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removing resists on weapon crafts

Posted: October 6th, 2016, 1:45 pm
by ortiz
Any chance of this becoming a feature on live server?

Re: removing resists on weapon crafts

Posted: October 8th, 2016, 5:17 am
by Akka
pretty please.

Re: removing resists on weapon crafts

Posted: October 14th, 2016, 9:32 am
by Loler
its been highly tested and still you get trash weapons 95% of the time on test center with a val hammer :)

Re: removing resists on weapon crafts

Posted: October 23rd, 2016, 5:01 pm
by Tempest
Ive crafted over 10000 charges of valorite hammer with using the portal which removes the resist on weapons, and have only made a handful of weapons that are worth using.

I would rather spend 100kk on gold hammers and try to get a perfect 4-mod, rather than spending 2-300kk on valorites only to get weapons full of resist.

There's a reason I dont burn hammers, it's not profitable, and it cost too much money.

Re: removing resists on weapon crafts

Posted: November 4th, 2016, 4:17 pm
by Necrodog
Did weapons burn with resists on OSI?

Re: removing resists on weapon crafts

Posted: November 14th, 2016, 4:24 am
by suiris
UO developers seem to be retarded. Just look at the artifacts 90% are totally useless, item sets - useless. So why not weapons rolling resists.

Re: removing resists on weapon crafts

Posted: January 24th, 2017, 1:52 pm
by MMMartin
Loler wrote:its been highly tested and still you get trash weapons 95% of the time on test center with a val hammer :)
well 95% trash and 99.999% trash is BIG DIFERENCE, let say valorite hammer 15 use, mean at last one weapon can be used if remove resist :twisted:

with resist it is [close] ALL trash :)

Re: removing resists on weapon crafts

Posted: January 25th, 2017, 3:24 pm
by Alvin
every old player has 1-2 good weapons made with a val/verite hammer, so it must be possible to make something good out of them

Re: removing resists on weapon crafts

Posted: January 25th, 2017, 5:13 pm
by Tempest
I was on test center and it said that Alvin was #1 pvper on the board.

Re: removing resists on weapon crafts

Posted: January 26th, 2017, 3:36 pm
by Savitar
Alvin wrote:every old player has 1-2 good weapons made with a val/verite hammer, so it must be possible to make something good out of them
every old player has 1-2 good weps created in the cucumber jim/xavier era modded by gm. :D

Re: removing resists on weapon crafts

Posted: January 26th, 2017, 4:11 pm
by Alvin
Savitar wrote:
Alvin wrote:every old player has 1-2 good weapons made with a val/verite hammer, so it must be possible to make something good out of them
every old player has 1-2 good weps created in the cucumber jim/xavier era modded by gm. :D
Not really, he made few weapons and i belive 90% of them is owned by William.
----

There are great player-made weapons around : my hammer pick is preatty good - made during the crafting event... Galder's hammer pick he made with the valorite hammer i gave him.... Magic King's sampire weapons (I have one particular in mind, he PCed some time ago - we made it together), or his harvester he gave Boheme.... and so on - just to name a few.

Re: removing resists on weapon crafts

Posted: January 27th, 2017, 3:33 am
by Ajani
Alvin wrote:
Savitar wrote:
Alvin wrote:every old player has 1-2 good weapons made with a val/verite hammer, so it must be possible to make something good out of them
every old player has 1-2 good weps created in the cucumber jim/xavier era modded by gm. :D
Not really, he made few weapons and i belive 90% of them is owned by William.
----

There are great player-made weapons around : my hammer pick is preatty good - made during the crafting event... Galder's hammer pick he made with the valorite hammer i gave him.... Magic King's sampire weapons (I have one particular in mind, he PCed some time ago - we made it together), or his harvester he gave Boheme.... and so on - just to name a few.
go look at Indika's Sampire weps they are all pretty good and most are crafted by Demons

Re: removing resists on weapon crafts

Posted: January 28th, 2017, 9:56 pm
by Madmarz
Eby used to burn through hammers like crazy, pump out a few decent ones, not modded... Im sure some of the other old folks still have them. But in all the time he was crafting, i seldom remember more than a handful of "DAMN" weapons.

Re: removing resists on weapon crafts

Posted: November 13th, 2017, 10:34 am
by Silent Shadow
i think it must be introduced on live

Re: removing resists on weapon crafts

Posted: December 1st, 2017, 5:38 am
by Calvin
imo, a jackpot should be a jackpot...

i don't mind the astronomical odds, the population is lower, but the production of hammers is actually pretty high cos we can bod farm with macro here. that's the balancing tool for that, shouldn't need to remove resists as well.

it is a pain in the balls, i've only made 1 sword with all 5 mods usable, and even that is an earth ele slayer. plus the 4 mod i use is actually from like the second aggy hammer i ever used, and i have burnt so much since and not made anything better.. so it does suck. but it's still kinda better than everyone just having a perfect wep. that's why i think the valorite runic carp/fletching stuff is OP as fuck, 1kk per tool is it? makes me wanna use a fkin club

and ur mental to say that the old players all have a 5 mod or 2 from back in the day. cos back in the day more mods spawned so the odds were a lot worse, and before that the max intensity from a hammer was capped at the hammers level. Indika has some because he spent literally like 4 months doing nothing but BOD farming and got an insane number of hammers for it

they made elemental damage re-roll the charge, and i think they took out a couple of mods.. cant remember what tho, was it durability? and something else? lower requirements maybe. point is they have already taken mods off, and you reroll elemental damage, so that's like 7 mods less than there should be already