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Why are Dull Runic Hammers so expensive?

Discussion in 'UO Craftsman' started by broketail, Jun 10, 2011.

  1. broketail

    broketail Guest

    I've been a long time UO player, with multiple Legendary Smiths. I've accumulated many POF's and Hammers of various types from Dull to Gold.

    As I was running out of room I put a vendor at my house and started selling the xtra's. Last time I looked (some time ago) you couldn't give a Dull Copper Runic Hammer away. All the sudden (it seems) they are going for a kings ransom. (up to 700000 on a search site...)

    My question is why? Bronze Hammers are about the same, and Gold Hammers have gone down...

    Thanks!!!
     
  2. Steelhead

    Steelhead Adventurer
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    They are being used to make 100% elemental damage weapons for samphires I believe. The hammers were usually cheap and had alot of charges. Everyone is looking for that complete set of weapons for their samphire. I could be wrong, but that is what I used my stash of 120 DC hammers on instead of selling them.....and I only managed about a dozen keeper weapons...ugh was a bad experience...lol.
     
  3. popps

    popps Always Present
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    They have the most charges and have a chance at a 100% elemental weapon.

    Of course, since the other mods not always come as the wanted ones, it is necessary to burn a few before the right 100% elemental weapon pops up that can then be imbued for the other wanted mods.........

    Mostly for sampires and their varieties.
     
  4. AngelOz

    AngelOz Guest

    ... And elemental slayer weapons are most used on .... (these days)
     
  5. Percivalgoh

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    elemental slayers are for elemental monsters like earth, air, crystal, water, acid, poison, blood etc but what they are talking about is 100% elemental damage weapons or weapons that do like 100% fire damage or 100% cold damage which are then imbued to use for specific monsters who greatest weakness is to that particular element.
     
  6. Basara

    Basara UO Forum Moderator
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    Essentially, the weapons being created with DC hammers are "blanks" for imbuers.

    Elemental Damage doesn't count as a property for imbuing weight anymore.

    So, multi-skill crafters are doing the following:

    1. Crafting iron weapons with DC Hammers, looking to get one or both of the following:
    a. Elemental damage (fire, cold, energy) at 100%, or enhancable to 100% (or poision 100%, which can't be reached with enhancing).
    b. One or Two properties desired on these weapons at 100% intensity (especially those that require relic fragments to imbue).

    2. The Weapons are then enhanced (if needed), powdered up as needed, and then passed to the Imbuing character to add the remaining properties.
     
  7. Gorbs

    Gorbs Sage
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    Your 1.a. is spot-on, but 1.b. is a little off. We're looking for desired properties or properties which can be overwritten. If you only have 15% SSI and want 30% SSI, you do that imbue first and are unlikely to waste materials. If you have ogre slayer and want a demon slayer, you just imbue the demon slayer property and it overwrites the ogre slayer.
     
  8. Thom

    Thom Lore Keeper
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    I won't waste an imbue overwritting 30 ssi over top of 15 ssi if i'm making the weapons. I just make more with the dc hammer till I get the max intensity mod and I save all the ingredients for that property. The hammers are so easy to get it's not like I ever really run out of them for long, and usually only because I stopped doing bods for a while to do something else.
     
  9. Basara

    Basara UO Forum Moderator
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    Your logic is more off than mine. By your logic, if you made a 30% SSI Demon slayer, you'd throw it away because you wouldn't be imbuing over them.

    I was mainly talking in relation to to the non-replacing properties. What you describe really ought to be a 1.c. "if you get a property that is one that can be overwritten with a desired property, PLUS another desired property...."
    Otherwise, you'd might as well start with a non-runic-made item, if you're gonna replace everything on the item.
     
  10. TullyMars

    TullyMars Sage
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    Hehe, a little picky on the wording?
    Perhaps 1.b. should have read
    One or Two properties desired on these weapons at 100% intensity (especially those that require relic fragments to imbue) and no undesired properties that cannot be overwritten.
     
  11. Gorbs

    Gorbs Sage
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    I misinterpreted your original post. I was referring to 100% elemental damage weapons. If you get a 100% fire weapon with the wrong slayer, or less than 100% of another mod, you can imbue over it to replace the slayer or increase the mod to 100%. If you get a 100% fire weapon with Luck, you are out of luck.
     
  12. Guardian KX

    Guardian KX Lore Keeper

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    Imbue all your mods and bump luck too 100, then inhance with gold ingots and bump it too 140 luck.

    I make all normal leather GM pieces inhanced with 100 luck, then I spined leather it to 140 luck (normally i do 10 pieces ata time cause i get a 9 out of 10 breaking factor). Then I go back and finish my imbueing mods.
     
  13. Gorbs

    Gorbs Sage
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    Ok, thanks for the tip, but generally I don't want luck on a weapon. Specifically, I'll burn DC or Shadow runic hammers trying to get 100% elemental damage with only mods that a PVM warrior (sampire, whammy, mystic dexer, etc) might want. In my mind these are:
    HML
    HSL
    Slayer
    SSI
    HLA
    Hit Area

    My suits are budget, so I need DI on the weapon. This only leaves four other mods. If I get a weapon with luck, I'm down to three that can be added. On a tangent, I got a turquoise ring with 5 SSI and perhaps 40 luck on it. I'm still trying to decide whether I can integrate that into a suit without losing too much.