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UV's

10 replies [Last post]
Sat, 05/07/2011 - 12:05
Spikepk's picture
Spikepk

How to get a UV on an item?

Do you just get lucky?

and any 'good' ways to get UV's on items?

such as:

1. Make a low star, item first then make something you want?

2. Just make the same thing like 10 (give or take some) and wait until you get a UV?

any other ideas?

Sat, 05/07/2011 - 12:14
#1
Hazel's picture
Hazel
Make hundreds, thousands,

Make hundreds, thousands, trillions of the first item in an alchemic line to get a UV.

I think several people have made a couple hundred of an item hunting for a nice UV.

Sat, 05/07/2011 - 13:37
#2
Shani
Legacy Username
*saunters off with a

*saunters off with a Max:Normal Owlite on the second shield made*

Sat, 05/07/2011 - 13:43
#3
cheeserito
Legacy Username
Sometimes you just get lucky.

Sometimes you just get lucky. The very first Avenger I made got the "Attack Speed Increase: Very High" UV. Otherwise, yeh, you just farm for a UV if you've got enough materials.

Personally, I've noticed that about 1 out of every 5 items I craft gets a UV. It's probably coincidental, though.

Sat, 05/07/2011 - 13:47
#4
yaakslave
Legacy Username
I have terrible luck. I've

I have terrible luck. I've made maybe 10 brandishes and 15 haze bombs, not a single UV. I gave up and just have non-UV weaponry.

Sat, 05/07/2011 - 14:03
#5
Hazel's picture
Hazel
I made 30 brandishes without

I made 30 brandishes without a UV, once.

Not a good day.

Sat, 05/07/2011 - 14:04
#6
Hazel's picture
Hazel
Derp.

Double Post.

Sat, 05/07/2011 - 17:33
#7
Raunwynn's picture
Raunwynn
Actual UV values

does anyone have a link to the actual uv values?
how much more damage is my weapon going to do with one of each stage?

Sat, 05/07/2011 - 20:40
#8
FlashbackJon
Legacy Username
Purely hearsay...

But the common values I've seen are 5% damage and 4% attack speed per "level."

And roughly 10% (unaffected by item level) to get a UV when crafting.

Sat, 05/07/2011 - 21:21
#9
Pauling's picture
Pauling
I keep pitching this, but

I keep pitching this, but seriously: if you want to know how much damage unique variants add, test it out (using the "show numbers" option checkbox) and report your numbers in the wiki forum. We'll only find out what variants do if people combine efforts to collect good, solid data.

To answer your other question: there are a LOT of people mass-crafting out there, and some of them may have variants that they're willing to sell. Check the bazaar section of these forums, and prepare to bargain very hard, as a lot of the initial asking prices are wildly unrealistic. (sometimes thousands of CE) If you find a decent variant (say, medium bonus), look for someone selling the 2* or 3* version to keep the price down; there should be someone willing to sell for < 300 ce total. Be sure that you go in knowing what items cost to craft, and how common the materials are; that will provide a floor price to bargain from.

Sat, 05/07/2011 - 22:04
#10
Imladriscion
Legacy Username
Crazy Luck

UV's seem to be a matter of luck. From the short amount of crafting I've done, I'd have to agree with the 10% consensus on obtaining a UV item.

When I craft for others, I usually don't have a good amount of luck, a Low ASI on a cutter, Shadow resist on a magic hood - what have you.

It's only when I craft for myself or seem to use a new recipe for the first time that it really shines. My first avenger, med CTR. My first Blackhawk, med Gremlin. My first 5* piece, Justifier Jacket, max Curse. It's ridiculous.

It would seem more economical to mass-craft the cheapest variation of the item, then push it to a 3* rating, where the goods still have another chance for a UV, but are still easily flippable to the general buying community for a profit. I myself am not really as nit-picky on UV's as others, yet. When I have nothing better to do with my time and resources I will probably push for UV's to better complete my equipment on my own time. Pauling is right about the people's pricing, mostly because they feel entitled to compensation for their luck - which, given the demand for UV items vs non-UV items on a wider scale, seems to be a trend only encouraged by the buying community.

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