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Old Dec 07, 2010, 08:47 PM // 20:47   #1
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Default Oldschool shields

I would like to know,

Insc shields follow a pattern of specific mods since inscriptions and shield handles have both different mods from one another. But I know that oldschool shields do not.
i.e. handles are + hp
inscs are -x phys dmg, +10 AR vs <thing>, +1 to <att> and -20% <condition>

and I have an oldschool with -2 phys dmg when enchanted with +10 AR vs lightning dmg. (hence I know they still drop, I can provide a screenshot if needed)

Any way to know the possible possibilities for such drops? (mods on oldschool shields)

Last edited by myths of fury; Dec 07, 2010 at 08:50 PM // 20:50..
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Old Dec 07, 2010, 09:26 PM // 21:26   #2
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Originally Posted by Yawgmoth View Post
IMPORTANT NOTE: There's no technical possibility for a double of the same kind of mod on those triple items - there WON'T be any shield with 2 +Armor mods or 2 +Health mods for example. And the common most broken thing about items nerfed in the past was the fact they had (possible) duplicate of the same mods!
This was in the triple modded items thread but basically it still applies...
There won't be 2 of the same type besides that just about anything is possible...

(except there are a few things only avalible through inscription that aren't avalible in uninsc items however I don't know off the top of my head if any are shield inscriptions) or maybe I have it backwards...I really can't remember....

Last edited by End; Dec 07, 2010 at 09:30 PM // 21:30..
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Old Dec 08, 2010, 05:13 AM // 05:13   #3
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Quote:
Originally Posted by End View Post
(except there are a few things only avalible through inscription that aren't avalible in uninsc )
10 vs Species Mods are not avaible in inscriable golds
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Old Dec 08, 2010, 05:15 AM // 05:15   #4
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10 vs Species Mods are not avaible in inscriable golds
ahh yes backwards I did have it...
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Old Dec 09, 2010, 12:21 PM // 12:21   #5
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Quote:
Originally Posted by myths of fury View Post
Any way to know the possible possibilities for such drops? (mods on oldschool shields)
Basically "oldschool" shields have their mods randomly picked from 5 separate mod groups, if the shield has 2 mods they're always taken from different groups:
  • +Health mods (exactly the same possibilities as on Shield Handles)
  • +Armor versus damage type (same as found on inscriptions) OR versus a mob type
  • -Received Physical Damage Reduction mods (max ones same as found on inscriptions)
  • -20% Duration of a specific Condition (same as found on inscriptions)
  • +1 to an Attribute with a 10-20% chance (Strength, Tactics, Divine Favor, Healing Prayers, Protection Prayers, Smiting Prayers, Domination Magic, Inspiration Magic, Illusion Magic, Air Magic, Earth Magic, Fire Magic, Water Magic, Blood Magic, Curses, Death Magic.

(Very old dual-reduction mod shields are an exception as they dropped during the first ~10 months of GW when the "-received dmg (while in a stance)" was in a separate, 6th mod group with just itself, in effect being able to be paired with any other mod, including other reduction mods.)
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Old Dec 10, 2010, 02:10 AM // 02:10   #6
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Wow thanks all that helped a lot ^^
I noticed there where no +1 for primary caster attributes in your list, or no rit atts.
Any reason for that? and can't you get +1 to a rit attribute in factions?
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Old Dec 10, 2010, 03:05 AM // 03:05   #7
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Divine Favor is a primary attribute :P.
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