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What is a good weapon?

Discussion in 'UHall' started by Zayin666, Dec 5, 2009.

  1. Zayin666

    Zayin666 Lore Keeper
    Stratics Veteran

    Jan 30, 2009
    Likes Received:

    I have seen weapons (non artifacts) priced as high as 12 millions, but Iam not sure what makes a weapon that much worth. (I actually heard of someone trading his castle for godly bow).

    So before I unravel all the looted weapons from idocs, I would really like to get some guidelines for what makes a good(expensive) weapon and what can be unravelled.

    For instance I saw this one on a vendor priced at 7,5 million:
    (Vendor located at the Europa Trade Market)

    War fork
    Hit lower attack 44%
    Hit Lightning 42%
    SSI 25%
    Damage inc 36%

    What makes this weapon worth so much? Or is it just plain overpriced?

    I had this is a chest:

    Hit magic arrow 40%
    Hit lower defense 40%
    Hit lower attack 46%
    SSI 30%
    Damage inc 33%

    Is that worth as much as the other?

  2. Taylor

    Taylor Former Stratics CEO (2011-2014)
    VIP Stratics Veteran Supporter Alumni Campaign Benefactor Alumni

    Oct 21, 2008
    Likes Received:
    The leaf blade is very nice and here's why. The hit magic arrow will act as a spell interrupter in PvP. The hld/hla will make your targets more vulnerable to your attacks and less likely to hit you. The ssi and di - well, I assume you know what they do.

    The hit lighting on the war fork will cast more quickly and do more damage than hit magic arrow. Also, the war fork has to very nice PvP-geared specials: disarm and bleed (bane of a mage who uses a mage weapon and no protection). Otherwise, the weapons are pretty similar.
  3. Spoz

    Spoz Guest

    The most expensive weapons are usually because they have advantages in PvP where every percentage counts and weapon specials are vital.

    Other weapons that are expensive are because they have the perfect modifications to fill a certain role, such as high swingspeed/damage and life leech for a sampire.

    From my point of view, in PvP, the following modifications are most useful:

    *Hit Lightning/Hit Fireball (additional damage/disruption for PvP'ers) Hit magic arrow/hit harm just don't have the same effect.
    *Hit Chance Increase (useful if your HCI is below the cap - which no serious PvP's should be)
    *Hit Lower Defense (very useful for helping you hit troublesome people who have a high defense chance increase)
    *Swing Speed Increase (means that you can swing fast even at lower than 100 stamina)
    *Damage increase (useful to add to the 100% DI increase cap for characters)

    I also like Hit Lower Attack, as it really causes certain boss monsters to miss you - makes a big difference, however it is less useful to an offensive PvP player.

    Obviously other modifications can be useful depending on a characters circumstances. Faster Casting +1 is useful to chiv dexers who want that 4 faster casting without using an orny, while defense chance increase can be useful to someone who needs to cap that.

    Next comes the weapons specials. People rarely care for them against monsters, but they are a requirement in PvP. The best ones (imo) are:

    mortal wound
    armor ignore

    I carry at least 4 different weapons on me depending on the situation. Each has different mods and specials depending on who or what I am fighting.

    In the case of the war fork - that is a popular weapon as it can disarm and bleed which are useful specials. Hit lightning is good and 42% is high. the SSI is good and DI at 36% is average. I personally don't like hit lower attack as an offensive weapon like that, I'd prefer hit lower defense. Use best weapon skill is a waste of a modification on that weapon. Its not worth 7.5 million in my opinion (from LS).

    Admitidily I did pay 8 million for my main weapon (a while ago) which is:

    Hit Lower Attack 38% (I often hit baracoon and other bosses so I love the lower attack with my parry as it allows me to toe to toe him with ease).
    Hit Lower Defense 40%
    Hit fireball 50%
    Swing Speed Increase 25%
    Damage Increase 40%
    It has the concussion and disarm specials.
  4. Zayin666

    Zayin666 Lore Keeper
    Stratics Veteran

    Jan 30, 2009
    Likes Received:
    Thank you both very much.. very usefull information when sorting thru my weapons....

    What about bows and xbows... same rules apply? I see velocity and balanced as mods on some of those... balanced is for potion drinking right?
  5. Warpig Inc

    Warpig Inc Babbling Loonie
    Stratics Veteran

    Jul 2, 2008
    Likes Received:
    Can also look at a weapon as having passive and active mods. Things like SSI DI and HCI being passive always there. Where active would be HLD HML and lightning all make there % check. Theese are done in order and higher means more it goes off. Theory wet to test more using custom made imbued weapons and current artifacts. Like the soulblade and watching my stat bar while keeping all three bars at half noticing the order the leeches are in and how often they go off and if all more then one a hit. I don't remember any the 100% arty weapons having additional active mods. Proxy scepter has the reflect damage but that is an armor active.

    Some confusion earlier with armor active mods was reflect damage. It doesn't add up to 100% like LRC. Each piece checks at its % to go off and does a set % reflect damage. Why when wearing a load of reflect armor pieces see a string of small damage hits. And the way back machine kicks in to when you could get 100% LMC and string EQs all day. Scribe could sure use 100% LMC just for the crafting. But I would still have to argue against scribe or alky getting any LRC use.

    It's I've just not seen lighning while hearing HLD effect going off and having my mana go up in the same swing yet.