Posts: 21Threads: 13Joined: Oct 2019
0
The durability buff for weapons does not appear to be processing.
http://www.uoguide.com/Item_Identification
I realize that it would be applied a little different here, but I posted the link above for reference.
Good friends, good books, and a sleepy conscience: This is the ideal life.
Mark Twain
Posts: 1,388Threads: 330Joined: Jun 2019
6
Daisy/Parchaa, can you guys check this? You hunt a good amount, compare the durability on magic items to crafted and player made items? Mith says the code looks fine and didn't see a problem.
Posts: 44Threads: 20Joined: Jul 2019
2
Assigned to Me. IM in discord if you have further input or feedback I need to know please
Through the darkness, I am once again born and whole.
Posts: 44Threads: 20Joined: Jul 2019
2
ok so after testing out weapon durability i found out that the assigned durability is RNG.
Basically you're at the mercy of RNGesus it seems. I took two regular katanas I created. Base durability was 80 on one, 82 on the other.
i set the durability to indestructible.
They became magic unidentified. my calculations show that it increases the base durability of an item by 50% going from a regular to indestructible meaning that the base durability is RNG as well, and thus varying levels of durability.
My theory is the base rng when creating the loot drop has a wide set of parameters and that's why player crafted is more consistent.
still finalizing this theory after i can compare to player made samples
Through the darkness, I am once again born and whole.
Posts: 1,388Threads: 330Joined: Jun 2019
6
good work shak let me know what you finalize
Posts: 1,388Threads: 330Joined: Jun 2019
6
Spoke to mith, this is working as intended, and i'm archiving