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Throwing HCI penalty question

Discussion in 'UHall' started by Goldberg-Chessy, Jun 3, 2014.

  1. Goldberg-Chessy

    Goldberg-Chessy Crazed Zealot
    Stratics Veteran Stratics Legend

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    If you overcap hci will it help to negate the throwing hci penalty for being too close to target?
     
  2. Poo

    Poo The Grandest of the PooBah’s
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    i thought you only got a HCI penalty on throwing if you put on a shield?
    i know there is a sweet spot for the range but i didnt think it crippled your HCI if you where outside that range.
     
  3. Obsidian

    Obsidian UO Forum Moderator
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    Logrus is probably the best one to answer your question. My understanding is that overcapping HCI will not negate the sweet spot penalty if you are outside that range.
     
  4. PlayerSkillFTW

    PlayerSkillFTW Lore Master
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    It does. Wearing a Shield absolutely butchers your chance to hit with Throwing Weps, even if you have Parry. If you're too close to your target, you get a HCI penalty, and if you're too far away, you do half damage. The "sweet spot" is determined by the Throwing Weapon and your Strength. With 150 STR, a Soul Glaive has a Range of 11 Tiles, which is 1 more than any Archery weps get, but it does half damage when throwing at a target 11 tiles away.
     
    #4 PlayerSkillFTW, Jun 4, 2014
    Last edited: Jun 4, 2014
  5. popps

    popps Always Present
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    Stratics says http://uo2.stratics.com/skill-guides/skills-and-professions/throwing "Close Quarters Combat: Being too close to a target would normally cause ineffective throws. However, a player’s dexterity and throwing skill equal to Grandmaster or higher can compensate for the hit chance penalty."

    Now, "can compensate" means exactly what ? Nullify the penalty ? Reduce the penalty ? Reduce how much ?
    And, that's for a Grandmaster Thrower, what about a Legendary Thrower ?

    Shouldn't we get perhaps some more details about how this skill really works ?

    Also, I find it almost impossible with a moving target to always be able to keep the same "perfect" throwing range to avoid Underthrowing (Hit Chance penalty of 12%) and Overthrowing (47% damage reduction)..... that is why, I suspect, players tend to think that Archery is a better ranged skill then throwing because its damage is more consistent and less variable....

    In the end, in between the over and under throwing penalties, with a moving target one ends up with probably overall less damage then using archery....
     
  6. Vexxed

    Vexxed Certifiable
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    Well... At some point in the past a device or patch definitely stated 100 throwing combined with 100 dex negated any throwing penalties but atm I couldn't quote where exactly I got that info.
     
  7. popps

    popps Always Present
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    That would be an interesting info if confirmed..... the throwing penalties is what I hate of this skill because, at least for me, it is impossible to always be able to throw at the "perfect" range with a target always moving....