produced
    n = normal quality produced
    f (x) = failed and lost x hides
    s = success

    Trials: 100
    Method: Attempted to produce a studded tunic.. Attempted to eat fishsteaks until no more could be eaten every 10 attempts

    ---------------
    (full)
    1 n
    2 s
    3 n
    4 f 1
    5 f 3
    6 f 1
    7 n
    8 f 4
    9 l
    10 n
    (full)
    11 f 3
    12 n
    13 f 4
    14 s
    15 f 6
    16 f 5
    17 f 2
    18 f 2
    19 f 5
    20 l
    (stuffed)
    21 n
    22 s
    23 n
    24 n
    25 n
    26 s
    27 n
    28 s
    29 l
    30 l
    (too full)
    31 n
    32 s
    33 f 4
    34 f 2
    35 f 3
    36 l
    37 f 4
    38 n
    39 f 2
    40 s
    (full)
    41 f 4
    42 f 1
    43 f 3
    44 f 3
    45 n
    46 n
    47 n
    48 f 2
    49 l
    50 f 2
    (stuffed)
    51 n
    52 f 1
    53 f 6
    54 f 2
    55 s
    56 l
    57 f 6
    58 n
    59 s
    60 n
    (full)
    61 f 6
    62 n
    63 s
    64 n
    65 l
    66 f 1
    67 f 3
    68 f 6
    69 n
    70 f 6
    (stuffed)
    71 n
    72 l
    73 s
    74 l
    75 l
    76 l
    77 l
    78 s
    79 l
    80 f 5
    (stuffed)
    81 f 5
    82 l
    83 s
    84 f 6
    85 f 4
    86 n
    87 f 3
    88 l
    89 f 5
    90 f 5
    (stuffed)
    91 s
    92 s
    93 n
    94 s
    95 f 2
    96 f 3
    97 f 6
    98 l
    99 f 2
    100 f 1

    Totals:
    s = 16
    n = 24
    l = 17
    f = 43
    failed hides total = 150

    Stats:
    Requires = 14
    Recycle = 7
    NPC sell low = 46
    NPC sell normal = 59
    NPC sell high = 69

    =============================================
     
  7. Feenicks

    Feenicks Seasoned Veteran
    Stratics Veteran Stratics Legend

    Joined:
    Aug 1, 2000
    Messages:
    314
    Likes Received:
    0
    Pfredd has calculated the average rates at GM for hides per item in creation of an exceptional item.

    <center>_________________________________________</center>
    Hides per Item


    I have created a spreadsheet that calculates, based on a GM Tailor's success/fail rate, the average number of hides it takes to make each GM leather armor item.

    This table assumes that a "failure" (Either a non-gm item or failure to make an item) will use up 1/2 the number of hides it takes to make the item. Non-GM items are recycled, always resulting in the loss of half of the leather used to make it. But, in real life, a total failure to make an item could use more or less than 1/2.

    The percent chance to make a GM item was obtained from the Tailoring Menu.

    A sample calculation:
    If an Item takes 10 hides, and has a 25% chance of making a GM item, then, on average, it will take 4 tries to make a GM item: 3 "failures", at 5 hides each, and one "success", at ten hides, for a total of 25 hides.

    <pre>Armor Type Hides GM % Hides/GM

    Female Studded 10 30.8% 21.2
    Female Armor 8 80.6% 9.0
    Studded Bustier 8 39.2% 14.2
    Bustier 6 89.0% 6.4
    Skirt 6 89.0% 6.4
    Shorts 8 80.6% 9.0

    Studded Tunic 14 17.0% 48.2
    Studded Leggings 12 22.6% 32.5
    Studded Sleeves 10 30.8% 21.2
    Studded Gloves 8 39.2% 14.2
    Studded Gorget 6 47.4% 9.3

    Leather Tunic 12 64.0% 15.4
    Leather Leggings 10 72.4% 11.9
    Leather Sleeves 4 97.2% 4.1
    Leather Gloves 3 100.0% 3.0
    Leather Cap 2 100.0% 2.0
    Leather Gorget 4 97.2% 4.1
    </pre>

    These numbers seem to pass my "sanity" check of how much leather it takes me to make a studded set.

    Pfredd

    <center>_________________________________________</center>
     
Thread Status:
Not open for further replies.