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Discussion in 'UO Warrior' started by Seismic, Aug 25, 2008.
Just curious what the PvM caps are for:
and any other "warrior-related" mods..
DI (pvp) 100
DI (pvm) 300
thanks so much!
This is a kind of a complementary description.
The difference between DI 100% and 300% is not the difference between PvP and PvM. It is defferent kinds of properties.
[The basic damage of weapons]
Weapons have basic damage. For example, a long sword has damage of 15 - 16. The item propety popping up with mouse on it desplays this numper.
[The damage displayed on Status gump]
The basic damage wll be increased by Skills and a Status.
damage amount = basic damage * [100 + ( Str * 0.3 ) + ( Tactics / 1.6) + ( Anatomy / 2 )] / 100
This number will be displayed on the status gump of a character.
DI property of weapons and etc will be added to the damage amount:
damage amount = basic damage * [100 + ( Str * 0.3 ) + Tactics / 1.6 ) + (Anatomy /2 ) + DI ] / 100
DI is capped at 100 both in PvP and PvM.
Some specific effects multiply the damage amount of weapons: Slayer(*2), Enemy of One(*1.5), Crusshing blow(*1.5), Perfection bonus(Max:*1.5) etc.
These effects multiply the damage amount displayed on the status gump. And these effcts are capped at *3 in total. If you have efficient slayer bonus and spell enemy of One and have perfection bonus, they will not be (*2*1.5*1.5=>*4.5), but capped at *3.
Do you have the multiplier list for everything? What about the other specials? Why does the demon slayer part of a Xbow get canceled when you use concussion blow? Why does double slayer work on Dark Father? Is he weak to all elemental slayers? Sure seems like it.
I don't, but [email protected] has, so I quote them from his site, which he allows to everyone.
Item Property: Slayer(*2), Killer(Max:*2)
Chivalry Spell: Enemy of One(*1.5)
Special Move: Crushing Blow(*1.5), Armor Pierce(*1.5), Shadow Strike(*1.25), Talon Strike(*1.2), 1st Hit of Double Strike(*0.9), Whirlwind with Bushido(Max:*2), Force of Nature(*1.65), Self-Invoking of Honor(*1.25), Perfection Bonus(Max:*2), Honorable Execution with Perfection(Max:*2.2), Death Strike(*0.5) etc.
Not all, but most.
Some special effects on Weapons go off before the original damage. For example, Harm and Lightning on weapons go off before the damage of original hit. The slayer effects with this kind of effects are cancelled. The added damage of concussion blow is given to the target also before the original hit, and therefore the slayer is cancelled as well.
The effect of which damage is given after the original hit, e.g., Magic Arrow and Fireball, doesn't cancel slayers.
This is a kind of buggy effect, so I can't describe it in public. I can only answer to the latter question, Yes.
Does hit velocity on bows cancel slayer effects too?
Gray writes, Velocity didn't cancel slayers on TC when this property was introduced. It seems that this property is an exception. Besides, Immolating Weapon doesn't cancel slayers. It may be that they fixed this on ML.