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Question about the Connor_Graham ABC Archer Template

Discussion in 'UO Warrior' started by Antony, Nov 24, 2009.

  1. Antony

    Antony Journeyman
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    You talk about 90 Resisting Magic in your Template ... is that your total for the skill? I saw some references for +20 Resists ... wasn't sure if that's "Armor Type Resists" ... phys, fire, cold, etc ... or is there some Resisting Spells thrown in there?

    Could you also tell me how the formula works for resisting? For example how do you calculate how much of a Curse Spell for instance that you would resist versus let through?

    Thanks ... Antony
     
  2. Prior to imbuing, the 20 total stat brace I used, which also had DI on it, just so happened to have +12 Resist as well, although it was unintended. With my new imbued jewels the extra skill points have been removed, so yeah, 90 is the total for that skill.

    I don't know the formula offhand for how much you actually resist, but through many trials I've found that the 90 Resist is enough to keep me from losing any swing speed if cursed, and it's definitely a bonus when in places like Doom.
     
  3. Sir Kenga

    Sir Kenga Guest

    Resist can be very handy. Last time i died in Doom on archer was DF cast Blood Oath the very time i landed another 150 dmg on him. So, without resist i insta died.
     
  4. Antony

    Antony Journeyman
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    Speaking of Imbuing .... we were speaking of imbuing weren't we :mf_prop:

    Here's why I'm bringing it up .... I'd like to try my hand at putting
    together a custom setup ... imbued armor and jewelry. I have all of the items below just as you do (except for the crafted ones) but what I'd like to do is see if I can put together my own. That way I can focus ONLY on mods that are most important and I don't have to "take along ones that aren't"

    I was gonna for sure use the Crimson Cincture, Conjurer's Trinket, and Cloak of Power since these are "specials" that can't really be replaced with anything imbued. After that I was gonna see what I could make versus "use as is below"

    Could you help me out a little ... here's the list of what is on the "non-crafted"
    Armor/Jewelry" that you use ... can you tell me of these mods what ones are most important and which is least.

    Could you also tell me the specifics of your crafted stuff and once again what most and least important.

    I've always loved playing my Archer ... been my favorite ... but your whole scheme of things looks like it will bring it up to a new level .... Thanks for any help

    Antony

    ===========================================================================================

    Connor Grahams Armor and Jewelry

    Mace And Shield Reading Glasses
    Hit Lower Defense 30%
    Strength Bonus 10
    Dexterity Bonus 5
    Physical Resist 25%
    Fire Resist 10%
    Cold Resist 10%
    Poison Resist 10%
    Energy Resist 10%

    Crimson Cincture
    Dexterity Bonus 5
    Hit Point Increase 10
    Hit Point Regeneration 2

    Conjurer`s Trinket
    Undead Slayer
    Strength Bonus 1
    Hit Point Regeneration 2
    Hit Chance Increase 10%
    Damage Increase 20%

    Rune Beetle Carapace
    Mana Increase 10
    Mana Regeneration 3
    Lower Mana Cost 15%
    Physical Resist 5%
    Fire Resist 3%
    Cold Resist 14%
    Poison Resist 3%
    Energy Resist 14%
    Lower Requirements 100%
    Mage Armor

    Ring Of The Vile
    Dexterity Bonus 8
    Stamina Regeneration 6
    Hit Chance Increase 15%
    Poison Resist 20%

    Stormgrip
    Intelligence Bonus 8
    Luck 125
    Damage Increase 25%
    Physical Resist 10%
    Fire Resist 4%
    Cold Resist 18%
    Poison Resist 3%
    Energy Resist 18%
    Strength Requirement 10

    Cloak Of Power
    Strength Bonus 2
    Dexterity Bonus 2
    Intelligence Bonus 2
    Strength Requirement 10

    Crafted Gorget, arms, and Legs with
    Mana Regeneration
    Stamina Increase
    Mana Increase

    Bracelet with
    Resist +12
    20 Stat Points
    Damage Increase

    Totals (not counting crafted gorget, arms or legs and/or bracelet)
    Damage Increase 45%
    Dexterity Bonus 20 (up to 8 points on each piece of jewelry)
    Hit Chance Increase 25 (up to 15 points on each piece of jewelry)
    Hit Lower Defense 30%
    Hit Point Increase 10 (up to 5 points on each piece of armor)
    Hit Point Regeneration 4 (up to 2 points on each piece of armor)
    Intelligence Bonus 10 (up to 8 points on each piece of jewelry)
    Lower Mana Cost 15% (up to 8 points on each piece of armor and jewelry)
    Mana Increase 10 (up to 8 points on each piece of armor)
    Mana Regeneration 3 (up to 8 points on each piece of jewelry)
    Strength Bonus 13 (up to 8 points on each piece of jewelry)
    Undead Slayer
     
  5. A few things-

    First, I no longer use the Ring of the Vile and the brace I listed a long time back. I now have imbued jewels with +15 Dex, 16 LMC, 5 SSI on ring, HCI 30, Poison 15 on brace, and DI 50. These are the only imbued items in my suit. I now have 95 DI total without adding in the DI from a weapon, which I really don't need anymore. This was my goal in creating the jewels. I have several top end bows that kick ass but didn't have DI which killed their power. Now that's not an issue.

    Second, I've switched out the Cloak of Power for the new Conjurer's Garb primarily for the MR2 for added mana regen now that I no longer need the Dex from the Cloak.

    Third, I don't know if you caught the minor change in the template of lowering Tactics to 115 and bumping Anatomy up to 100 or not, but if not, now you know. It was done for the 5% bonus DI for having Anatomy at GM level.
     
  6. Obsidian

    Obsidian UO Forum Moderator
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    Thanks for the update, Connor. I suspected you changed the robe with the Garb. I updated mine as well. If only I could find one of those rings with SSI to have custom imbued with Int, Dex, DI and HCI.

    -OBSIDIAN-
     
  7. I ended up just making my own. It can take quite a few turquoise to come up with one that doesn't have mods you don't want. I think I went through about 500 to come up with the 2 I needed.
     
  8. Antony

    Antony Journeyman
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    Hey Connor .... you got me on this one .... I've looked all around. All I find is this ..... "Anatomy Damage Bonus% = (Anatomy รท 2) + 5" ... no mention of a Bonus for 100 or above. Are the "documented numbers" out of date? Did you stumble across something on your own on this one?

    BTW ... thanks for all the info ... I've been researching like crazy and going back and forth on "exactly" what my ABC will be like ... after much himming and hawing I've decided to go for the real skills and free up my Armor and Jewelry for other mods. Hit 120 Archery last night .... should be at 120 Bushido by the end of the day. Right now I have 120 Anatomy ... probably gonna Stone it and work on 100 .... exact skills are still in the works .... Again .... THANKS
     
  9. I believe the info on the 5% bonus can be found in one of the FoF's from a while back.
     
  10. Taylor

    Taylor Former Stratics CEO (2011-2014)
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    Connor, would you break down these jewel mods for me? How did you fit 15 dex on a ring and 30 hci on a bracelet?
     
  11. Ring-

    8 Dex
    15 HCI
    8 LMC
    5 SSI
    25 DI

    Brace-

    7 Dex
    15 HCI
    8 LMC
    DI 25
    9 Poison (forgot that it maxed at 500% at 9, plan was originally for 15 but just wouldn't fit)
     
  12. Antony

    Antony Journeyman
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    Hey CG .....

    I see that you have SSI on your Ring .... SSI is NOT something that can be imbued on Jewelry ... so is that a piece that you found that had SSI on it and then you imbued it?

    And when you do find something like that do we still work with the same restraints .... meaning the total for the piece is still 500 .... and the SSI of 5 has a weighted intensity of 17%, just like it would on let's say a bow ... and then you have 483 left for whatever you wanted to add?

    Is there any sure fire way to tell, when you see an item on a vendor, whether or not that piece will be "imbuable"?

    ANT
     
  13. Taylor

    Taylor Former Stratics CEO (2011-2014)
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    Thanks, Connor!
     
  14. Turquoise rings have the possibility of having 5 SSI as one of the mods, and has a total weight of 500 whether it's exceptional or not. I don't know about the weight. I honestly didn't pay attention to it.
     
  15. Antony

    Antony Journeyman
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    Figured I'd give something back so I went and bought a couple of Turquoise Ring and used my Imbuer to check out the weighted intensities ....

    What I am seeing is that the weighted intensities add up just like they would if you were imbuing SSI onto your bow .... weighted intensity for Swing Speed 5 = 17 (rounded down) .... you can use your imbuer to see what the intensity of each mod is by using a target (armor, weapn, jewelry) that allows that mod to be applied to it .... just stop short of the actual imbuing. (DUH)

    I had one that was Dex Bonus = 2 (WI = 27), Spell Damage Increase = 7 (WI = 58), and Swing Speed Increase = 5 (WI = 17) .... that totals 102 ... when I actually was playing with the ring it said 103 ... gotta be how numbers were rounded when checking SSI on the bows.