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My take on Imbue loot

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My take on Imbue loot Empty My take on Imbue loot

Post  aoLOLita Sun Jul 05, 2009 10:13 am

Today i got this bracelet off Tokuno corpse:

STR bonus 8 // 8 of max 8 = 100% Mod intensity
FCR 1 // 1 of max 3 = 33%
FC1 // 1 of max 1 = 100% intensity
DI5 // 5 of max 25 = 20%
Posion Resist 6 // 6 of max 15 = 40%

TOTAL = 293%

When time to imbue i have following options:

1) Unravel and get an Enchanted Essense to use later, and if below 75% Imbue, possiblly gain skill
2) Imbue the mods on jewel to get 400% intensity, which will make it a RELIC fragment, as well as gain skill.
3) Imbue the item, but not to unravel, but as a keeper. Make it a Chiv 4/6 jewel - Keep str8 and FC1, nuke Posion Resist to zero. Then imbue di5 to 20% (use up Enchanted Essense) and then imbue FCR1 to FCR3 (using up a RELIC frag). Then add on of the following in the zero Poison Resist slot: DEX/INT 6 or 8 (Ench Ess or Rel Frag) or DCI/HCI 12 or 15 (EE or RF) or anything you need:) And I will poss gain skill along each imbue attempt. Does this post make sense?
aoLOLita
aoLOLita

Posts : 25
Join date : 2009-07-05

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My take on Imbue loot Empty Re: My take on Imbue loot

Post  Uriah Heep Sun Jul 05, 2009 11:00 am

Kinda sorta...

You can imbue 5 mods on an item? or 4?
and imbue them at 100%...right
Is there a chart/list/table somewhere that list what numbers is considered 100% for each mod?

Uriah Heep

Posts : 282
Join date : 2008-08-28

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My take on Imbue loot Empty List

Post  aoLOLita Sun Jul 05, 2009 5:39 pm

Yes, you can have up to 5 mods. If adding 100% intensity mod, then you have a harder chance plus it will cost you a Relic Fragment and some asyet ubknown special ingredient. Therefore, you want to start with something that alreay has one or two 100% mods. Example:

Ring
FCR3
FC1
Steal 8%

This ring you would imbue the unwanted mod (Steal) down to 0%, thus the ring now has only 2 mods. Now you can add 3 more mods of "your" choosing - but you want to make them "almost" 100% because it will use up less costly ingredients and you will have better chance of success. In my case I would add LMC 06 (of 8 max), DCI 12(of 15 max) and LRC 16-17ish (of max 20).

There are lists on startics SA page at top under Imbue thread. Most of it is common sense and we know most intensities by heart already: Night Sight (100), Mage armor (100), Mage use weapon -20 (100), FC1 (100), FCR3 (100) Spell use (100), spell use no negative FC (200), Use Best Weapon (100) mr2/hpr2 (100) Mana increase 8 (100) SI8 (100) hPI6 (100), HCI/DCI 15 (100) LMC8(100) lrc20(100) DI25 (100) Enhance pot 25 (100), etc. Armor resists and weapons mods such as Mana leech and damage will not be known until SA is out.
Rule of thumb is if it can be enhanced it can be imbued. Self Repair 5 is alos 100% - but counts toward unravel only, for sr is not a mod that can be added.
aoLOLita
aoLOLita

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My take on Imbue loot Empty Straics mod table

Post  aoLOLita Tue Jul 07, 2009 5:53 am

Tina Small posted a table to the stygian Abyss page on Stratics, Post #384 in the Imbuing Clarification thread at top of page. It lists the maximum mod intensities for loot - enjoy!
aoLOLita
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