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Discussion in 'UO Developer Feed' started by UODevTracker, Oct 27, 2011.
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Shame is in both Fel and Tram, the only difference is the items from the elites is 100% drop in Fel and Tram has a lower percentage drop rate.
I think there was a slight miscommunication. The drop rates are the same. The difference with Felucca Shame is that items will have a slightly higher item property budget, and luck checks done for loot generation are given a significant bonus.
Yes, they're imbuable. Of course many of them will have too much total weighted item property intensity. But the rare named weak items will drop with fewer than 5 properties, allowing imbuers to add new properties of their choice.
That tooltip item serves the purpose of identifying items created with this new loot system. The identifier itself provides information of the total item property budget the item was given when generated. This includes the bonuses from its disadvantages. The designations of "Major Magic Item" and "Lesser Artifact" represent the approximate strength of an exceptional quality armor imbued to the max.
The system can generate things up to "Legendary Artifact" quality. And believe me, some of these items will be insane. But they'll almost all be cursed, brittle, etc..
The system also has some astronomical odds of generating Major or Legendary Artifact items that don't have any disadvantages. But seriously, don't count on seeing very many at all. Seriously.
There are no new pre-designed artifacts added with this system. They are basically random artifacts. Most Greater Artifacts and above will be guaranteed to have both a prefix and a suffix in their name. Those name modifiers indicate that the properties on the item were chosen randomly from small pools of proprties. These items are a lot more likely to have useful combinations of item properties than typical random magic items.
And the ones that don't -- well, they can still produce Relic Fragments.
Right now there are no changes to Imbuing in the works, but we do intend to re-evaluate those kinds of things, once we see how these new loot items shift balances around.
There is a way to get a new item in Shame that will remove Damage Increase from an exceptionally crafted weapon.
I wouldn't be surprised if something like that were to happen in the future. If the new loot system is fully successful, then it pretty much obviates the existing randomly generated items, and we'd phase them out over time.
If you can do murder there, the bonuses apply.
Yea, there's no new artwork for creatures in this publish, FYI. Just new creatures types.
We're running at capacity at the moment so we don't have any resources to devote to new creatures.
Not at the moment, sorry!
The slightly beefier earth elementals in shame apply to shame only. The other ones haven't been touched, -yet-.
For bard mastery interruption, the interrupt used to be a threshold, whereby if you took more than a set amount of damage you were interrupted.
Now the chance of interruption is proportional to how much damage you received.
So the harder you are hit, the more likely you are to get interrupted.
The mud pies and earth ellies should still provide a good training ground for your new characters.
The minimum EP effect is new. The old calculation is unchanged.
So 100 Alchemy will give you 50 EP minimum regardless of if you have EP on equipment or not.
If you already have 50EP on your equipment, you'll be at 80 EP total.
Only 33% of you EP is factored for the combined equipment and alchemy total, but you get the better of Alchemy/2 OR Alchemy /3.3 + EP stat.
Yeah, resist bonuses are too rare. It also seems that slayers on weapons are too rare as well.
If an armor piece drops with the Fortified name mod, it will have mad resists, but otherwise they most likely get base resist values. I expect this will get tweaked a bit before live publish.
Right now I'm thinking that about half the time, the system should force reserve a percentage of the overall item budget to be spent on resists. So: many pieces will drop with decent resist values but will have less power devoted to other item properties, while other armor pieces will drop with little in the way of resist but lots of powerful item properties.
It's only an incentive to one who feels an incentive is necessary.
Geez. I figured it might take at least 24 hours for someone to complete a Whetstone. You guys are hardcore.
Some of the creatures have new abilities, including the earth elementals. Though in the case of the earth elementals and other weaker mobs, the effect of those abilities may not be very obvious.
In the case of these earth elementals they may benefit from being "grounded" when taking energy damage.
-- The Cave Trolls are using Ogre body types because re-hued trolls look really really really really really ugly. The ogre body type takes the hue a lot better.
The creatures on L1/L2 are more for up and coming players. The skills and damage out put being similar in range to what players would move on to after honing their skills in the wild. So running around at skills in the high 50 to low 70s on level 1 should provide a good skill gain with a spice of danger. (No casting mobs on L1. For those more daring or interested in a much faster opportunity for skill gain, they can venture past the wall into the higher intensity spawn enclosure.
On Level 2 players will encounter the first casting mobs, though not in a significant number, and again the skill levels will hover between the low 70's to low 90's.
Level 3 is where the monsters become slightly challenging, casters , slightly more powerful special abilities, and a bit more damage. Level 3 is broken into hot spots, so in some areas its easier to limit the number of mobs you have to deal with at a time while in others surviving is also about paying attention to the environment so you dont get swamped.
Level 4 or the half level between 3 and 4 where the elemental gazers spawn is a nice little rest area which gives you a small taste of what lies below.
Level 5, well, have fun with that, if its too easy let us know, and we'll raise the caps on the "special abilities" those mobs have.
Higher intensity spawn.
Wind elemental is what would happen if an air elemental grew up and joined a death metal band.