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new spawn reward !!

Started by McDougle · 2021-05-18 · 89 posts · General Discussions
#0
#1
dam nice
#2
Bracelet.  Looks like something for PvP.  I'm not dropping 18SDI for it.
#3
Agreed @Pawain not a PVM item for any template and don't think it would make cut for PVP ?? 
#4
There are some weird PvP builds that would like all those stats.


#5
Seems pretty darn useless if you ask me.  I don’t really see any PvP or PvM mage setup making use of it.  
#6
Not for tank SSI warrior or SDI attack mage but I think they could be useful for non attack Bard mage amd my ninja stealth thief to spam shadow jump or chivalry heal...
#7
Might have competed with an Ornament of the Magician 18 years ago if you prefer the dci/ep over 20lrc/15 energy resist.
#8
4/6 Pally.

16 LMC frees up space on the suit.
15 DCI good. 
25 EP good.

with the Deceit Ep's, no need for the SSI on the bracelet. Pally's are swinging fast 1 hander's anyway.

And, the absolute seller...no durability. Hell. Yeah. Brother. Face tank all day long.

Hope we get a matching ring at some point.
#9
Music Box Gears on Golems!!!!
#10
Pawain said:
Music Box Gears on Golems!!!!
New ones??
#11
I wonder if this is one per account and per shard, etc. Non-shard bound is always great.


Pawain said:
Music Box Gears on Golems!!!!
Is this reward?

#12
Pawain said:
Music Box Gears on Golems!!!!
New ones??
I doubt it but this should fill everyone's music boxes with the basics.Seth said:

Is this reward?

No just don't forget to grab them if you don't have them.
#13
The spawn is pretty decent.  Takes a while.  The players from all over were able to work together and get it done on Origin.  Lots of equipment damage, careful wearing the new earrings.

Hint:  Like they did on Origin.  Put the Night Terrors in the buildings, don't let them be part of the spawn.
#14
Reward is the Bracelet from Frankenrabbit Boss. 

Minor spawn drops are pages to put in the Lore Book.
#15
4/6 Pally.

16 LMC frees up space on the suit.
15 DCI good. 
25 EP good.

with the Deceit Ep's, no need for the SSI on the bracelet. Pally's are swinging fast 1 hander's anyway.

And, the absolute seller...no durability. Hell. Yeah. Brother. Face tank all day long.

Hope we get a matching ring at some point.
Meh, the extra lmc gets negated by covering the missing SSI with the epis over the 10lmc on a Hawkwind.

Don't see much of an incentive to slot this in any pallys mid tier+ suit at the cost of no HCI/DI/+Skill/Stats.
#16
Yes plently of 50k 8 mods bracelet way better than this useless reward
#17
People still are locked into a single way of building and playing.

*chuckles*


Kyronix, that is a really well designed little piece...for...specific applications. I don't know if that was intentional or not.

I'll take 14 please. Thank you.
#18
I did 5 on Origin. Only got 1 Lore page.
#19
My first reaction to this bracelet was the few mods on it, it looked like something you would expect to find 10-12 years ago. But now everyone is used to 7-8 mods items.

Then I discovered there were no SDI on it.

I run a pvp suit with some pvm additions, this bracelet means losing an SDI slot.
These days PvP is around spawns, one have to be able to both PvP and PvM

yea you got an extra sdi slot on the hook shield a month ago, but then you lose reactive paralyze on the shield. Its a headache adjusting this new bracelet, and I cant even imagine how to fit this with a hci weapon mage.

As a sidenote Im surprised an alchemist cant come up with an item with more than 25 Enhancing Potions intensity, and we already got the 50 EP ring a decade ago and alchemist bauble at 30 EP also a decade ago. no point combining anyway as theres a cap, but why not increase the EP on bracelet so you dont need an additional item with EP to reach cap.

conclusion: Bracelet is weak.


McDougle master of his pack

#20
I am thinking if they are not prepared to upgrade our gear by pushing above our existing limit (e.g. adding SSI to Morphius, SDI and luck to earring) in every event. I mean, do we expect our our max gear to get upgraded for every event now? Won't our characters be superman by 2025, maybe it can blast through the mountains... kidding. 

The Dev should look at the whole list of suggested new items... buried somewhere in this forum. As I said, we should have a forum dedicated to those ideas (minus all the flame), where the Dev can look through and see what to give in the next event. I don't think we should expect a game changing gear for every event. 
#21
So it's only active on Origin (and Izumo & Sonoma I guess) ?
#22
Pawain said:
Reward is the Bracelet from Frankenrabbit Boss. 

Minor spawn drops are pages to put in the Lore Book.
Do the pages drop in one's own backpack or is it necessary to check the monsters' corpses ?
#23
psycho said:
My first reaction to this bracelet was the few mods on it, it looked like something you would expect to find 10-12 years ago. But now everyone is used to 7-8 mods items.

Then I discovered there were no SDI on it.

I run a pvp suit with some pvm additions, this bracelet means losing an SDI slot.
These days PvP is around spawns, one have to be able to both PvP and PvM

yea you got an extra sdi slot on the hook shield a month ago, but then you lose reactive paralyze on the shield. Its a headache adjusting this new bracelet, and I cant even imagine how to fit this with a hci weapon mage.

As a sidenote Im surprised an alchemist cant come up with an item with more than 25 Enhancing Potions intensity, and we already got the 50 EP ring a decade ago and alchemist bauble at 30 EP also a decade ago. no point combining anyway as theres a cap, but why not increase the EP on bracelet so you dont need an additional item with EP to reach cap.

conclusion: Bracelet is weak.


McDougle master of his pack

As a sidenote Im surprised an alchemist cant come up with an item with more than 25 Enhancing Potions intensity, and we already got the 50 EP ring a decade ago and alchemist bauble at 30 EP also a decade ago. no point combining anyway as theres a cap, but why not increase the EP on bracelet so you dont need an additional item with EP to reach cap.
That's a good point.

I am surprised to see this "Alchemist's" Abomination with so low Enhanced Potions on it.

#24
Interestingly, I notice there is no durability on it. 
#25
I think that this bracelet is designed for mid-tier / new players which is honestly what a lot of the rewards have been designed for. It makes an interesting drop but I think it's just a little light on the mods to be used in most suits (aside from like a crafter / supporting char). I don't expect to get something that every mage would use in their suit nor would I want that but I do think if there was some SDI on there that is would make things a little more interesting.

@Kyronix - I'm not sure if the ship has sailed on the mods yet but do you think we could add like 10-15 SDI so it's more useful to everyone and maybe even bump EP to 35% for the PvPers who might use?  I'm using the coral bracelet currently which gives 10 SDI and something more useful for my necro; given the different suit build (not max SDI) I can't sacrifice the SDI on my bracelet but I'd consider it if the new drop had some SDI.

#26
popps said:
Pawain said:
Reward is the Bracelet from Frankenrabbit Boss. 

Minor spawn drops are pages to put in the Lore Book.
Do the pages drop in one's own backpack or is it necessary to check the monsters' corpses ?
pack drop
#27
“for what it's worth, i will be using the bracelet on at least 1 of my reds”
#28


Petra_Fyde said:
Interestingly, I notice there is no durability on it. 


I love items that have this quality to be honest. I think there should be far more.

The FC2 is very interesting - this was the surprise for me. What are the implications, can it be built around, can we rejig. It is certainly a useful one to have. It can possibly help Chivalry, or Mystics out a lot who maybe trying for FC4 - it can help them make more balanced suits.

The high value LMC is also interesting.

All the mods in themselves, are actually very good, no issues, the only question I think, will be players saying could it have had 1 or 2 different Mods. Could the balance have been better?

I understand people saying SDI - SDI is just something we like to stack infinitely. Having said that - the Earrings just gave +15. And pvmers can also use Hook's shield for another +10 - so SDI has been catered for recently.

My personal preference for this Jewel - would have been to add +5 Strength. The reasoning being here, I am trying to reach maximum hit points, and to do that, you need maximum strength, and some on the jewels helps.

But technically - this has to be a 7 useful property item (2 in FC (1+1) and 2 in LMC (8+8)) - but spread across 5 properties, and it is clean, that actually makes it quite stacked.

I think this item maybe better than we realise - but it is hard to fit into current suits, it needs to be built around, which is easier for new characters coming up - of which there are plenty.


 





#29
Hippo said:
So it's only active on Origin (and Izumo & Sonoma I guess) ?
I don't know if its turned on any shards yet, but its not on Sonoma yet
(i got page 2 on Origin)
#30
It's a pretty good bracelet might see some use.

Could use some mana or hit point regeneration.  The only downside is the lack of skill available but in some templates it could open up options to use other rings normally wouldn't be able to.  Happy to see it does not have SDI though.
#31
@Kyronix can you put a wandering healer near the tower?
or make Yukio be a wandering healer
#32
Cookie said:

But technically - this has to be a 7 useful property item (2 in FC (1+1) and 2 in LMC (8+8)) - but spread across 5 properties, and it is clean, that actually makes it quite stacked.

I was thinking about it this way as well, but I only saw 6 mods. I missed the FC 1 + FC1 and LMC 8 + LMC 8 (I take the excuse that I was tired!). You are correct, nice breakdown.

The mod I think you left out is No Durability. No Durability is the same as Self Repair 5. Both make the item indestructible.

EP 25%
DCI 15%
FCR 3
FC 1
FC 1
LMC 8
LMC 8
Self Repair 5

For Paladin Tank templates this is a "best in slot" item. Tanks are normally responsible for Dispel Evil to get rid of Revenants and this makes it so much easier to get to 4/6. The DCI 15 stacks perfectly with Perseverance to hit the 45% DCI cap. This leaves the ring and shield with slots: FC and DE. Plus the EP.

Goodness me.

For a guild, or group play, this thing is fan-freaking-tastic. Once you've got it, you're set forever.

Honestly @Kyronix, you may want to consider nerfing this. Switch the No Durability for an additional 10% EP. If you leave the No Durability, x-healer pally tanks are never going to use anything else, and they will only ever need the 1. If you want item churn through the game, No Durability is the wrong property to add.
#33

Don't nerf it lol. 🙂

Arroth_Thaiel we agree on a lot of the baseline stuff about this Bracelet

I did not include the {No durability/Self Repair 5} as a property - because I do not consider it to be one. It is Clean, As opposed to being completely messed up. It is at Baseline zero - instead of having a ton of Negatives added to it. I don't agree with this philosophy of making the game not fun by making your gear destroy itself.

Items are selling for 500million for an antique ring. I buy 1, my other characters need some - item A is worn out by the time I have not even finished my other characters - this is the most negative playstyle going ever - I cannot agree with it. Just let us play the game.

You do not need Item Churn - and the reason being - is there is enough Character Churn - players starting, leaving, being deleted, new players, new characters being created. The players are mobile enough already on their characters, and never get anywhere near close equipping any of them - for Item Churn to be completely un-necessary.

It just demotivates players, who want to have fun and play.

You say you are set forever once you have this ring - No - 1 slot is set. You have roughly 17 slots per character, and 7 characters per account? That is 119 items required. Call it an average of 2 accounts - you now need roughly 240 items. You are deleting characters, creating characters, changing items up, creating different suits for different roles, helping others, actually trying to play the game - do you see, you will never be finished and set. Great - you are set on 1 item out of say 240 needed. Let's call this +1 for the Players. 🙂


{I did not even mention Pets, or Weapon, or Spellbook sets - the thing is, there is so much content to this game - it really does not need negative time-sinks - the only 1 I agree with, is being a Ghost when you die - you died/you played badly - this is your punishment - that is fair enough, beyond that, nothing else is needed}.



                    

#34
I don't see it catching for a majority of dexers - no SSI or DI or HCI. Using those 3 mods on a weapon leaves you with 2 remaining mods.

If the Devs were looking for a "middle of the road" piece that could offer some value for middle of the pack players they nailed it. I do not see a large number of paladin tanks needing to use this; it's very likely they already have the 4/6 casting without this. For the high end players this won't be of much use in my opinion (given the other jewels options are there).
#35
@Cookie

I did mean that you're set for that 1 slot, not for everything else. 

And yes, I am soooo well aware of the requirements to keep multiple characters geared. 
#36
@ Cookie

I did mean that you're set for that 1 slot, not for everything else. 

And yes, I am soooo well aware of the requirements to keep multiple characters geared. 

I know, but I was just trying to get across just how much more there was.
#37
Totally disagree on the counting of mods. Its a 5mod bracelet, end of story.
I lose more advantage by using this bracelet than is gained.

It doesnt have +skill, 
it doesnt have +SDI
It doesnt have +str
It doesnt have +dex
It doesnt have +HCI
It doesnt have SSI

Now how does this bracelet compare to what is possible with a 8mod bracelet,

1FC
4 FCR
20 DCI
20 HCI
18 SDI
35 EP
10 SSI
And you still got one property left for say +20 skill, or 10str or 10dex or whatever

Ofcourse youll never find a bracelet as perfect as this, but the different 8mod variants out there creates hellofalot more advantages. Even if its antique  just remember the repair once its 0/255 durability and it will last forever anyway.

As for the price on the alchemist bracelet it depends on 1pr char or infenite drops etc,  but say 100m in one month, you guys talk about new players how many new players will afford 100m in one slot items anyway, theres 17 slots as pointed out in this thread.

Im mad because its weak and should have been added a decade ago, not now.
You already got the ornament, and if you want the vvv version of orna, kinda same stuff not new with 2 FC in bracelet slot.



#38
Sorry but I leave better rings and bracelets than this in the chests I dig up.  Don’t know that I’ve ever seem one with 16% lmc but find 10% lmc jewelry all the time.  Really not sure how the casting spec’s would make a big difference to a paladin.  I have one and he has mage armor suit so that he can cast spells.  Can see how the 16% lmc might be a benefit but would really like to know how the casting mods would make much difference.  He does not rely on chivalry for healing.  Maybe they would make a difference for that.
#39
The FC/FCR (assuming going to 4/6) make spamming healing/curing with chiv very fast. Also would help with remove curse but other than that it won't do much. I have 1FC on my sampire and he has no issues casting consecrate weap or dispel evil without interruption. 
#40
 
#41
 
Have any evil plans in store tonight?
#42
psycho said:
Totally disagree on the counting of mods. Its a 5mod bracelet, end of story.
I lose more advantage by using this bracelet than is gained.

It doesnt have +skill, 
it doesnt have +SDI
It doesnt have +str
It doesnt have +dex
It doesnt have +HCI
It doesnt have SSI

Now how does this bracelet compare to what is possible with a 8mod bracelet,

1FC
4 FCR
20 DCI
20 HCI
18 SDI
35 EP
10 SSI
And you still got one property left for say +20 skill, or 10str or 10dex or whatever

Ofcourse youll never find a bracelet as perfect as this, but the different 8mod variants out there creates hellofalot more advantages. Even if its antique  just remember the repair once its 0/255 durability and it will last forever anyway.

As for the price on the alchemist bracelet it depends on 1pr char or infenite drops etc,  but say 100m in one month, you guys talk about new players how many new players will afford 100m in one slot items anyway, theres 17 slots as pointed out in this thread.

Im mad because its weak and should have been added a decade ago, not now.
You already got the ornament, and if you want the vvv version of orna, kinda same stuff not new with 2 FC in bracelet slot.




Hey Psycho,

Let's take this to the forums lol 🙂

I get your points - I agree on a lot, we would have designed it differently.

VvV Ornament = antique = 5 days usage = me very mad. This = thank god I can play the game.

Let's take @arroth_thael breakdown - because ultimately I agree with it, this is what an Imbued version with no over-capped properties would look like.

EP 25% - Perfect.
DCI 15% - Perfect.
FCR 3 - Perfect.
FC 1 - Perfect.
FC 1 - Interesting - adds new Possibilities.
LMC 8  - Nice, ok, could have been something else.
LMC 8 - Interesting this one was chosen to Over-Cap - makes me think they really had something in mind with this Bracelet.
Self Repair 5 - I personally absolutely love this - thank god.

Let's take the things you say it doesn't have - and actually - I did agree myself, I would have done it slightly differently - I was surprised at the FC2, and the LMC16. The FC2 makes it interesting - that does open up some options for players building FC4 suits. The LMC backs it up a little. If the LMC were something different, this bracelet could have been amazing - but LMC is still useful - but in general often easy to get in the required amount on the rest of the suit. I do feel 1 of the LMC properties could have been something else.

It doesnt have +skill,  - I agree, this could be a nice to have.
it doesnt have +SDI - I don't agree so much - The Earrings add great counter balance, for PvP you hit Max anyway and you can use books for PvM
It doesnt have +str - I completely agree - I'd have found this Stat useful - it is hard to build this in.
It doesnt have +dex - Similer to above - but you don't need both.
It doesnt have +HCI - Yes and No, some characters need this, some don't.
It doesnt have SSI - Again - the Shoulders have given possibilities here, and faster weapons.

Now how does this bracelet compare to what is possible with a 8mod bracelet,

1FC
4 FCR
20 DCI
20 HCI
18 SDI
35 EP
10 SSI
And you still got one property left for say +20 skill, or 10str or 10dex or whatever

You have created an item here, with almost 8 Over-capped properties - I am not sure this exists 🙂

I don't think an artefact needs to come anywhere near as close as this - in fact - I think this Bracelet has the correct amount of Points in it - it is just about how you allocate it for the balance - I do understand everyone who says they would have done it slightly differently to help it fit into their suit.

This item will be much easier for new characters/players, building up, to build this in, than to reverse engineer this item in to top players completed suits. I agree, it will take too much switching around - especially the FC2 - this is the main design WEAKNESS of the current armour system that I hate. Replace 1 item you have to replace the entire suit to regain balance.

The Earrings were an easier win - because nothing existed in this slot before. The shoulders were an easy win - because SSI is so hard to get, and again, it was up against very little competition, they were giving us much needed properties in slots that did not have much. This is harder to make work because it is a key slot area of a character - and as you say, up against 8 slot legendaries that over-cap - but - most are antique... and you can almost never get any sort of balance.

I still find this Bracelet a nice to have - and will be collecting for it.





#43
Aye, this bracelet is ferpectly ok for now.

If anyone of you have better suggestions for a better reward, why not list them down clearly so that the Dev team can evaluate. Kyronix did ask us to propose but no one can provide any solid suggestions except complaints. 😂
#44
over all i say job well done the bracelet is decent and having the pages drop so we can fill books will keep people doing spawn !
#45
can we get an ankh at the tower?
the spawn kills the wandering healer
#47
The bracelet just isn't for me. I can't think of a single template that I play where I would use it. But you know what? Not everything is targeted towards me, a 19+ year vet. I could see it being useful for newer players or someone who doesn't farm high end content.

My main complaint here is that I believe that equipment should not be available for a limited time only. Something that is only available for a short window should be limited to deco, dyes, or titles.
#48

 I view this bracelet as a mid-level item, it would be fine for some cheaper suits especially on shards where you might not have the gear.

Sure It could have been better, but I'm not complaining, not every 'free-ish' reward is going to be a top 90%+ tier item.

 on a side note, does anyone know how many "Lore Pages" there are ?  
a guildy of mine said he'd gotten 'lore page 13'.   I'd only gotten page 3 & 6 myself so far.
#49
is that the only new reward?
#50
CovenantX said:

 on a side note, does anyone know how many "Lore Pages" there are ?  
a guildy of mine said he'd gotten 'lore page 13'.   I'd only gotten page 3 & 6 myself so far.
I've gotten page 2 & 10. I'm assuming there is 13 pages or so
#51
CovenantX said:

on a side note, does anyone know how many "Lore Pages" there are ?  
a guildy of mine said he'd gotten 'lore page 13'.   I'd only gotten page 3 & 6 myself so far.

I got page 13 as well. I haven't heard of anything higher yet.
#52
“I successfully added the pages to the book of lore I obtained from the “of the three” event, is there another way to obtain this book? I’m hoping to sell this book to someone who wants to collect all the pages”
#53
Yoshi said:
“I successfully added the pages to the book of lore I obtained from the “of the three” event, is there another way to obtain this book? I’m hoping to sell this book to someone who wants to collect all the pages”

Each character can doubleclick the Writing Desk to get 5 Blank Books each?
#54
Yoshi said:
“I successfully added the pages to the book of lore I obtained from the “of the three” event, is there another way to obtain this book? I’m hoping to sell this book to someone who wants to collect all the pages”

And that's really interesting btw you could do that, I did wonder, and now regret not getting the Lore books/pages from prior events.
#55
Yoshi said:
“I successfully added the pages to the book of lore I obtained from the “of the three” event, is there another way to obtain this book? I’m hoping to sell this book to someone who wants to collect all the pages”


I may have misunderstood your question, but I think the pages is where the market will be.

Collecting and trading them.

#56
Yoshi said:
“I successfully added the pages to the book of lore I obtained from the “of the three” event, is there another way to obtain this book? I’m hoping to sell this book to someone who wants to collect all the pages”
I'm confused. What book is that? I understood from publish 110 notes that the lore book from this event is the first, so what book have you added the page to from before? I don't seem to have a previous 'book of lore'?

never mind, I found it, but I didn't claim one. 
https://uo.com/wiki/ultima-online-wiki/seasonal-events/halloween-treasures-of-the-undead-lords/
#57
Yoshi said:
“I successfully added the pages to the book of lore I obtained from the “of the three” event, is there another way to obtain this book? I’m hoping to sell this book to someone who wants to collect all the pages”
That's neat.  Thanks.
#58
Has anyone gotten more than 1 page per day per char?
#59
Has anyone gotten more than 1 page per day per char?
I haven't really been consistent with doing the spawn from start to finish (typically miss the start of it) back to back to back but I haven't gotten more than one page per char a day. I checked in and worked the spawn (typically from level 2 or 3 to finish) 6 or 7 times yesterday but once I got my page on the third spawn (second level golem) I didn't get anything else all day and each time I stayed until the champ spawned.

Funny enough though I have my necro on another shard trying to get people to help me work the champ for a bracelet and I've gotten just as many from throwing down a few EVs and withering for 5-10min (about the amount of time I work it solo before I give up and log)... this is also one per day but usually comes pretty quick it seems.
#60
I'm not getting a drop a day. I've only got 1 page so far on my main character and then I got 1 drop on another character. I tried different characters because I started thinking that it might be 1 drop per character but after reading here I'm trying again on my main.

I did a full run start to finish and killed the boss but still didn't get a drop so I'm confused. :s
#61
I've had this issue too. I don't get them every time from the first (or second) spawn of the day. I've gotten several on the same char but I have yet to get more than 1 a day. There were a few days where I didn't get them until a few runs in. 

Also for what it's worth I've gotten a page from the first 3 levels spawn. I haven't received anything from the 4th level though. 

This is why I was saying there really should be like a 50/50 chance to get a page from the champ so it encourage people to keep working the event. Today I got my lore page on my second run this morning so I'm done running the spawn on that char today. I might try on another char if enough people are working it.

I'd imagine the Devs didn't want us to walk away from new content less than a week into it but that's what appears to be happening on a few shards.
#62
you can get one page a day I'm 99% sure it happens in second round with controllers( i even got a compassion sage this morning!) and golems 
#63
That's how the cubes and statues were. 
The drop mechanic seems un explainable.
You just have to do the spawn a lot.

I found that doing the first round each day would get me drops better than anything else.
#64
As an experiment i made a new char to see how long it would take to get looting rights i played between 2 and 5 hours at a time and took 3 days from total new archer to looting rights i did both the earring quest and worked spawn that's it no going to good normal spots to train(which i asume a new player wouldn't know about anyway)
#65
Has anyone gotten more than one page on the same char in the same day? This might save a lot of people a lot of time/frustration if we know this.
#66
keven2002 said:
Has anyone gotten more than one page on the same char in the same day? This might save a lot of people a lot of time/frustration if we know this.
I believe I had two characters who did, but only when they killed the boss between spawns.
#67
It seems like 1 per day. 
#68
Okay, I'm going to go with 1 a day and you have to do it quite a few times. I wish it was how many you killed instead though.
#69
Yea I did the spawn 4 times yday (only twice was start to finish... didn't join until level 3 two other times) and didn't get anything. 

Anyone know if in game luck has anything to do with it?
#70
Do the spawn when it begins.  Luckily Players on LS have been finishing it.  Set a timer for 30 min. Get there at the start of the spawn.  When you get a Page, change toons.  I got 3 from the first level today on 3 toons.  

I think this is only the 4th day I have been able to play since it began:


By trading I got all 13 pages.

Each day when you log on, go to the spawn and if reverted to the first level you have a good chance of getting a drop.  When you get a drop, change accounts or toons and go till you are bored.  I stop at level 2.  I rarely get a drop past level 2.

That is the method I have used on all 3 of these Dynamic Spawns.

Somedays you get nothing tho.
#71
I'm not getting a drop a day. I've only got 1 page so far on my main character and then I got 1 drop on another character. I tried different characters because I started thinking that it might be 1 drop per character but after reading here I'm trying again on my main.

I did a full run start to finish and killed the boss but still didn't get a drop so I'm confused. :s


I'm getting a really low drop rate also - 1 every few days. I try lots of characters, lot of spawns, different shards. I also don't see how this is working, when it happens it often appears to be in the first minute or two of a spawn against the easiest monsters, then that's it. Also, a couple of times for me, it's when I took on about 100 mobs right at the start, and died to them... it appeared in my backpack when I ressed.

#72
Pawain said:
Do the spawn when it begins.  Luckily Players on LS have been finishing it.  Set a timer for 30 min. Get there at the start of the spawn.  When you get a Page, change toons.  I got 3 from the first level today on 3 toons.  

I think this is only the 4th day I have been able to play since it began:


By trading I got all 13 pages.

Each day when you log on, go to the spawn and if reverted to the first level you have a good chance of getting a drop.  When you get a drop, change accounts or toons and go till you are bored.  I stop at level 2.  I rarely get a drop past level 2.

That is the method I have used on all 3 of these Dynamic Spawns.

Somedays you get nothing tho.

Congrats on getting all 13 pages. How long did you play when you got 3 in one day? I'm assuming it wasn't all within the same time frame (perhaps it was over the course of many hours)? 
#73
keven2002 said:
Pawain said:
Do the spawn when it begins.  Luckily Players on LS have been finishing it.  Set a timer for 30 min. Get there at the start of the spawn.  When you get a Page, change toons.  I got 3 from the first level today on 3 toons.  

I think this is only the 4th day I have been able to play since it began:


By trading I got all 13 pages.

Each day when you log on, go to the spawn and if reverted to the first level you have a good chance of getting a drop.  When you get a drop, change accounts or toons and go till you are bored.  I stop at level 2.  I rarely get a drop past level 2.

That is the method I have used on all 3 of these Dynamic Spawns.

Somedays you get nothing tho.

Congrats on getting all 13 pages. How long did you play when you got 3 in one day? I'm assuming it wasn't all within the same time frame (perhaps it was over the course of many hours)? 
It was during the first and second level of a spawn I started myself. As soon as a toon got a drop I took him out and brought another in. 3 other players joined the spawn and 2 said they got a page. So that spawn had at least 5 drop.

I have enough toons that I do not try for multiple pages on the same one in one day.
#74
I might be crazy on this but I think there might be some logic around limiting the pages for chars that do the spawn throughout the day (and perhaps multiple days) or maybe even something against sampires. This is a total guess and might be wrong. Sorry for the novel below but I wanted to outline my experience and see if anyone had similar experiences. 

I decided to dedicate my entire morning yesterday to doing the Abomination champ spawn so I grabbed my sampire and went to work (on ATL) first thing. I joined the spawn mid-way but I hadn't killed the champ in a few days so I wanted to kill it in case that was my "reset". I started the next 3 spawns from the start (actually there as it restarted). I worked the first 2 of the 3 the entire way (killing the champ too) and the third I left after the 3rd round. I must have killed over a thousand things within those spawns and no drop. I was a bit unmotivated after that so I got to the 4th champ spawn during mid second spawn and worked until level 4 and still nothing. At that point my jewelry and weapon needed repairs so I went home to grab my crafter and fix things up and that's when I switched to my tamer because I was tired of beating up my armor for no return. I hadn't used my tamer on the spawn since day 1 of the event. I started the next spawn mid level 1 and within 2 minutes of running around casting EQ I had a page pop in my pack. I recalled out and grabbed my mage/weaver (which I've never used on the spawn) and by the time the spawn went to level 3 he had a page too. I thought maybe it was the spawn so I switched back to my sampire to finish the spawn (level 3) but no luck there. It wasn't until the next spawn that my sampire finally got a page; this was his 6th spawn that he did. 

It could just be RNG and weird timing but I thought it was a bit curious that the char I use the most (sampire) on a daily basis to do the spawn took 6 spawns to eventually get a drop (around 6 hours) whereas within the first 5-10min at the spawn the chars I haven't used at all in the last week get a drop.

Has anyone else tested this theory??
#75
I spent at least 5 hours on the Sonoma spawn and got 1 page on my tamer. With 9 players on the boss it took us an hour to kill it.

I spent a few hours on LS and got none on my tamers.

No matter what type toon. I have better luck with pages if I am there when the spawn begins. 


#76
For standard champ spawns, seems there is a limit of about 5-6 pink drops per spawn?

So, it wouldn't be surprising if a given abomination spawn (from start of spawn to death of boss) only yields at most 5-6 lore book page drops.  The lore page drops might replace the pink drops in the champ logic.

One problem is that many people abandon a spawn without completing it, and you can be left with a spawn that advances and reverts all day long (without killing the boss) as not enough forward progress is made.  Not many page drops in a given day that way.

#77
For standard champ spawns, seems there is a limit of about 5-6 pink drops per spawn?

So, it wouldn't be surprising if a given abomination spawn (from start of spawn to death of boss) only yields at most 5-6 lore book page drops.  The lore page drops might replace the pink drops in the champ logic.

One problem is that many people abandon a spawn without completing it, and you can be left with a spawn that advances and reverts all day long (without killing the boss) as not enough forward progress is made.  Not many page drops in a given day that way.

That is actually a very possible theory. @Kyronix - Any truth to this?
#78
Ya pink drops seem random to me also, so maybe that's how these drops work.

At the black gate spawn, we never finished it after about week three.  But I would go there daily and still get cube drops from the orcs. But I stopped as soon as the spawn advanced.
#79
Anybody figured out what to do in Yukio cave (where also are orcs and monks)? How to save her?
Entrance is via sparkles SW from new champoin spawn. 
#80
Gwen said:
Anybody figured out what to do in Yukio cave (where also are orcs and monks)? How to save her?
Entrance is via sparkles SW from new champoin spawn. 
They just tell us about Wildfire.  We  can not enter it on LS.
#81
Yea I think this just storyline... kind of like the blood tree for the last champ spawn in Ilsh. There were all sorts of people to talk to but ultimately they didn't actually do anything. If I remember correctly I think those monks had prisoners too.
#82
For standard champ spawns, seems there is a limit of about 5-6 pink drops per spawn?

So, it wouldn't be surprising if a given abomination spawn (from start of spawn to death of boss) only yields at most 5-6 lore book page drops.  The lore page drops might replace the pink drops in the champ logic.

One problem is that many people abandon a spawn without completing it, and you can be left with a spawn that advances and reverts all day long (without killing the boss) as not enough forward progress is made.  Not many page drops in a given day that way.

I tested this theory twice and not sure if it's true. I went to a dead shard to work the champ spawn uninterrupted on my necro and worked it for 45min (level 1 & 2) without a drop. It's possible someone else worked it earlier so I thought that was why.

This morning I logged on to ATL at server up (spawn restarts) and worked it for 30min on my sampire killing everything in sight. There were 3 other people that came along maybe 10min into it but my understanding is that nobody gets multiple pages per spawn. They eventually left mid level 2 and I stayed to work it up to level 3 but never got a page. 
#83
keven2002 said:
For standard champ spawns, seems there is a limit of about 5-6 pink drops per spawn?

So, it wouldn't be surprising if a given abomination spawn (from start of spawn to death of boss) only yields at most 5-6 lore book page drops.  The lore page drops might replace the pink drops in the champ logic.

One problem is that many people abandon a spawn without completing it, and you can be left with a spawn that advances and reverts all day long (without killing the boss) as not enough forward progress is made.  Not many page drops in a given day that way.

I tested this theory twice and not sure if it's true. I went to a dead shard to work the champ spawn uninterrupted on my necro and worked it for 45min (level 1 & 2) without a drop. It's possible someone else worked it earlier so I thought that was why.

This morning I logged on to ATL at server up (spawn restarts) and worked it for 30min on my sampire killing everything in sight. There were 3 other people that came along maybe 10min into it but my understanding is that nobody gets multiple pages per spawn. They eventually left mid level 2 and I stayed to work it up to level 3 but never got a page. 

You can definitely have standard champ spawns with no pinks dropping.  (I think 5-6 is approx the max).

I started an ATL abomination champ today from the start.  Two times, got drops; no drop for one instance.  Only 2-3 others there for the case where none dropped.

Probably need a few cooperating players or a guild to confirm the number of pages that drop for a given spawn.

If there is a limit of number of page drops for a given champ instance, that puts this logic on par with the invasion mage general drop logic, especially for shards with a very tough champ...  Something I thought the developers wanted to avoid  - with new content.
#84
I got 3 drops today from a reverted spawn.  I got 3 on Tuesday.  Traded them for 2 earrings.

I'm trying the every other day method.  Since we have a boss that insta kills everything, we hardly ever kill the boss.  You know when we are trying because someone yells for a bard to help.  We area peace it over and over so it does not kill everyone.  Since it restores HP 3 times it takes a long time for the Rabbit to die.
#85
Pawain said:
I got 3 drops today from a reverted spawn.  I got 3 on Tuesday.  Traded them for 2 earrings.

I'm trying the every other day method.  Since we have a boss that insta kills everything, we hardly ever kill the boss.  You know when we are trying because someone yells for a bard to help.  We area peace it over and over so it does not kill everyone.  Since it restores HP 3 times it takes a long time for the Rabbit to die.
Re: reverted spawn...  A missing piece of info would be how many drops happened before you got a drop?  If it's a slow shard, could only be a small number before you (so some drops remained).  Did you get the three drops on the same character?

Server up spawn instance may be best for testing, on the tough champ shards.
#86
Might be as simple as @Kyronix letting us know how the drops work for the dynamic spawn...
#87
keven2002 said:
Might be as simple as @ Kyronix letting us know how the drops work for the dynamic spawn...
I doubt we're going to see a developer reply on this.  Why?  Because it's likely tied in with farming reduction game mechanics.

From my observations, the following are holding true:
  1. You can have spawn instances where zero pages drop for any players.  The probability for this happening is unknown.  50/50 is a guess at the moment.
  2. It seems the fewer the people at the spawn, the slower the drop rate (more work/time is required).  This is also consistent with the champ spawn advancement rate changing based on player activity at the spawn.  
  3. There indeed appears to be a fixed number of page drops per spawn (spawn being defined as start of spawn to death of boss). Unfortunately, pinning this number down is difficult, as other players don't consistently share this data.  It seems the range of 5-6 is about right, though somebody else indicated it's 8.  As the server is likely tracking "award" state for the spawn, it's likely been kept at a small number, so 8 wouldn't be surprising.
  4. If you're on a shard with a very tough boss, with low overall player participation later in the day, your best bet is to show up at server up, and take on that spawn.

Some redundancy in this thread:
https://forum.uo.com/discussion/8840/

#88
Something else to add:
5. There may be a per character drop cooldown timer.  Best guess is about 8 hours, or it may flip around midnight GMT.
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