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[News] FoF: Spring has Sprung!

Discussion in 'UHall' started by Larisa, Feb 9, 2008.

  1. Larisa

    Larisa Reporting Manager
    Editor Reporter Moderator Professional Wiki Moderator Stratics Veteran Stratics Legend Editor Fallen Lords

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    Sorry this is a day late guys....real life issues yesterday *sighs*

    Enjoy!
     
  2. Larisa

    Larisa Reporting Manager
    Editor Reporter Moderator Professional Wiki Moderator Stratics Veteran Stratics Legend Editor Fallen Lords

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    Posted to <a target="_blank" href=http://www.uoherald.com/news/>uoherald.com's</a> <a target="_blank" href=http://www.uo.com/fof/fiveonfriday96.html>Five on Friday:</a> <blockquote><span class=osi>

    [​IMG]

    <font size=+1>FoF: Spring Has Sprung!
    </font> Jeremy Dalberg
    08 Feb 2008 17:33:25




    Or at least it feels like it, anyway. For those of you who don't have lovely sunny weather to enjoy, we have answers to some questions instead! Check out info on curing poison, making bows, and more.


    "I've noticed that it takes very little mana to cast the Spellweaving spell Summon Fey (like 1 pt of mana). I was reading that it was suppose to be like 31 pts of mana. Is that intentional?"

    Yes - the Guide for Spellweaving has old data (and Leurocian, in his copious free time, has volunteered to get me all the new data, so stay tuned.) However, Summon Fey costs 10 mana, not 1 - that's how it's listed in-game and that's what my quick test showed. I'm assuming this was just a typo in the question, but if anyone's seeing data to the contrary, let us know!</p> "Mondain's legacy bowyer/fletcher recipe weapons (non-artifact) have 0% chance of exceptional with 100 fletching. To my understanding, a crafting talisman will not give exceptional chance unless you have at least 1%. Is that true?"

    The reason those recipe weapons have a 0% exceptional chance is because they are considered minor artifacts, and aren't intended to be exceptionally crafted. It's hard-set, rather than a function of their difficulty, so talismans won't help. (It's not a reflection of how talismans work, just a function of those particular items.)</p>

    Now, the argument could be (and has been) made that they're not powerful enough to be worth it without a way to boost their stats. It's certainly something to look into - it's just not technically a bug.</p> "On hit spell damage question. What level of magery/eval is the damage of the on hit spell calculated ( lightning, magic missile, fireball, harm)?"

    The Evaluate Intelligence used for calculating the damage of on-hit spells is 80. The base damage is determined by the spell's circle - so Magic Missile has a base damage of 1d4 + 10, and so on. (For non-PnP folk, that means roll randomly between 1-4, then add 10.) Magery doesn't come into it at all, actually.</p> "What is the formula to calculate the chance for Cure and ArchCure to detoxify poison?"

    The Cure formula is as follows: Chance to Cure = (10000 + (Magery * 75) - (poison strength * 3100) / 100. This means that at Legendary Magery, you have a 35% chance to cure level 5 poison.</p>

    The Archcure formula is as follows: Chance to Arch Cure = (10000 + (Magery * 75) - (poison strength * 1750) / 100. This means that at Legendary Magery, you have a 100% chance to cure level 5 poison. On everyone within a 2-3 tile radius of you. And you only need 63 Magery to successfully cast it 100% of the time. Hmmm...</p> "Ok why the HECK would you <a target="_blank" href=http://www.uoherald.com/news/news.php?newsid=308> Remove the clouds </A> from KR?"

    Our Lead Programmer Supreem says,</p>

    "Ultimately it was my decision to remove the clouds. *puts on flame retardant suit*</p>

    The clouds as they were implemented didn't achieve the desired effect. They made the game significantly less bright which doesn't fit with the style of Ultima Online. We plan to bring them back in the future once we bring them in line with the overall feel of the game."</p> Playguide Update Roundup:

    A few more edits and tweaks this week:</p>

    <a target="_blank" href=http://guide.uo.com/itemproperties_0.html> Item Properties </A>: The Table now distinguishes between Melee and Missile weapons (there are some differences,) Velocity and Balanced are listed in the table, and their effects are described with the others. Also, the exceptions to property ranges for Runic-crafted bows are listed.</p>

    <a target="_blank" href=http://guide.uo.com/itemproperties_3.html> Runic Properties </A>: Removed last week's incorrect statement about stacking properties and replaced it with the correct info about property ranges on Runic-crafted bows.</p>

    A little thin, but then, it's been a <a target="_blank" href=http://boards.stratics.com/php-bin/uo/showflat.php?Cat=&Number=7612878&page=0&view=collapsed&sb=5&o=31&fpart=1> Busy <a target="_blank" href=http://www.uoherald.com/news/news.php?newsid=306> Week </A>. </p> Jacksonville Town Hall

    Remember, the first Town Hall of the new year will be March 1 in Jacksonville, FL at Dave and Busters. You can now <a target="_blank" href=http://www.mythicentertainment.com/uo/> RSVP </A>, so if you're planning to come, please do so!</p>

    Alert readers will also notice that the next Town Hall is listed there - in Bethesda, MD, on May 10th. Feel free to RSVP for that one, too - it's going to be fun, because it's nice and close to the office :)</p>

    I'm off to snuggle my <a target="_blank" href=http://www.uoherald.com/liveevents/08vday.php> Stuffies </A>...</p>

    Jeremy </p>
     
  3. <blockquote><hr>

    Sorry this is a day late guys....real life issues yesterday *sighs*

    Enjoy!

    [/ QUOTE ]

    Where you busy keeping the hoff away from those cheese burgers again?

    [​IMG]
     
  4. wishing spring was here, 7 inches of snow the other night.

    oh well it's like wishing for good questions and answers on FoF.
    sigh
     
  5. Babble

    Babble Guest

    Pff, how did we survive without these life saving informations before!
    [​IMG]
     
  6. Guest

    Guest Guest

    <blockquote><hr>

    wishing spring was here, 7 inches of snow the other night.

    oh well it's like wishing for good questions and answers on FoF.
    sigh

    [/ QUOTE ]

    Honestly, I wish we had that snow where I am. :p
     
  7. Guest

    Guest Guest

    The problem for me about the non-exceptional high-end crafts is that it means you don't get your crafter's mark on it. Having credit for one's work is very important to some crafters.
     
  8. Kylie Kinslayer

    Kylie Kinslayer Grand Inquisitor
    Stratics Veteran Alumni Stratics Legend

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    <blockquote><hr>

    magic missile, fireball, harm)?"

    [/ QUOTE ]


    Again with the Magic Missle? Old D&amp;D habits die hard I guess [​IMG]
     
  9. Guest

    Guest Guest

    <blockquote><hr>


    Again with the Magic Missle? Old D&amp;D habits die hard I guess [​IMG]

    [/ QUOTE ]
    or old ultima habits
     
  10. Guest

    Guest Guest

    <blockquote><hr>

    "Mondain's legacy bowyer/fletcher recipe weapons (non-artifact) have 0% chance of exceptional with 100 fletching. To my understanding, a crafting talisman will not give exceptional chance unless you have at least 1%. Is that true?" &lt;p&gt;The reason those recipe weapons have a 0% exceptional chance is because they are considered minor artifacts, and aren't intended to be exceptionally crafted. It's hard-set, rather than a function of their difficulty, so talismans won't help. (It's not a reflection of how talismans work, just a function of those particular items.)&lt;/p&gt; &lt;p&gt;Now, the argument could be (and has been) made that they're not powerful enough to be worth it without a way to boost their stats. It's certainly something to look into - it's just not technically a bug.&lt;/p&gt;

    [/ QUOTE ]

    I have a problem with this answer, and it's this.

    Agreed the artifact level weapons, made with peerless ingedients, do not, and should not have other bonuses.

    However the gem crafted smith weapons such as silver etched mace, wounding assassin spike, etc. do get the gm damage bonus (40% with gm armslore). Therefore the non-artifact bows, ie slayer longbow, rangers shortbow, assassin shortbow etc (not night reaper, faerie fire etc) should have likewise. Is that not logical?

    A 'rangers short bow' takes one perfect emerald. This gives a bow with 5% ssi and nothing else.

    By no stretch of the imagination is this a 'minor artifact', it's not even ettin-loot!

    Please kindly re-examine the intended results of crafting these items.
     
  11. come to aus its now autumn and about to be cold...thats when i leave the sunny rays of london lol
     
  12. Theo_GL

    Theo_GL Grand Poobah
    Stratics Veteran Stratics Legend

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    <blockquote><hr>



    --------------------------------------------------------------------------------

    "Mondain's legacy bowyer/fletcher recipe weapons (non-artifact) have 0% chance of exceptional with 100 fletching. To my understanding, a crafting talisman will not give exceptional chance unless you have at least 1%. Is that true?" &lt;p&gt;The reason those recipe weapons have a 0% exceptional chance is because they are considered minor artifacts, and aren't intended to be exceptionally crafted. It's hard-set, rather than a function of their difficulty, so talismans won't help. (It's not a reflection of how talismans work, just a function of those particular items.)&lt;/p&gt; &lt;p&gt;Now, the argument could be (and has been) made that they're not powerful enough to be worth it without a way to boost their stats. It's certainly something to look into - it's just not technically a bug.&lt;/p&gt;




    --------------------------------------------------------------------------------



    I have a problem with this answer, and it's this.

    Agreed the artifact level weapons, made with peerless ingedients, do not, and should not have other bonuses.

    However the gem crafted smith weapons such as silver etched mace, wounding assassin spike, etc. do get the gm damage bonus (40% with gm armslore). Therefore the non-artifact bows, ie slayer longbow, rangers shortbow, assassin shortbow etc (not night reaper, faerie fire etc) should have likewise. Is that not logical?

    A 'rangers short bow' takes one perfect emerald. This gives a bow with 5% ssi and nothing else.

    By no stretch of the imagination is this a 'minor artifact', it's not even ettin-loot!

    Please kindly re-examine the intended results of crafting these items.


    [/ QUOTE ]

    Oh, its a bug and I've passed it to Leuro.

    Lets play devil's advocate. If it is NOT a bug when why would you craft :

    Longbow of Might - Ingredients 20 Boards and 1 Blue Diamond which gives 5% DI

    When you can craft a regular longbow and when EX made it comes out with 35% DI????

    Why?

    It is clearly a bug/oversight.

    Things like the major recepies (Blight Gripped, Farie Fire, Night Reaper etc) should NOT be made EX.

    However, just like the smith receipies - all the minor ones should get 35% DI end of discussion.
     
  13. Guest

    Guest Guest

    ...

    Agreed. EVen though I don't play a bowyer, if Crafting A has a batch of non-capitalized named items that get an Exceptional bonus while the capitalized items do not, then the same should apply to Crafting B, Crafting C and so on for the same types of items.
     
  14. KQ Galad

    KQ Galad Guest

    Indeed. I dont think allowing Exceptional quality bonus to stack with runic and wood bonuses will produce hand cannons that will be one hit killing anyone. I mean the recipies are super lame to begin with, and the only ones im seeing with a potential for something outrateous would be a ranger shortbow with 45% SSI (Thing is so fast already all that SSI is really wasted overkill), I think you could make a 57% DI bow, and maybe some sweet slayer longbows, but the slayer longbow has been nerfed by the elven composite nerf, making it slow and weak already, so it balances out. I think siege might be helped out more with letting the exceptionals stack, since you might have some nice bows to sell that arrent too hard to get materials for.

    I also wish some of the nerfing could be undone on the elven composite, maybe just to its base damage. If elves are supposed to be such great bowyers why should thier longbow not even be as good as a human common bow? How about keeping the speed nerfed and up the damage to maybe somewhere between an Xbow and a regular bow?
     
  15. With bows, I can make an exceptional Magical Shortbow that is 40% DI and 10% Speed Increase with Ash wood. With Ash wood and a PERFECT EMERALD (more materials), I can make a 6% Speed Increase bow. These recipes need to be improved, but I do agree that with bows already getting a huge bonus from materials (I can make a 50% DI Bow + 5% Hit Chance without using a runic), it probably wouldn't be good to make even more ways to stack great mods.