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Discussion in 'UO Developer Feed' started by UODevTracker, Dec 20, 2010.
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The levels look like this
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10(peak) 10 10 10 10 10
(- 50) Initial hit on new mob instead of -40
-40 - 32 -24 -16 -8 0 2 4 6 8 10 12 14 16 18 20 20 20 20 20 20
-120 %(or 130% counting initial hit) / +210%
-30 -24 -18 -12 -6 0 2 4 6 8 10 12 14 16 18 20 20 20 20 20 20
- 90% / +210%
(Hoping I did my math right)
So assuming you're using the same spell every time and the weapon is hitting for the same amount every time (no specials used) you trade 120% weapon damage and get 210% so thats + 90% Total and for spells you trade 90% and get 210% so thats 120% total.
The premise being that you exchange a predictable damage deficit for a predictable damage bonus which allows players to optimize extra burst damage.
So numbers wise its not a huge bonus. But it is a predictable one which caters towards rewarding a player for interacting more.
Yep if you're going to kill anything in a few quick hits/spells, then that wouldnt be a good candidate for using a focus item.
The focusing items could be done without penalty or with allowing carry over from target to target, but really that's not what they are about.
They provide a tactical option where the cost, benefit, and time investment are all known and predictable quantities.
The benefits come from how its used instead of just that its used.
For weapons the addition of the property does not count against the imbuing weight. For the sash, the properties are comparable with most other chest slot items so that mages aren't forced to make a really large tradeoff in addition to the initial penalties.
Fighters aren't forced to use specials so they don't have to spend any mana while in the penalty stages. There's alot less risk there. Additionally that penalty stage duration is dependent on their swing speed and successful hit rate. 5 swings with a fast weapon, is about 6.25 seconds, 5 spells hitting with damage is a bit slower than that and there is the mana investment.
(DCI Sash is one of Corgul's 3 GUARANTEED drops not his artifact drops. So if you do him a few times chances are you'll get one. )
If there was no penalty what would be the reason for NOT using it?
If you weigh the 5 penalty stages with the 5 peak stages.
You'd get (-120/-90)% (weapon/Spell) vs (+100/+100)%
And a nice weapon damage of oh 30. (Which is Ok for PvP)
That penalty stage would cost you 120% damage total or 36, or just about 1 hit wasted.
At the peak stage only you'd get a bonus 100% or 30 in this case.
So you would be at -6 at the end of it.
Lets say you wanted to maximize it and spent the last 5 hits executing a crushing blow
Your total damage bonus would be 45. which would be a + 9 bonus on every one of those 5 hits. And doesnt count the additional accumulating 28 damage you would have gotten from the incremental increase. So You sacrifice 36 damage and end up doing 73 damage. (or if you had used crushing on every single hit that was receiving a bonus ( as well about 86 damage.)
If you swing that over to pvm, where players achieve damage on a much larger scale you'll also have the option of armor ignore in your arsenal as well and you can put up larger numbers.
If you're talking magery numbers are more on the obvious side since you can get past the penalty with 5 magic arrows and trade the cost of those 5 ( 12) damage for the opportunity to do 5 flame strikes which do the damage of 6.(a 31 dmg bonus)
Of course if you're playing a bushido character where you invest maybe 3 mana for a huge hci bonus, constantly stacking damage up to 100%, and the chance for a free armor ignore every swing, focusing weapons are probably not gonna help you all that much.
As for artifacts since SA, if you cant find a powerful enough weapon, armour piece or jewel, you're probably not imbuing it right. The only thing introduced since SA more powerful than the capabilities of imbuing have been ship cannons and there's no way I'm making those hand held.
It doesn't help a bushido based template very much because of how LS works.
The best damage rate you can hope for is landing a crit on EVERY single lightning strike or close to the damage of every single hit being an Armor ignore.
You can't predict the crit hit, so you cant choose to spend that crit hit when you have a 20% bonus rather than when you have a 50% penalty. Also since you're using LS on every single hit, including the penalty hits, you're not going to be saving the mana during the penalty stages that somone using all AI's, or crushing blows could choose to do. And since it only costs 3 mana you really don't care about saving the mana.
Hence a Bushido template would on average get the FLAT bonus provided by the item functionality which is a 120% damage penalty and a 210% damage bonus, which results in an overall 90% damage bonus. (of course you could get all your crits in the penalty stage and none in the bonus stage)
As a flat % rate optimizing with crushing blow over lightning strike you'd get a (315% total bonus) 225% overall bonus versus lighting strikes 90% overall bonus.
No matter what temp you play, as long as the fight lasts the duration of a cycle you'll average a 90% dmg bonus.
And since its spread out over the full duration of the effect or 20 hits a same swing every time or (LS) would get a 2.5% bonus per hit.
Optimized would be 225% over 20 hits for the duration of the effect is 11.25% which is more than 4x that of lightning strike on each hit.
On average all templates will do more damage, on average each hit has a small range of values for damage output. So on average everyone gets a bonus.
Of course if you're unlucky or the RNG hates you, you may find that LS puts most of your crits under penalty instead of bonus and so a bushido template relying ONLY on lightning strike is the only template with the possibility of doing the same thing over and over again and actually being less effective any other template would have to intentionally sabotage themselves.
So hopefully that clarifies why a LS bushido type may not find it as useful since it increases their dependence on the RNG and old lady luck.
Yep its definitely a detour.
Though the items function in the same manner, a caster has more control than a fighter in choosing their damage output for a specific attack and so can take even more advantage.
Would some kind person please put the sash and gems on a vendor so I can buy some since I'm not gonna have much time to participate in the invasion from a player side.