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Items to improve, what is quality?

Discussion in 'UO Craftsman' started by Rocklin, Feb 17, 2009.

  1. Rocklin

    Rocklin Guest

    I have taken time away from the game, and have returned to a Keep full of items that I gathered from various hunts. Chests and chests of every type of weapon and armor with numbers that I thought were good at the time.

    I have a Grandmaster Smith/Tailor/Bowcrafter. I saved the majority of these items to upgrade them for personal use or sale.

    Here is the main question I have. How in the world do you look at an item and decide whether to save it, upgrade it or toss it? I have hundreds of items and it is difficult to choose or understand what is quality, and what can be tossed.

    Thanks for any help on this.

  2. Basara

    Basara UO Forum Moderator
    Moderator Professional Governor Stratics Veteran Wiki Moderator Stratics Legend Campaign Supporter

    Jul 16, 2003
    Likes Received:
    It's a hard thing to determine, as a lot of it is subjective, and there are a few properties that are much better for either PvM or PvP, but not the other.

    Of course, with Imbueing coming with SA later this year (hopefully), a lot of these items with just 1 or 2 good properties will be good for unravelling to make Imbueing ingredients.
  3. Tycolby

    Tycolby Guest

  4. Rocklin

    Rocklin Guest

    Thanks Tycolby, I understand the base properties. What I need to understand is what is most desirable of those properties. And if there are baseline numbers that when looked at provide an educated guess at whether an item is of value or not.
  5. BajaKurgan

    BajaKurgan Guest

    I checked out this page when I came back in December, but noticed that information on Intensity Ranges is somewhat outdated.

    For example most of the Hit "insert anything" say 2-50, but I routinely find weapons with values far greater than 50.

    Does anyone know the current Intensity Ranges for items?
  6. BajaKurgan

    BajaKurgan Guest

    Like Basara said it's very subjective.

    I leave 99% of the stuff I find on monsters in their corpses. And approximately 50% of the stuff I do bring home, I end up leaving on the floor of my house to decay.

    The problem I have with loot is it almost always pales in comparison to what you can craft with runic tools.

    For example:
    I crafted a pair of leather leggings with 84 total resists...
    The maximum amount of additional resist you can enhance a found object using barbed leather is 12, so that means you have to find objects with 72 starting resists to get to 84. I don't know about you but I have never seen anything close to 72 total resits on a monster.

    I know that 84 total resists is an exceptional piece, but I routinely craft leather armor with 60+ total resists which mean you would need to start with 48 resists on found items. I rarely find items in the low 40's let alone as high as 48 resists.

    I have a very short list of items I keep for enhancement:

    Anything with luck 85-100 (enhanced gives you 125-140 Luck)
    I keep luck items because I hate using barbed runics on spined leather.

    Slayer Weapons
    With the addition of the peerless monsters, some of the worthless slayers are now salable, and you can enhance them with the appropriate material to do the most damage.

    One hint I can give you on weapons is HIT MANA LEECH
    If you go over to the warrior forum, that's all they talk about, which makes sense, because the more mana you have the more, Bushido, Chivalry, Special Moves you can do.

    I think in general a warriors preference is...
    1. Hit Mana Leech
    2. Swing Speed Increase
    3. Damage Increase

    Obviously weapons with decent quantities of all three values would be highly valuable.

    But again, crafting weapons with runics almost always produces better quality gear.
  7. Rocklin

    Rocklin Guest

    Thank you BajaKurgan, the numbers seem overwhelming at times. I think what I have at the moment is alot of junk. I am still sorting. hehe

    Thank you again for your input.
  8. Basara

    Basara UO Forum Moderator
    Moderator Professional Governor Stratics Veteran Wiki Moderator Stratics Legend Campaign Supporter

    Jul 16, 2003
    Likes Received:
    The intensities are still 2-50, for purposes of being rolled, but there is a modifier based on the speed of the weapon, for Mana Leech & Life Leech - this actually uses the SSI property as a factor as well.

    Before, it was (stated percentage) chance (the intensity in the 2-50 range, which was effectivey (4% to 100%)/2) that you would get x% mana or life (one is 30% the other 40%) from the damage you did to the target on a hit. Stamina Leech still works that way (at 100% of the damage given to you as that much stamina).

    Now, for mana and life leech, it's stated percentage = (property value rolled) * a modifier based on your modified swing speed (speed after including SSI, but not stamina). Instead of triggering x% of the time, it is now triggering EVERY swing, but you get 1-100% * stated percentage * (leech multiplier - either 30% or 40%) * damage from every hit.

    Calling it "Leeching" is a bit of a misnomer, as it doesn't actually take points from your target (the way the spells mana drain or mana vampire do), but replenishes your HP/mana/stamina based on the damage done, either way.

    using a minor artifact that actually had its leeches go DOWN as an example... (soul seeker)

    Old way:
    40% mana leech meant that 40% of the time, you would get 40% of the damage you inflicted back into your mana pool (up to your current maximum mana)

    Current way: (Base Weapon Speed in seconds * 2500) / (100+SSI property)
    On the soul seeker, this results in a displayed 30% value.
    Each swing results in 01-30% * 40% * damage returned to the user as mana.

    Old Way: averages 16% of damage returned - but could go many times in a row without triggering.
    New Way: results in 6% of damage returned each swing (as low as 1%, as high as 12%), but WILL give something back each hit.

    The new way is seen by many as a nerf, but actually increases character survivability, as it gives life every hit (to give time for other healing methods to work) and mana (to allow killing of the creature with spells, specials, etc.) to occur more quickly.

    The old way, At 120 HP, if you get hit 50 HP a pop - if in the span of those 3 attacks you don't finish a bandage, and if Hit life leech doesn't trigger, you're dead.

    With the "nerfed" leeches, you have a chance to have leeched enough to survive the 3rd hit, and enough mana to possibly trigger a special move (even at doubled cost)that will kill it before the 3rd swing.

    Personally, I know MY survival rate has gone up, since the changes, with a character whose skills were locked before the changes.