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Imbued Slayer not working?

Discussion in 'UO Craftsman' started by Lord Chaos, Apr 18, 2010.

  1. Lord Chaos

    Lord Chaos Always Present
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    So I finally finished a weapon that is a dragon slayer weapon.

    Radiant Scimitar
    Dragon Slayer
    DI 50%
    HLM 32%
    HLS 50%
    HCI 15%

    But I went to destard to test it against a dragon...but I was not really getting the damages you should expect with a high DI slayer, the damage numbers were closer to normal without the Slayer. (Had CW and EoO on) Is this some sort of bug or flaw in the imbuing process or something?
     
  2. Petra Fyde

    Petra Fyde Peerless Chatterbox
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    I think it's probable that you had already hit di cap. I think it's 300?
     
  3. Storm

    Storm UO Forum Moderator
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    Petra is correct you are hitting the cap I do it all the time with my abc archer
     
  4. Cloak&Dagger

    Cloak&Dagger Guest

    Normally, if you are a samurai of any type, if you honor a critter and use EoO and have DI on your suit, you are more than likely to hit the damage cap, not to mention "dragon slayer" is a lesser slayer so the di from it is 200% that alone would mean if you have 100% di on your suit, all other di modifications would be useless.
     
  5. Lord Chaos

    Lord Chaos Always Present
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    Hmmm, didn't know that. Thought Slayer was besides the cap. That makes it a whole lot less useful sadly. Might as well have made it a Reptile Slayer instead :/

    But thanks for the clarification.
     
  6. Barry Gibb

    Barry Gibb Of Saintly Patience
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    There are two parts to the DI cap.
    1. Item DI (this includes the DI from items)
    2. Other DI (this includes DI from Bushido, Chivalry, Slayers, etc..)

    Each of these has its own cap. With the change to slayer weapon DI, it is easier to hit the second cap.

    Stayin Alive,

    BG
     
  7. Basara

    Basara UO Forum Moderator
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    Actually, you're better off with the dragon slayer.

    It means that you no longer have to cast EoO when using it on dragons, so that won't take double damage from other creature types anymore (having a normal dragon hit you while EoO to a greater, or especially vice-versa, is BAD).

    That also saves you more mana for things like special moves, and casting Chiv & bushido boosts like Divine Fury, evasion, confidence, etc.
     
  8. MYUO

    MYUO Guest

    I didn't know changes have been made to super slayer and lesser slayer weapons. Can anyone elaborate (or provide link) what the changes are? And whether the spellbooks are affected too? Thanks!
     
  9. xStrikerx

    xStrikerx Guest

    Yes, spellbooks are affected too.
     
  10. Basara

    Basara UO Forum Moderator
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    Superslayers: +100% DI
    Normal Slayers: +200% DI

    Therefore, a normal slayer +100% DI from elsewhere is at cap.

    EoO has been descrived in different ways by devs, that dont' jibe with the numbers they give. They've said it's a +50% DI adder, but then describe it as if it is a 150% multiplier of the existing DI.

    If the latter, EoO + normal slayer would be at the +300% cap, using a 0% DI weapon and no other DI gear. (200% * 150% = 300%).

    If the former, then EoO + 50% from weapon & other gear (say, Stormgrip and a weapon with at least 25% DI) will still hit cap.

    In some cases, I've seen one or more types of DI bonus NOT apply, because the total went over cap, and for some reason the individual bonus that caused the over-cap situation was totally ignored (instead of being rounded to 300%)
    . This is especially true when using weapon special moves that add DI.
    If you build a suit that has 55% DCI, and are using a normal slayer with sufficent DI that your gear puts you around the cap, you can totally ignore Enemy of One, and use the mana to cast Divine Fury (+10% SSI, +10% HCI, +10% DI, and the -10% DCI is offset by the 10% over cap that your DCI would be)
     
  11. Stupid Miner

    Stupid Miner Guest

    Ok, this stuff's complicated, so try to pay close attention.

    The cap from DI from Items is 100%. This is only the property, so take the DI from the weapon and rings and armor, anything past 100 DI is wasted. Likewise any number less than 100 DI will reduce your maximum damage.

    After that, you can triple your damage one of several ways.
    Single Slayer = 3x damage
    EoO + Perfection = 2.5x damage
    Perfection + Super Slayer = 3x damage

    Item Property DI is completely separate than the damage increase that comes from spells and slayer weapons.
     
  12. Theo_GL

    Theo_GL Grand Poobah
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    Your problem is that you have HLS which I assume means Hit Lightning Strike.

    When you have spell properties (LIghting, Fireball, Harm) on slayers - when the spell property hits - it does then does NOT use the slayer on the base dmg.

    For this reason - you should avoid putting spell properties on slayers. Go with other mods instead.

    The 'double hit' from lighting and base dmg is negated by the slayer property being avoided.

    Lets say with slayer you do 50pts of dmg against foe and 25 without.

    When you hit with lighting you do 15pts.


    So when your slayer fires with no lighting - you hit for 50. When you fire with lighting - you hit for 15 + 25.

    Go with dragon slayer with DI, HML, SSI instead. You'll be better off hitting more often without the spell mod.

    It was brought up in the past and the devs did not feel it was an error and working 'as designed'. I don't think so but then I'm not the designer of the game.
     
  13. Lord Chaos

    Lord Chaos Always Present
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    HLS = Hit Leech Stamina
     
  14. [JD]

    [JD] Guest

    if you use faction arties like mace & shield it might be good to overcap DI by 10, that way when changes come around if you lose your faction M&S you still have 100 DI and can use the regular ones