Sorting jewelry

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Sorting jewelry

Postby Maldar » Mon Feb 23, 2009 1:33 pm

Probably like many of you, I have a couple hundred decent to great pieces of jewelry scattered throughout three 18x18 houses. Does anyone have a good way to sort them out? For example, one may have, say, macing at 15 but have good mage mods, too. Would I place it in a "Fighting Skills" bag or "Mage Mods?" Another may have 13 swords and 11 Necro plus other mods.....how in the heck would I classify that? You get the picture. Some are obvious..........like the +30 magery set I gave to Cecil or his son, forgot which, (I REALLY hope you insured those and still have them!), but most fall into the "Hmmm" category. (Can you tell I'm having a difficult time relating my question in a sensible way? LOL) I desperately need to make some sense of all my jewelry.
Thanks in advance...
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Postby Lord Drakelord » Mon Feb 23, 2009 1:38 pm

no clue myself, I just drop most on a vendor at home by skill or LRC, recently I been also putting the DI, SDI etc. as well on the vendors as some folks as for that. Today I have three vendors for rings and three more for bracelets. SO you all feel free to drop in and look around.
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Postby Maldar » Mon Feb 23, 2009 1:45 pm

Is there a rune to Drakelord's Island locked down somewhere? I know I have one from a long time ago, but like the jewelry, I have around 80-100 runebooks scattered everywhere, too. lol I REALLY need to sort through all this stuff......I'm a MAJOR packrat and, after 10 years, there are tons and tons of stuff to go through.
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Postby Ciara » Mon Feb 23, 2009 2:05 pm

A rune to Drakelord's Island is in the blue rune book, top right of the books in the PAS Crafter House as you approach the stairs.

I would like to get updated runes to other folks vendors, and update the book. :)
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Postby Atta Kquast » Mon Feb 23, 2009 3:10 pm

This is how I do it. The key for jewels is that they have 3+ properties that are for training skills, mana dependent templates, melee dependent templates, targeted templates. I do not save any high skills (alone) jewels as those properties are usually a crutch for real skill. Now if you are building a gimp (many many skills), you will be dependent on skill jewels, but they still need to carry other desirable properties. Anything less that this is usually tossed on a vendor or never makes it through my door.

Training Chest:
Used to pseudo increase skills while training. Example: Ninjitsu +15 ring & bracers, Lower Mana Cost 8%, Faster Cast 1, Faster Cast Recovery 3. Allows you to cast higher levels, save mana and cast faster if that is necessary. Also, I put 100% poison weapons & a mage wand (-29) in the same chest. In fact that is down to about 3 weapons: UBWS one-hand, archery, UBWS two-hand I think. Skill ideas: Magery, Chivary, Necro, Ninja.

Mana Chest:
Pretty straightforward, with emphasis on mana properties and compliments. Here save: Lower Mana Cost (5-8%), Lower Reagent Cost (15-20%), FC1/FCR2, FC1/FC3, FCR3, Defensive Chance (5-15%), Enhance Potions (EP 15-25%). SDI is ok (6-12%) but I don't look for it specifically. Again 3+ properties a must.
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Melee Chest:
Lower Mana Cost (5-8%), Lower Reagent Cost (15-20%), FC1/FCR2, FC1/FC3, FCR3, Defensive Chance (5-15%), Enhance Potions (EP 15-25%), plus Hit Chance (10-15%), Damage Increase (20-25%). LRC is less important (generally) here, but is a plus. You are again looking for 3+ properties.
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Targeted Chest:
These should be focused on a very particular template. An example should be Parry Mage. A parry mage needs to maintain 80+ dexterity to effectively parry, so here Dexterity plus Mana jewels are a must. In fact, I would only keep 4 property jewels here. A tamer may be another example with skills plus Mana properties.
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Understand tho, this is for the advanced jewel hoarder. You mentioned a literal 100's of jewels. I have probably 50 or less jewels in my house, beyond what my characters might have on. The first step is to repeat after me... " I am a pack rat" lol. :lol:
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Postby Atta Kquast » Mon Feb 23, 2009 3:16 pm

Ok not 100% true... I also have started hording for the new Imbuing skill where we will get to unravel old items, and add properties on existing items. For that I have 2 chests: Unravel chest & Imbue chest.

Unravel Chest:
I put high intensity items that will be destroyed while gaining Imbuing skill when it comes out. I look for multiple (up to 5) property items.

Imbuing Chest:
I put what I call platform jewels here. Items where I want to ADD properties later. For example I am starting to keep all 2 property marginal items (Enhance Potions 20-25%, LRC 15-20%) alone. So I can add DCI or something when the time comes.

For reference, please check out this post: http://vboards.stratics.com/showthread.php?t=107643
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Postby Maldar » Mon Feb 23, 2009 3:49 pm

Thank you, Ciara, for letting me know where Drakelord's rune is located.

Atta, wow, thanks for all your work and info answering my question. I very much appreciate your time and effort!
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Postby Lord Drakelord » Mon Feb 23, 2009 4:51 pm

Someone really should make a post in the training forum and make sure it stays about the jewerly for we dumb folks, I just learn a lot of information I had no clue about and will be checking this thread in the future when I need to check a ring or bracelet.
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Postby DevilSpawn » Mon Feb 23, 2009 5:17 pm

The trouble with jewelry for me is the game keeps changing... or it used to. I used to keep all kinds of stuff that *might* become good if a certain patch came in or if a certain item was added to the game... that has to some extent paid off.

It's so hard too... to tell what's good. Say... before factions... dexers that used meditation (or wanted the bonus from being human) had to have HCI on their jewelry... there was almost no other way to get it. Now they add a talisman with 10 HCI, add faction ring of the vile that has 25, and put 10 on storm grips. Suddenly HCI is the easymode stat for dexers... wtf. With all the HCI on faction pvper suits, they start looking for DCI or HP increase instead... so now stuff with DCI/EP/DI is suddenly worth a ton when it wasn't a few months ago.

Another level of complication for determining what's "good" for jewelry and weapons is that there are so many ways to get all the stats that you want on various items now. HCI is just one example.

Anyway, I have less than 50 pieces of jewelry in my house... because I'm so picky even with all the funny possibilities, but it's still extremely hard to tell what will be "good" without just theorycrafting constantly about what templates work, what templates might work in the future, and what items or skills will change in the near future.

I don't have a rule for what makes any certain jewel "good" or "trash"... I just think whether someone would pay for it... (over 200k, say) or whether I would ever use it on any template imaginable (which leads me to keep some weird stuff).
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Postby Atta Kquast » Mon Feb 23, 2009 6:09 pm

DevilSpawn wrote:The trouble with jewelry for me is the game keeps changing... or it used to. I used to keep all kinds of stuff that *might* become good if a certain patch came in or if a certain item was added to the game... that has to some extent paid off.


Ya I would agree with you, and I think that may be some dev team's motivation to introduce Imbuing as strongly as they seem to be doing. Seems the mid-long term plan would be let crafter's become stronger, let players begin to make what they feel they need, and let the sandbox grow in concept. Thats where we seem to be moving the ship.

Lets begin to allow players to craft up their ideal piece through runic (regular iron/leather etc), imbued (to add props) then enhanced bump resists. You want a 15% dci, 25% ep, 20% lrc, 8% lmc, FC3 ring... go for it. It will cost you, it will be nearly impossible to make, but possible. RNGftw.

Guess I will hedge for things on that side, collect up potentially good items to add to, and stay positive that I wont miss out on the wave lol. I just want them to add earrings and talisman slots to Imbuing. I am wondering if HCI will spawn back on shields as well.

Ok enough rambling...
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