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Stats, skills and soulstones....

Discussion in 'UHall' started by popps, Sep 15, 2009.

  1. popps

    popps Always Present
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    With the advent of Soulstones, swapping skills became as easy as changing clothes....

    Skills, though, not stats.......

    Since not all skills go with all stats, and since adjusting them each and every time skills are swapped from a soulstone can be very time consuming, what would be the best balances possible for stats depending on the template ?

    Sure, Mages need mana and therefore intelligence, warriors need dexterity, crafters need strength and so forth but what about all of the combinations possible ?

    The Tamer/Mage, the Sampire, the Discord/Tamer and so forth.

    Having 6 or 7 slots possible, what would be the most average combinations of stats to then be used for the skills or combination of skill pertaining to that combination of skills?

    How do people on average do managing stats combinations in regards to their swapping on different skills and skills combinations ?
     
  2. Xalan Dementia

    Xalan Dementia Slightly Crazed
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    well if each character has a 255 stat cap (+25 scroll) i like to balance out at 100/75/75 with 5 points to whichever you want left over. changing your stats isnt hard anymore, even if you are capped on skills, just using them skills still earns you easy stat gains.
    also it depends on the suit too, with an standard set of stats you can mod it more with suit stats
     
  3. popps

    popps Always Present
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    I understand but some template combinations really need, for example, mana maxed out rather than stamina or viceversa.......

    What I am trying to say, is that with all of the skills combinations possible it becomes not trivial swapping skills from soulstones using different characters with different stats combinations......
     
  4. Tina Small

    Tina Small Stratics Legend
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    Play on a test shard.
     
  5. popps

    popps Always Present
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    Perhaps I did not explain myself clearly.......

    I was not posting about what stats a Mage needs or a Warrior needs or stuff like that.

    I was posting about the fact that the template combinations are tens upon tens as possible and they require different stats depending on the template.

    Yet, the slots are 6 or 7 for those who upgraded.

    That is, while soulstones make swapping skills swift and easy, having only 6 or 7 slots can create problems when it comes to accomodate all different stats combinations that different templates may require.

    I hope I could explain myself better this time.
     
  6. Coldren

    Coldren Sage
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    In my opinion, think with a stat cap of 255, your best bet is 100, 60, 95, and the reason is fairly simple -The majority templates depends on mana usage and health. For example warriors, no matter what, need HP to survive, and mana to use special moves, to say nothing of other skill abilities in concert with their moves. Unless you plan on going the pure warrior route, you're going to have an augmenting skill like Chivalry or Bushido. And obviously casters need the most mana, and need to survive as long as possible when something gets close.

    Augmentation of stats is fairly easy with this setup, as you could easily push STR or INT, HP or Mana, over the 100 mark, and have it work with most templates.

    It seems to me that any deficiencies associated with a low Dex can easily be compensated with spells and item properties, but having a lower base STR and INT will have a far more negative effect on the majority of templates that I can think of, whereas templates that require high amounts of Dex seem narrow and fewer.

    Just my opinion, anyway. I thought about it a lot, as I've begun working on a One-Character-Fits-All project. Soul stones for every ability, and all scrolls possible for any skill, all on one character. Swap out when needed.

    Your mileage may vary, of course.
     
  7. Risso

    Risso Babbling Loonie
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    You can change your stats around easily using a soulstone, its not a big deal.
     
  8. Coldren

    Coldren Sage
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    Which is true.. drop all skills to Zero and bring up skills with the primary stat you want to even 25 and you'll see rapid stat increases..

    .. But that wasn't his question. :D
     
  9. Risso

    Risso Babbling Loonie
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    Sure it was:

    They raise junk skills like Arms Lore and Musicianship up to 25 for optimum stat gains, stone them off then repeat until they have their desired stats...which is fine. I change my stats around all the time even when I'm not changing template.
     
  10. Tina Small

    Tina Small Stratics Legend
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    Popps, I absolutely understand what you're asking about.

    In my opinion, the smartest thing to do would be to plan your skill-swapping so it requires little or no simultaneous adjustment of stats. For example, Character A is a dexxer and all you ever do with him is switch weapon skills and complementary skills like Resisting Spells and Lumberjacking. Character A's stats rarely change or only change slightly when you change his skills around.

    Character B is a spellcaster and has gear and stats to work with most any combination of spellcasting and complementary skills.

    Character C is a crafter, etc.

    Character D is a resource gatherer.

    Why you would ever plan to regularly swap skills on a character so that you simultaneously need to make drastic changes in stats is beyond me. And why someone as vocal as you about the "haves" and "have nots" of the game would even hint that we might possibly need yet another expensive or elusive item in the game such as soulstones to support such silliness quite baffles me.

    Of course, because UO is a "sandbox" type of game, you can do whatever you want, popps. Just make sure you do a bit of basic research first and be prepared to learn some things through trial and error.

    To assist you in your research, I point you to the following:

    http://www.uoherald.com/news/news.php?newsid=116
    http://www.uoherald.com/guide/guide.php?guideId=24
    http://vboards.stratics.com/showpost.php?p=828093&postcount=9

    Or think hard about what Risso suggested and go experiment with it.
     
  11. Coldren

    Coldren Sage
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    Then I stand corrected!

    I thought he was looking for a baseline that would fit the majority of templates without needing to work skills for adjustment.

    .. Don't know where I got that idea.

    Mea Culpa. :dunce:
     
  12. popps

    popps Always Present
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    How do you store stats on a soulstone and pick them up ?

    I thought soulstones worked only with skills...........
     
  13. Coldren

    Coldren Sage
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    For example, if you want to build up STR quickly, Lumberjacking can build it pretty quick. This requires 2 soulstones.

    All you do is, if you have lumberjacking, soulstone it on soulstone A so it's 0. If not, soulstone some other non-essential skill to 0.

    Take an axe, and go chop trees, from 0.

    Watch your STR fly as your skill goes up, and it will do so quickly because you start from 0.

    When it's at the point you want, soulstone the lumberjacking you just gainned on Soulstone B, thus resetting it to 0 on your player. Then clear the skill from soulstone B so it's empty.

    Get your other skill back from Soulstone A, or raise whatever new skill you wanted.

    [EDIT]

    Actully, come to think of it, you could do it with only 1 soulstone... It's the same process, except when it comes time to get your skill back from your soulstone, you turn lumberjacking gain arrow DOWN, and the skill you want back UP (Unless the skill you stoned was lumberjacking, then you can just take it off the stone), and it will take those points out of lumberjacking to get the skill on the stone back... Just be sure all of your other skills are LOCKED! VERY IMPORTANT. :)

    [/EDIT]


    You never ACTUALLY store stats, you manipulate the skill system to build the stats you want very quickly.