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Description
So...I've just been reminded (its been 20 years after all..) that if you upgrade an ethereal unique armor via the cube recipe, it actually doesn't end up with 100% durability. Specifically, the Eth max durability penalty seems to be getting lost and the actual current durability ends up somewhere half-way between the pre-upgrade penalty durability and the new max durability. So essentially, your upgraded Eth armor no longer has 100% durability even if it had 100% going in.
Obviously, functionally that makes little to no difference since it'd typically only be used for a merc anyways. However, my inner OCD perfectionist is...irked. So it had me wondering...might there not be a way to repair ethereals after all and/or to avoid this bug from dropping the durability?
We all know NPCs can't repair them. And neither does the cube recipe. However, there's 2 scenarios which I currently have in mind that MIGHT be able to fix/prevent this. More likely than not, I already tested this 20 years ago but I honestly can't remember any of it.
So if anyone either has too many runes lying around or is still active in single-player and editing savegames, care to try out the following 2 ideas and let us know the results? (If anyone already knows, obviously feel free to chime in)
Control scenario (normal behavior):
1) Take a full durability exceptional ethereal armor that is not inherently indestructible or self-repairing ( Shaftstop, gaze, whatever)
2) Upgrade it to elite via the Ko+ Lem+P. Diamond recipe
3) You should now have an elite armor with increased max durability and increased current durability but with current durability lower than the max
Repair scenario (to be tested):
1) Take a full durability exceptional ethereal armor that is not inherently indestructible or self-repairing ( Shaftstop, gaze, whatever)
2) Upgrade it to elite via the Ko+ Lem+P. Diamond recipe
3) Add a socket to it
4) Socket a Zod rune into it to make the item indestructible
5) Use the Hel+Scroll of TP recipe to remove the Zod rune
6) What is the durability and max durability after the rune is removed?
Reasoning:
- Zod may effectively reset the durability upon insertion/removal
- Zod may upon removal lower the max durability to what it should be with the Eth penalty
I would call this one unlikely, due to the fact that adding a Zod to an already broken item doesn't make it usable again (at least it didn't use to), implying that durability remains tracked at the current state and just hidden while the Zod is applied.
Prevention scenario (to be tested):
1) Take a full durability exceptional ethereal armor that is not inherently indestructible or self-repairing ( Shaftstop, gaze, whatever)
2) Add a socket to it
3) Socket a Zod rune into it to make the item indestructible
4) Upgrade it to elite via the Ko+ Lem+P. Diamond recipe
5) Use the Hel+Scroll of TP recipe to remove the Zod rune
6) What is the durability and max durability after the rune is removed?
Reasoning:
- Even if durability remains tracked with a Zod, having a Zod in an item prevents it from changing which is why the item really is indestructible. The same mechanism may prevent durability (cur, max or both) from changing (either absolute or as a percentage) during the upgrade process. As a result, the outcome may be either not affected (doesn't work), an item with the same durability as pre-upgrade (max is frozen) or an item with the increased max durability and full current durability (max is not frozen, degradation as a percentage is).
Might end up playing around with SP myself to figure this out. But I figured I'd post it here in case someone already happens to have savegames with everything needed and/or already knows the answers.
Description by Schnorki
Obviously, functionally that makes little to no difference since it'd typically only be used for a merc anyways. However, my inner OCD perfectionist is...irked. So it had me wondering...might there not be a way to repair ethereals after all and/or to avoid this bug from dropping the durability?
We all know NPCs can't repair them. And neither does the cube recipe. However, there's 2 scenarios which I currently have in mind that MIGHT be able to fix/prevent this. More likely than not, I already tested this 20 years ago but I honestly can't remember any of it.
So if anyone either has too many runes lying around or is still active in single-player and editing savegames, care to try out the following 2 ideas and let us know the results? (If anyone already knows, obviously feel free to chime in)
Control scenario (normal behavior):
1) Take a full durability exceptional ethereal armor that is not inherently indestructible or self-repairing ( Shaftstop, gaze, whatever)
2) Upgrade it to elite via the Ko+ Lem+P. Diamond recipe
3) You should now have an elite armor with increased max durability and increased current durability but with current durability lower than the max
Repair scenario (to be tested):
1) Take a full durability exceptional ethereal armor that is not inherently indestructible or self-repairing ( Shaftstop, gaze, whatever)
2) Upgrade it to elite via the Ko+ Lem+P. Diamond recipe
3) Add a socket to it
4) Socket a Zod rune into it to make the item indestructible
5) Use the Hel+Scroll of TP recipe to remove the Zod rune
6) What is the durability and max durability after the rune is removed?
Reasoning:
- Zod may effectively reset the durability upon insertion/removal
- Zod may upon removal lower the max durability to what it should be with the Eth penalty
I would call this one unlikely, due to the fact that adding a Zod to an already broken item doesn't make it usable again (at least it didn't use to), implying that durability remains tracked at the current state and just hidden while the Zod is applied.
Prevention scenario (to be tested):
1) Take a full durability exceptional ethereal armor that is not inherently indestructible or self-repairing ( Shaftstop, gaze, whatever)
2) Add a socket to it
3) Socket a Zod rune into it to make the item indestructible
4) Upgrade it to elite via the Ko+ Lem+P. Diamond recipe
5) Use the Hel+Scroll of TP recipe to remove the Zod rune
6) What is the durability and max durability after the rune is removed?
Reasoning:
- Even if durability remains tracked with a Zod, having a Zod in an item prevents it from changing which is why the item really is indestructible. The same mechanism may prevent durability (cur, max or both) from changing (either absolute or as a percentage) during the upgrade process. As a result, the outcome may be either not affected (doesn't work), an item with the same durability as pre-upgrade (max is frozen) or an item with the increased max durability and full current durability (max is not frozen, degradation as a percentage is).
Might end up playing around with SP myself to figure this out. But I figured I'd post it here in case someone already happens to have savegames with everything needed and/or already knows the answers.
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Schnorki
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