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Runic Hammer Exceptional vs Exceptional

Discussion in 'UO Craftsman' started by Toshiro Mifune, Feb 12, 2009.

  1. This is with GM arms lore.

    Why is it that the resistance from an exceptional item made from a normal hammer is 35%, but the resistance from an exceptional item created from a runic is 26%? (Not including added resistances from the properties)

    In other words, without a runic hammer exceptional gives a 20% increase, but a runic only adds 9% resistance. Why is this? Thanks.
  2. Basara

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

    Jul 16, 2003
    Likes Received:
    Axtually, it's adding 11%, not +9% - you typed the difference between the two, not the difference between the bonuses to the base resist.

    The resists for an armor item made with a normal tool, if exceptional, is 15 base, +15 for Exceptional, plus the Arms Lore Bonus (+5 at GM most shards, +8 on Siege).

    The resists for an armor item made with a Runic tool is 15 base, +6 for exceptional, plus the Arms Lore bonus.

    This is before adding in leather type.

    It's been that way for 6 years, (the +15 vs +6), and was a misguided attempt by the Devs to attempt to keep non-runic items competitive with runic ones (they didn't understand how common tailor runics would actually be). Perhaps they thought the resist properties possible from runics would be too powerful with the standard exceptional bonus, and that people would mix in non-runic pieces for their suits (not understanding that people would just recycle and not use pieces that didn't give both properties AND resists).

    BTW, this is in BOTH the Smith & Tailor FAQ, in the base properties sections.