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Messages - William Darkage

#1
By doing that you take away easily 1/3 if not more of the essences / residue that people get from hunting. Sure you get more gems but now your having a harder time to get the other things needed.

I think that would just fix a problem by creating a new one. Not the way to go in my opinion
#2
General Discussion / Re: Old ressist essences
April 06, 2011, 08:02:20 PM
Unless i'm mistaken i even think on some elementals they drop instead of gems like it's supposed to now.

I've killed several acid elementals, never got a gem but got several of those essences
#3
General Discussion / Re: New imbuing system
March 31, 2011, 02:29:26 PM
Like i said in the other thread, i really like the new imbuing it think its a HUGE upgrade compared to the other system which relying pretty much only on roughs and relics.

The fact that relics might be hard to get don't bother me either. I mean it's not like you can't do anything without relics, there's alot of stuff that can be imbued without them. From what i see only the very best / most useful stuff require relics to imbue which is normal in my opinion. You can still add some decent stuff to your armor / weap without them. Sure you won't get hit lightning but you can still get a hit fireball without spending any relics.

Only thing that bothers me is the fact that you need to spend as many ressources if you want to imbue like the 10% intensity missing on a prop than if you want to imbue 100% intensity. I agree Imbuing should be at the end when you wanna complete your gear and make it even more awesome, that's exactly my point. Let's say someone has been playing for a while got himself some pretty decent gear, in his gear he has let's say a nice looted necklace. Necklace has some random props and let's say 10% HCI. He really like his necklace so he decides to make it a little better and upgrade the HCI up to 15%, he has to spend the same amount of ressources and (correct me if im wrong) has the same failing rate of someone who's gonna get a necklace without any HCI and apply 100% intensity from scratch. That's pretty much the only thing i dislike about the new system.

I don't really care like others how hard this and that is to get, if it wasn't everyone would be running around with awesome imbued gear (even if it's the case for most vet players). But atleast it gives newer players something to work for. If it was too easy everyone would have their gear imbued after one week and then get bored because everything is too easy, i don't think that's the way to go.
#4
General Discussion / Re: New imbuing system
March 30, 2011, 06:40:02 PM
I also don't really see what's the point of having to spend the total ressources to imbue something even if you don't start from scratch.

I mean to me imbuing was about finding a good piece with stuff you wanted on it and making it better. But now that's completely useless cause even if i find let's say a ring with 10% HCI, i'll still have to waste the full amount of ressource just to imbue that last 5%. What's the point of wasting my time searching for that item, might as well just start from scratch since i'm gonna waste as much ressources anyway.

It's not like imbuing smaller intensity little by little is cheaper anyway. Take hit lightning for example, sure someone could imbue 50% twice to get the 100% and have a smaller fail rate. But that person is gonna spend twice the relics. Because even at lesser intensity, the system takes Essences, Residue, Relics first. So sure they have less risk to fail, but they spend more ressources and more imbues, so they have less for other stuff.

Now all that stuff is useless, your better off taking a npc bought ring with nothing on it and imbue it as it's gonna take as much ressources as it would take you even if you found a very nice ring that only needed a little added. I don't think that's the point of imbuing. I believe imbuing was created to actually enhance stuff you think are worth it.
#5
General Discussion / Re: Why so quiet
March 29, 2011, 09:53:36 AM
Personally, i think this was a very good update. I like the new imbuing system, there's now alot of different mats which doesn't make it all about roughs and relics. It's now possible to imbue the lower stuff such as LRC, Luck Resists, etc... at less cost, which being a fairly new player i think is very good. Makes it easier to fix the new player with some decent stuff.

Also like the new Chaos / Order guild. Brings back some memory  :twisted: when i last played guild were alligned that way, so when i came here i didn't really know what factions were about.

Anyway, good job on the update  :mrgreen:
#6
General Discussion / Lumberjacking
March 12, 2011, 10:26:36 AM
Hello everyone, I was lumberjacking yesterday and it got me thinking... I was thinking Miners have holy rocks, fishermen have oceanic coins, hunters well if they hunt Bosses/mini champs in ter mur they have rough stones and other crafting materials. So i was thinking it could be nice to have something similar to holy rocks but for lumberjacks. :)
#7
General Discussion / Re: New Doom FeedBack
March 12, 2011, 10:23:22 AM
Yup, i was also amazed at how fast the new arties were put in. When i first saw the post i was thinking like : cool new artifacts in probably a couple of weeks/months. But no it barely took a couple of days. Good job  :D
#8
General Discussion / Re: Doom Arti Idea
March 10, 2011, 06:53:36 PM
Oh well, i guess i just interpreted it differently. I was mostly going for moderate artifacts, something better than current Doom artifacts but not as good as imbued gear. That way there was some kind of gap between noob gear and imbued. But i'll agree that there could be a few that competes with imbuing and others that are a little less powerful. The ones competing with imbued stuff would have to have a very low drop rate in my opinion. Because the way i see it there aren't any alternative to imbued Mace and Shield because the way you described yours its a very awesome piece. I made a rough calculation and here's what i came up.

Only way to get those glasses is through the library donation thing and can only get them at the warrior. They cost 800 000 points, and the cheapest thing you can make is bucklers that give you 9 points for 10 ingots (that's all assuming you don't just donate gold). That would make 88 889 bucklers at 10 iron ingots each (888 890). Sure  considering afk ressource gathering is allowed here someone could probably gather that amount pretty fast, but for someone like me who has no clue how all those complicated scripts work they probably would have to buy them, which would make roughly 2,7 million gold (3gp per iron). Now you need to gather all the materials needed to imbue those which can also be pretty costly i can't really say how much since i haven't tried imbuing yet. But i'm assuming it would be a couple millions gold worth. So if your lucky enough not to fail nor break the glasses it would still cost someone what 5 - 10 millions maybe more to get a pair of glasses like yours?

That's why i was thinking like making those artifacts better so that people who cant afford to have pieces imbued with 8 - 10 properties would have an alternative to having stuff imbued with 5 - 7. But yea might be a good idea to have a few that are as good as fully imbued items, but like i said earlier i do think that they should be VERY rare if that's the case.

Dont forget that all of this is only my opinion, im not the one to decide what's best for the server :)
#9
General Discussion / Re: Doom Arti Idea
March 10, 2011, 05:26:54 PM
I agree with some of your suggested items Mahavira but i think some of them might be a little overpowered. Especially the ones where you say competing with imbued M&S or competing with imbued necklace. I definately think Doom arties need to be made better since most of them are useless at the moment, but not as good as imbued gear as training and collecting the materials needed for imbuing seems to be VERY long. I think they should be just a little under as they're still pretty hard to come by.

This is from Gizmo's post about imbuing.
QuoteMany people look at imbuing in different ways, but here on Pandora we want this system to be a end game tool for players.

I kinda agree with that, Doom artis could be the step just before you finish making '' your perfect '' gear, in a way that they're better that imbued stuff with about 5 properties but when an imbued item reaches 7 - 8 properties it will be better than artis.


As i play as a gargoyle i took the liberty of making custom ones for gargoyles  :mrgreen: i tried to keep them about the same strength as SA artifacts currently are. Just thought it could be nice to have some gargoyle stuff dropping outside Ter Mur :) (dont take the names into consideration, english isn't my main language so im not very good at coming up with names.. lol)


WINGS OF THE ENSLAVED GARGOYLE
Dark colored stone wings

Gargoyles only
Resists around 10 - 15% each
Mage Armor
Strength 5
Dexterity 5
Hit Points 10
HP Regen 2
Reflect Physical 15%


SHIELD OF DOOM
Avalaible to both humans and gargoyles, could be a kite shield i think its avalaible to both races.
(Gargish Kite Shield and Metal Kite Shield)

Physical resist 15%
Fire resist 5%
Spell channeling
Hit Chance increase 15%
Defence Chance Increase 15%
Strength 10
Reflect Physical 15%


SHOES OF THE DAMNED
Gargish leather talons

Gargoyles only
Resists around 5 - 15%
Mana 10
Mana Regen 4
LRC 25%
LMC15%
SDI 10%


Another thing, if we were to have an artifact called Wings of Pandora i think it should be the best artifact out there as it would take on the name of the server :) This one should definately compete and even be better than imbued stuff but at the same time be VERY VERY VERY rare. Could be something like that:

WINGS OF PANDORA
Spell Channeling
Damage Increase 75%
Hit Lightning 50%
Hit Fireball 50%
HCI 15%
Strength 10
Dexterity 10
Faster Casting 1
Fast Cast Recovery 2
Hit Life Leech 50%



Now to me that weap definately looks awesome
#10
General Discussion / Re: Doom Arti Idea
March 09, 2011, 07:18:02 PM
Be prepared this is gonna be a long post !

I just finished going through all of doom arties, looking at what their current mods are and thinking what would be good to add on them. I tried to add about 3 / 4 to each that way they're better than the low imbued stuff but not as good as good imbued gear. Doing that the gap between Imbued and Artifacts wouldn't be as big, but fully imbued items still have the advantage. I also tried to keep in mind what the items were first itended to, example if an item had had mage properties on it, it was most likely intended to be used by mages, so i tried to keep it that way.

Here's a list, feel free to comment :)

ARCANE SHIELD:
currently: Spell Channeling, Night Sight, DCI15%, FC1 Energy resist 1%
Suggestion: Better resists, HCI, FCR, Reflect

ARMOR OF FORTUNE:
currently: Luck200, LRC40%, Phys2%, Fire4%, Cold3%, Poison3% Energy4%, Mage Armor
Suggestion: LMC, FC, FCR, Mana

AXE OF THE HEAVENS
currently: Hit Lightning50%, HCI15%, DCI15%, Dmg Inc50%, Phys dmg 100%
Suggestion: SSI, Life Leech, HLA,

BLADE OF INSANITY
currently: Hit Stam Leech 100%, Stam Regen2, SSI30%, Dmg Inc50%
Suggestion: Hit lightning, HCI, Life Leech

BONE CRUSHER
currently: Hit Lower Def50%, Str10, Dmg Inc75%
Suggestion: Hit lightning, SSI, HCI, Life Leech

BRACELET OF HEALTH
currently: HP5 HP regen 10
Suggestion: Str, HCI, DCI

BREATH OF THE DEAD
currently: Hit Harm 25%, Life Leech 100%, SDI5% Dmg Inc50%
Suggestion: Hit Harm 50%, HCI, more SDI, Spell chaneling, SSI

DIVINE COUNTENANCE
currently: Int8, Mana Regen2, Reflect 15%, LMC8%, Phys8%, Fire6%, Cold9%, Poison4%, Energy25%
Suggestion: higher mana regen, mana increase, LRC,

FROSTBRINGER
currently: Hit Dispel50%, Stam Regen10 Dmg Inc50%
Suggestion: remove hit dispel? (that mod always seemed useless to me) Hit fireball, SSI, HCI, Spell channeling

GAUNTLETS OF NOBILITY
currently: Str8, Luck100, Dmg Inc20% Phys18%, Fire3%, Cold1%, Poison20%, Energy3%
Suggestion: HP Increase, HP Regen, Dex, better resists

HAT OF THE MAGIC
currently: Int8, Mana Regen 4, SDI10%, Fire5%,Cold9%, Poison20%, Energy20%
Suggestion: Mana increase, more SDI, LMC, LRC, the other resists at 20% too

HELM OF INSIGHT
currently: Int8 Mana Inc15, Mana Regen2, LMC8% Phys5%, Fire3%, Cold2%, Poison3%, Energy17%
Suggestion: Better resists, LRC, Mage armor

HOLY KNIGHT'S BREASTPLATE
currently: HP10, Reflect15% Phys35%, Fire3%, Cold2%, Poison3%, Energy3%
Suggestion: better resists, Str, Hp regen, dex

HUNTER'S HEADDRESS
currently: Archery +20 Dex8, Nightsight, HCI15%, Phys2%, Fire6%, Cold23%, Poison1%, Energy7%
Suggestion: better resists, DCI, Str, Stam, stam regen

JACKAL'S COLLAR
currently: Dex15, HP Regen2, Phys5%, Fire23%, Cold17%, Poison3%, Energy2%
Suggestion: better resist, HP, Str, Stam regen

LEGACY OF THE DREAD LORD
currently: Spell Channeling, FCR3, SSI30%, Dmg Inc50%
Suggestion: HCI, Hit Harm, FC

LEGGINGS OF BANE
currently: durability100%, Stam8, HCI20%, Phys4%, Fire4%, Cold4%, Poison36%, Energy2%
Suggestion: better resists, Dex, DCI, Stam regen, HP

MIDNIGHT BRACERS
currently: Necro +20, SDI10%, Mage Armor, Phys23%, Fire, 3%, Cold4%, Poison2%, Energy4%,
Suggestion: Better resists, LMC, LRC, Mana, Mana regen, FCR

ORNAMENT OF THE MAGICIAN
currently: FCR3, FC2, LMC10%, LRC20% Energy15%
Suggestion: SDI, Int, maybe resists? (this one already seems pretty decent to me)

ORNATE CROWN OF THE HARROWER
currently: HP Regen2, Stam Regen2, Dmg Inc25%, Phys3%, Fire3%, Cold4%, Poison17%, Energy4%
Suggestion: better resists, HP, Dex, Reflect,

RING OF THE ELEMENTS
currently: Luck100, Fire16%, Cold16%, Poison16%, Energy16%
Suggestion: Well on this one you can add pretty much anything you want, depending if you want it to be for a mage or for a fighter, for a mage: FC, FCR, SDI, Int, for a fighter: HCI, DCI, Str, Dex

RING OF THE VILE
currently: Dex8, Stam Regen6, HCI15%, Poison Resist20%
Suggestion: DCI, Str, HP Regen

SERPENT'S FANG
currently: Hit poison area 100%, HCI,15%, Dmg Inc50%, Poison Resist15%
Suggestion: Hit lightning, Hit lower defense, hit lower attack, life leech

SHADOW DANCER LEGINGS
currently: Stealing+20, Stealth+20, Phys17%, Fire4%, Cold3%, Poison18%, Energy18%
Suggestion: No clue... Those just suck so suggestion: remove them? lol

SPIRIT OF THE TOTEM
currently: Str20, Reflect15%, HCI15%, Phys20%, Fire3%, Cold8%, Poison4%, Energy4%
Suggestion: HP, DCI, better resists, Dmg Inc?

STAFF OF THE MAGI
currently: Spell Channeling, FC1, Dmg Inc50%
Suggestion: HCI, Hit lightning, FCR, Mana leech

THE BERSEKER'S MAUL
currently: SSI75%, Dmg Inc50%
Suggestion: Hit lower attack, HCI, Hit harm, Life leech

THE DRAGON SLAYER
currently: Dragon Slayer, Luck110, Dmg Inc50%, Fire Resist20%, Use Best Weapon Skill
Suggestion: Hit fireball, HCI, Hit lower attack, SSI, Life Leech

THE DRYAD BOW
currently: Random skill +5 or +10? Self Repair, SSI50%, Dmg Inc35%, Poison resist15%
Suggestion: Hit lightning, HCI, Hit lower defense, Life leech

THE TASKMASTER
currently: hit poison area 100%, Dex5, HCI15%, Dmg Inc50%
Suggestion: hit fireball, hit lower defense, hit lower attack,

TUNIC OF FIRE
currently: Selfrepair5, Nightsight, Reflect15%, Phys24%, Fire34%, Cold4%, Poison1%, Energy2%
Suggestion: Str, Dex, HP, HP regen

VOICE OF THE FALLEN KING
currently: Str8, HP Regen5, Stam Regen3, Phy2%, Fire4%, Cold18%, Poison3%, Energy18%
Suggestion: better resists, Dex, HP, Stam

AEGIS
currently: Self Repair5, Reflect15%, DCI15%, LMC8%, Phys15%, Fire1%
Suggestion: Add some resists, HCI, FC, Spell channeling



As most of you might've noticed i wrote better resits on pretty much all armor pieces hehe. So i guess we can all agree that for starters armor pieces really need a boost in the resists departement :)

Also I made that list before i saw your post about removing some, I'll have a closer look at which are useless later on tonight :)
#11
General Discussion / Re: Doom Arti Idea
March 09, 2011, 01:15:35 PM
I think that's a great idea, from what i've been reading it seems not many people are hunting in doom here. That would be a very good way to get people back in there. Good addition for hunters/collectors and would also make PVPers happy :)

I'll be looking at what's avalaible and try to post a list of things that i think would be good additions.
#12
Guides / Re: Gargoyle Gear
March 06, 2011, 05:26:48 PM
PS. i dont want this to be considered just a new player who complains, it's more someone who noticed stuff and gave his opinion on the matter.  Like i said before i like this server and i will continue to play no matter what people think of my post. I'm mostly wondering if i might've missed something, considering im new, there might be some pieces that i think gargoyles dont have that actually are out there.
#13
Guides / Gargoyle Gear
March 06, 2011, 11:27:41 AM
( I wasn't sure where to post this, if its not in the proper section can someone move it please)


Hello everyone, first let me say that i haven't joined very long ago but so far i really enjoy playing here. I started my player as a gargoyle because i was curious, hadn't played UO in a while and all this new stuff seemed very appealing to me, as im sure it has for many other people. I was a little disapointed as to how much more difficult it is for gargoyles to acquire decent gear compared to someone playing as a human. I don't really mind about that since i like a little challenge, otherwise i would just get bored and loose interest.

By reading on the forums i have found that there are some human stuff that when worn by a gargoyle transfer to gargoyle gear. Here's what i found so far.

WEAPONS:

-- Daisho
-- Tekagi
-- Tessen
-- Lance
-- Pike
-- Scythe
-- Maul
-- WarHammer
-- Cleaver
-- War Fork
-- Kryss
-- Katana
-- Gnarled Staff
-- Butcher Knife
-- Battle Axe
-- Axe


Artifact Weapons:

-- Titan's Hammer (Doom)
-- The Task Master (Doom)
-- The Dragon Slayer (Doom)
-- The Beserker's Maul (Doom)
-- Legacy of the Dread Lord (Doom)
-- Blade of Insanity (Doom)
-- Serpents Fang (Doom)
-- Cold Blood (Paragons)
-- Luna Lance (Paragons)
-- NightsKiss (Paragons)
-- Wrath Of The Dryad (Paragons)
-- Brave Knight Of The Britannia (Champions)
-- Oblivian Needle (Champions)
-- Fang of Ractus (Champions)
-- Pacify (Champions)
-- Quell (Champions)
-- Subdue (Champions)
-- Dreads Revenge (ML Minor)
-- Eternal Guardian Staff (SA)
-- Pilfered Dancer Fans (Lesser ToT)
-- Swords Of Prosperity (Greater ToT)
-- Winds Edge (Greater ToT)

Now what i was wondering is are there any other stuff im not aware of? some armor parts? some clothing pieces? Because the way i see it, gargoyle gear isn't harder to get but they can also get less (good) pieces equiped.

What do i mean by that? Well first, i can compare the armor gargoyle have one more armor slot than humans ( 7 vs 6 for humans) but after reading on stratics, i've seen that there's pretty much only 3 slots that gargoyles have artifacts for: chest, legs, arms. I believe humans have avalaible artifacts for all 6 slots. Then again not so bad cause some crafted armor can be better than artifacts.

So if we do the total right now Gargoyles can have 7 pieces of armor + 3 pieces of jewelery (counting the necklace in the armor) and Humans can have 6 pieces of armor + 3 pieces of jewelery. That makes 10 pieces for Gargoyles and 9 for humans.

I can now see people telling me im contradicting myself, that gargoyles can equip more pieces than humans... Not really considering from what i saw humans also have INCREDIBLE pieces of clothing while gargoyles have well, pretty much none. So far, by looking ingame, on the forums, on stratics i haven't seen a single decent piece of gargoyle clothing. While humans have robes, sash, quivers, half apron. (I'll assume a sash and a half apron can be worn at the same time) This means a human could have a robe with stats such robe of the sea (awesome robe but i dont see it for gargoyles, awesome half aprons (tangle, crimson cinture) also not avalaible for gagoyles, and a sash/quiver. From what i've seen gargoyles only have some robes with stats and they're not particularly good. So that would make 11 pieces for gargoyles vs 12 pieces for humans.

As i've read on the forums it's all about balance, so what i was wondering is are there other stuff that gets converted when worn by gargoyles, especially wondering about clothing, any robes? half apron? I personally think the clothing should be avalaible to both (not all but certain pieces so that the balance is maintained and both races can wear the same amount of pieces)

Well thanks to anyone who had the patience to read it till the end hehe, didn't realize my post turned out this long. I would appreciate some feedbacks on this by either people playing as a gargoyle / human or even staff if they feel like it :)