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Topic Review
Nieves

posted on 27/2/2003 at 02:22

Dig Treasure Maps up.

Hasta.


vas

posted on 26/2/2003 at 09:17

Gyb, that was some damn good info you posted. thx.


Discord

posted on 22/2/2003 at 02:59

any one know how much a +8 mage +4 stealing ring is worth?


WarGrind

posted on 20/2/2003 at 22:51

+1 = faster, many channeling weapons have -1 to balance the advantage of being able to cast while having a weapon equipped (-1=slower).


Tiamat

posted on 20/2/2003 at 18:34

So... which is better to have? Fast Cast +1 or Fast Cast -1?


Bokonon

posted on 20/2/2003 at 15:49

I've been charging 10k per +1 for most skill items, things like taming and magery, which arn't any harder to get but more valuable, I've been charging 20k per +1.

GM Valorite weapons I've been selling for 2k-5k each, depending on my mood and how many ingots they take...

GM Gold Armor has been selling pretty easily for 8k-10k

Keep in mind I'm not trying to rip anyone off at my shop ..these prices are based on the effort+anoyence involved.

Magic weapons havnt' been selling too well..I'd say maybe 10k per 5% damage increase; Bumped up a little more for defiente extreme elemental damage: ie 90% fire. Bumped up more if they have mana leech..


Discord

posted on 20/2/2003 at 14:32

well this is helpfull..but what would be more helpfull is how much is this crap all worth? :woohoo:

[Edited on 20/2/2003 by Discord : own does not = how]


Homebrew

posted on 20/2/2003 at 05:40

In addition to everything stated above, different colors pertain to the highest % damage against a resist on a wep.

For example, I have a blue cleaver that does 50% cold damage and then the sum of 50% across the other resists

Red= High Fire damage
Blue= High Cold damge
Purple = High Energy damage
Green = High Poison damage

I have noticed that damage Modifiers on all weps always = 100% when added up (I.E. 50% Phys, 10% fire 20% cold 20% Poison)

I'm guessing the same as the above poster who said those modifiers are checked against the targets resist in each.


Ryle Tarn

posted on 20/2/2003 at 04:03



4. Jewelry:
Magic jewelry only comes in bracelets and rings.

No this is not correct ive seen earrings and necklasses their REALLY REALLy rare though


Bigguy

posted on 19/2/2003 at 22:46

Simple math on weapon dam
using dagger 50 phy 30 fire 20 energy
against opponent with 35 phy 29 fire 10 energy resistances

dagger does base 10 for example breaks it down to 5 phy 3 fire 2 points energy
5 - 35% = 3.25
3 - 29% = 2.13
2 - 10% = 1.8

for a total damage of 7.18 which is probably rounded down to 7


This is how I have ASSUMED the dam vs armor is figured, never seen anything that says other wise.


a Perfect Ğrug

posted on 19/2/2003 at 22:31

I just wanna thank everyone who posted in this thread..

It has been very helpful and delightfully detailed..

so...thanks!... :D


a Perfect Ğrug


Lestat

posted on 19/2/2003 at 22:00

I think we ned to let them all know where these items are commonly found.

Hunting spots I frequent are Ish meer mages and eternal's
Blood eley's, Deamons, Dragons, and gazer's.

The plus to the Meer is this they give out necro scrolls pretty regularly. Altho you go down in karma faster than that.

To tackle the eternal all you need is a mage or a alchy Cast explo run off screen wait 3 secs and do again. they drop pretty fast. the mages are even faster at dropping.

Deamons seem to be a little weaker to me. Ofcourse I'm a lamer tamer when I hunt them. as well as the gazer's and bloody's. Dragons are a pain now if your not using a maxed out wyrm or dragon. they pack a punch and have the mana to dump you too.

Haven't tried the ballies yet because still trying to crawl doom with my warrior and survive lol.

Oh and one more note

If you get a item that has luck already on it keep it and enhance it to give more luck with either spined leather or gold ingots. Got a Plate helm that gave 60 luck on it's own
Now it has 100 luck because I enhanced it with gold.

bottom line is take the time to look at what ya got. Lots of peeps are scamming saying it's the best when no one knows what would be the best.

Color makes no difference in the quality either.

Lestat
Surviving is the only battle


FD_Pilot

posted on 19/2/2003 at 20:40

If you equip two fast casting -1 items...curing poision with a spell becomes damn near impossible. At least for me.


Legion

posted on 19/2/2003 at 20:23

Also, on those 50% physical damage, 20% fire and 30% energy damage weapons:

I think the weapon checks 50% of their physical resist, 20% of their fire resist, and 30% of their energy resist, then adds them together. This is the opponents resist against the base damage you do against them with that weapon. I think this is why only one damage output appears above the guys' head, because you're really doing one hit of combined damage, not three hits of different damage....

Oh shit, I forgot a lot of abilities. Check Ithilkir's post, much better!

[Edited on 19/2/2003 by Legion]


Legion

posted on 19/2/2003 at 20:16

Mages Armor: Meditation with no penalty

Spell Channeling: Cast with weapon/shield equipped

Fast Casting: increase (+) or decrease (-) the casting time of your spells

Reduce Reagent Cost: % that any given spell will not use up reagents

Reduce Mana Cost: % that any given spell will not use up mana

Spell Damage Increase: Spells will do % more damage

Spell Recovery: Increase (+) or decrease (-) the time recovering between spells [this is huge because the "You have not yet recovered from your previous spell" bullshit pisses me off]

Mana Regeneration: Increases the natural rate of mana regeneration (the exact numbers for each level I do not know)

Hit Point Regeneration: Same as above except with hit points

Stamina Regeneration: Same as above except with stamina

Mage Weapon: This weapon uses the Magery skill as opposed to the normal melee/archery skill to determine chance to hit. Usually these drop the user's Magery about 20 points when equipped, though.

Skill Increase: These are obvious. You still can't go above the skill's cap though. Without powerscrolls, you can't go above 100 in any ONE skill. However, your total skill cap is unaffected by these items (you could technically have 800 skill points with enough of these items).

Some of the others are more obvious, such as damage increase, increase chance to hit, durability, defense chance increase.

All damage is now either physical, fire, poison, cold or energy damage. Generally, spells do fire, poison, cold or energy and weapons do physical damage. However, a lot of the upper end weapons deal elemental damage or a combination of any of these. For example, some weapons do 50% physical damage, 20% fire damage and 30% energy damage. This means that if you were to hit someone for 100 base damage, 50 of it would be physical damage (checked against opponent's physical resist), 20 fire damage (checked against fire resist) and 30 energy damage (checked against energy resist).

Hit lower defense: Upon a successful hit, your opponents chance to defend is lowered for a short duration of time ... I think. Same with 'Hit lower attack'... these I am not totally sure on though.

Hit poison area: Chance that upon a successful hit, you will hit all enemies in a close proximity with a poison damage attack.

Hit fire area: same as above except with fire

Hit cold area: same as above except with cold

Hit energy area: etc...

Hit physical area: etc...

Hit fireball: % chance to hit opponent with a fireball spell upon successful hit. I don't know if this checks the users Magery and Eval or the weapon itself has Magery and Eval.

Hit harm: Same as above except uses the Harm spell

Hit lightning: same as above etc...

Hit point increase, Stamina increase, Mana increase, and any stat increase does exactly what the ability says.

Luck: The higher the luck, the more abilities any given magical item will have dropped from a monster you kill. With 600 luck, bracelets will drop with like 3, 4 or 5 abilities (speculation), whereas with 0 luck a bracelet will drop with 1 ability or maybe none. I also think high luck increase the potency of each ability... so 600 luck might yield a +10 magery bracelet while 0 luck would yield a +2 magery bracelet (these numbers are all hypothetical).

I think all the ones I didn't cover are pretty obvious... unless I'm forgetting some...

Anyway, this is what I've found, let me know if you guys find anything different!

[Edited on 19/2/2003 by Legion]


Ithilkir

posted on 19/2/2003 at 20:12

From UO.com....

Resist Modifiers:
Resistance modifiers apply their bonus directly to your character's different resistances. Resistances reduce damage done by attacks. For example, at 40% Physical Resistance, all Physical damage dealt to the player will be reduced by 40%.

Physical Resist - Previously considered as AR, this effect is now a resistance to physical damage. AR used to block a set amount of damage per hit - but Physical Resistance blocks a percentage of damage from each hit. This property adds directly to your Physical Resistance.
Fire Resist - This item property adds to your Fire Resistance.
Energy Resist - This item property adds to your Energy Resistance.
Cold Resist - This item property adds to your Cold Resistance.
Poison Resist - This item property adds to your Poison Resistance.


Durability Effects:

Durability - Durability bonuses are applied to an object once. A more durable object takes longer to wear down and break.

Regeneration Effects:

Hit Point Regeneration - Increases the wearer's natural Hit Point regeneration rate.
Mana Regeneration - Increases the wearer's natural Mana regeneration rate.
Stamina Regeneration - Increases the wearer's natural Stamina regeneration rate.


Defense Increasers:

Defense Chance Increase - Increases the wearer's chance that his opponents' swings (or arrows/bolts) will miss.


Stat Bonuses:

Strength Bonus - Increases a player's strength while the object is equipped.
Intelligence Bonus - Increases a player's intelligence while the object is equipped.
Dexterity Bonus - Increases a player's dexterity while the object is equipped.


Skill Bonuses:

Skill Bonus - Grants a bonus to a specific skill while the object is equipped.


Derived Stat Bonuses:

HP Increase - Increases a player's maximum Hit Points while the object is equipped.
Mana Increase - Increases a player's maximum Mana while the object is equipped.
Stamina Increase - Increases a player's maximum Stamina while the object is equipped.


Damage Converters:
Normally, weapons do 100% of their damage as Physical Damage. Damage Converters convert part (or all) of a weapon's damage to one of the four Elemental Damage Types. The total of the weapon's Physical, Fire, Cold, Energy, and Poison damage will always be 100%.

Physical Damage - % of the damage that will be dealt as Physical damage.
Fire Damage - % of the damage that will be dealt as Fire damage.
Cold Damage - % of the damage that will be dealt as Cold damage.
Energy Damage - % of the damage that will be dealt as Energy damage.
Poison Damage - % of the damage that will be dealt as Poison damage.


Damage Increasers:

Damage Increase - Increases the maximum and minimum damage the wielder deals with wrestling, melee and ranged weapons.


Speed Effects:

Swing Speed Increase - This property increases the weapon's swing rate by a percentage, allowing the wielder to swing more frequently in combat.


Hit Increasers:

Hit Chance Increase - Increases the player's chance to hit a target with wrestling, melee and ranged weapons.


Caster Modifiers:

Spell Damage Increase - Increases the damage of the item wearer's spells.
Faster Cast Recovery - Lowers the amount of time to recover after casting a spell.
Mage Armor - Mage Armor items eliminate an item's Meditation penalty. For example, a plate tunic with the Mage Armor property will no longer reduce the effectiveness of the wearer's use of the Meditation skill to regain mana.
Faster Casting - Lowers the amount of time required to cast a spell.
Lower Mana Cost - Lowers the amount of Mana required to cast a spell by a percentage. This includes Necromancer spells and Paladin abilities.
Lower Reagent Cost - % chance that any spell or Paladin Ability cast by the wearer will not consume reagents or Tithing Points.
Spell Channeling - Allows a mage to wield a weapon while casting a spell, but increases the wielder's spell casting time.
Mage Weapon - Uses the player's Magery skill as a combat skill for the weapon (i.e.: Magery used in lieu of Swordsmanship for a sword). However, the wielder's Magery skill is lowered while wielding such a weapon. Note that using Special Moves associated with the weapon will still require the wielder to have the required amount of skill points in the actual weapon skill.


Hit Effects:

Hit Slayer - This property corresponds to the classic Slayer Weapons. The weapon with this property will do double damage versus a specific monster or grouping of monsters.
Hit Stamina Leech - Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target's Stamina, transferring the leeched Stamina to the weapon's wielder.
Hit Mana Leech - Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target's Mana, transferring the leeched Mana to the weapon's wielder.
Hit Life Leech - Each time the weapon hits, it will do its normal damage. Then the weapon leeches a percentage of the damage done from the target's Hit Points, transferring the leeched Hit Points to the weapon's wielder.
Hit Lower Attack - A successful hit with this weapon temporarily lowers the attack rating of the target by a certain percentage.
Hit Lower Defense - A successful hit with this weapon temporarily lowers the defense rating of the target by a certain percentage.


Hit Spell Effects:

Each time a weapon with one of the following properties hits a target, it has a chance (given as a percentage) of firing the listed spell effect on that target. Hit Spell Effect items have unlimited uses.

Hit Magic Arrow - Percentage rate of cast for Magic Arrow.
Hit Harm - Percentage rate of cast for Harm.
Hit Fireball - Percentage rate of cast for Fireball.
Hit Lightning - Percentage rate of cast for Lightning.
Hit Dispel - Percentage rate of cast for Dispel (if the target is a summoned creature).


Area Damage Effects:

Like Hit Spell Effects, these properties give weapons a chance to cause damage in an area of effect around the wielder. The damage done by these effects only harms targets the wielder can legally attack, so there is no worry of accidentally harming an innocent.

Hit Cold Area - Percentage chance to do an area-effect Cold attack on a successful strike.
Hit Fire Area - Percentage chance to do an area-effect Fire attack on a successful strike.
Hit Poison Area - Percentage chance to do an area-effect Poison attack on a successful strike.
Hit Energy Area - Percentage chance to do an area-effect Energy attack on a successful strike.
Hit Physical Area - Percentage chance to do an area-effect Physical attack on a successful strike.


Use-based Targetable Effects:

These effects contain charges of different spells. Unlike Hit Spell Effects, these can be activated at will by the item wearer.

Heal - Cast Lesser Heal on a target.
Greater Heal - Cast Greater Heal on a target.
Magic Arrow - Cast Magic Arrow on a target.
Harm - Cast Harm on a target.
Fireball - Cast Fireball on a target.
Lightning - Cast Lightning on a target.


Additional Effects:

Night Sight - A permanent, non-charged, light source that raises the ambient light level for the wearer.
Luck - Raises the wearer's Luck statistic, which increases the potency and number of magical properties associated with loot on monsters the player kills.
Lower Requirements - Lowers the strength, dexterity, and intelligence requirements to wear an object.
Reflect Physical Damage - Reflects a portion of Physical Damage the player receives back at the source of the damage.
Self Repair - The item repairs its durability over time.
Enhance Potions - This property increases the effectiveness of potions used by the wearer by a percentage.
Best Weapon Skill - Uses the player's highest weapon skill to attack with the weapon, instead of the specific skill needed for the weapon


Gyb

posted on 19/2/2003 at 20:09

Here's the thread I've been waiting for ;) I've pretty much spent the last 4 days harvesting items and jewelry off of blood elementals and balrons with a 800+ luck character, so I have a number of observations. Here we go:

1. Shields:
Shields never, ever come with resistances built in, other than a 1% in one area. This means that any pre-AoS magical shield (of guarding, of hardening, whatever) is now inherrently more valuable because it probably has +2-5 in EVERY category. If you can successfully enhance such a pre-AoS shield with a colored metal, you can end up with a very nice resist shield. Otherwise what you find on shields is:

-Defense Adjustment: can range from 1-9%, possibly up to 15%
-Chance to hit: again 1-9%, maybe up to 15%
-Spell Channelling
-Faster Casting: -1 (bad) to +2 (good)

And that's all I find on shields.

2. Armor:
The thing that really sets armor pieces you find apart is not the obvious magical properties, but the resist levels. So when you are finding armor pieces be sure to look at the resist numbers and see how many are above normal. Resistances can range up to 18% or so (possible cap of 20%?). What do you keep? Add up all the resist points and if it is 30 or more, it's good (obviously skew the number depending on what you have currently and how often you actually find good armor).

-hit point regen: 1 or 2.
-stamina regen: 1 or 2.
-mana regen: 1 or 2.
(the easiest way to think about it is that each point of regen essentially acts like 10 points of focus for stamina, or 10 points of meditation for mana)
-Durability 10%-120%: just like it sounds
-Mage Armor: the item does not have a meditation penalty, so you can wear it and still benefit from the meditation skill.
-Night sight: wearer is constantly under the effects of the night sight spell
-Luck: 1-100. Luck over 50 is uncommon, luck over 70 downright rare.
-Lower Requirements: ranges up to about 60%. reduces the strength requirement to wear the item.
-self-repair: 1-4, 4 is pretty rare. Not yet sure if the higher number means it repairs faster, or repairs more hit points per unit of time.
-raise derived stat (life, mana, stamina): +1-10
-lower reagent cost: 1-15%
-lower mana cost: 1-15%

3. Weapons:
Weapons come in a funky color if one of their damage types (fire, cold, etc.) has an equal or higher percentage than their physical rating. Such a colored weapon CAN still be enhanced with ingots. Note that just because a weapon is a funky color does not mean it is any good.

-enhance damage: highest I've seen so far is 38%
-slayer: double damage against monster type
-hit chance increase: goes up to about 15, over 10 is pretty rare
-defense chance increase: goes up to about 15, over 10 is again pretty rare
-hit lower attack: I've found in the high 30% range
-hit lower defense: again, up into the high 30's
-swing speed increase: highest I've seen is 20%
-Durability 10-120%
-Elemental Resistances: 1-10% for the most part
-Hit life/stamina/mana leech: converts a percentage of the damage you do into health/stam/mana. Highest I've seen is in the high 30% range.
-Mage Weapon -20 to -29: Uses Magery skill as combat skill, but lowers it.
-Spell channelling
-Faster cast -1 (penalty, only if also has spell channelling)
-Faster cast 1 or 2
-Hit spell percent, where spell can be harm, lightning, dispell, etc. I've seen up into the high 30% range.
-Hit area damage: Percentage chance that the weapon will cause area effect damage of the type listed. I've seen up to the high 30% range.
-Use best weapon skill: Uses whatever your highest weapon skill is to determine hit/miss, instead of the one you would normally need.

4. Jewelry:
Magic jewelry only comes in bracelets and rings. One piece of jewelry can have up to 5 different effects.

Raise skill: 1-12
Raise stat (str, dex, int): 1-7
Elemental resists: 1-10%
Defense/attack/damage/spell damage bonus: 1-15%
Faster Casting: 1-2
Faster Cast Recovery: 1-2
Enhance Potions: +5%, +10%, +15%, or +20%
Lower reagent cost: 1-15%
Lower mana cost: 1-15%

5. Random observations:
-anything with the "spell channelling" property will often have a -1 casting speed penalty. As my luck got higher, this became less and less frequent.
-Finding both spell channelling and mage weapon on one weapon is rare, except for wands
-When enhancing armor and weapons, the more properties that already exisit in the item, the more likely you are to fail
-Note that pre AoS magic earrings and necklaces still exist, and you can still find non-magical earrings and necklaces, but in killing well over 1000 blood elementals and balrons (yes I'm obsessive) I have not found a single magical earring or necklace. I'm am 99% confident they do not spawn in the normal monster loot system.
-Even though the AoS item properties document mentions charged items, I have not found a single post-AoS charged item other than wands. Nada. Also the only place I personally have found wands is in treasure map chests, but I haven't killed a wide selection of creatures yet.
-As far as I can tell magic boots, cloaks, body sashes, and any other types of miscellaneous magic items no longer spawn.

I will edit in more as I remember them ;)


[Edited on 2/19/2003 by Gyb]

[Edited on 2/20/2003 by Gyb]


Obelisk

posted on 19/2/2003 at 20:09

ok....let's see if I can help out a lil here Nissa....

-ponders then begins to write-

Item Properties (incomplete)

Spell Channeling
When this is equipped, you can cast normal spells fromt he Magry skill WITHOUT unequipping this weapon. It's extremely useful for those Warrior Mages (like my main is) and gives you a Necro/Paladin quality to those warrior types now. (Found on Weapons and Armor)

Mage Weapon/Armor
A Weapon witht he Mage Weapon property allow the user to use thier Magery skill -28 points as a weapons skill. People have also reported when using weapons with this property, thier effective magery skill also *increases* as if it was a weapon skill..

A peice of Armor or Shield with the Mage Armor property means that a mage can wear this armor, is they meet the strength requirement, and can freely meditate through this armor. It does not interfere with meditation. Now imagine a GM Med GM Focus Legendary Mage walking at you with full plate armor enhanced with Valorite........

Casting Time +/-
This affects your casting time for spells with this equipped. If you have a -1 (usually associated with spellc hanneling weapons + armor) you actually take longer to cast that spell. When you want is the +1, +2, which quickens your casting time. No idea how it works.....don't ask.

Self Repair
The armor will repair itself over time, thus prolonging the weapon/armor's effective lifespan.

Elemental/Physical %
This is more of a stab in the dark...but I think this indicates how much damage these weapons to in the various resistances.

Say you have a Dagger with 100% phsycical damage, 50% fire damage, 30% energy damage. When you hit with this weapon, all of the damage will be physical. the weapon will also do a additional 50% in fire damage, and a additional 30% in energy damage. a prety effective weapon. If the resistances are high, you still have a chance of targetting a weak resistance to do some damage.


I'm still not sure what other identifiers they have, so this isn't complete,and it may even be completely innaccurate, but from what I've seen, it's close to this formula.


Ryle Tarn

posted on 19/2/2003 at 20:07

Weapons are like this 35% damg bonuse is vanq, 30%power
25% force 20%might or GM smith bonus and %15 runic

As i said in my other post dont be fool by fancy colors and neon colors look for the Damage bounus first then special abilitys like life leech higher % is better then u have to decided what kind of elemental weapon u want thiers 4 elements:cold energy fire and my Favorite poison


Raistlin of EK

posted on 19/2/2003 at 19:49

Okay let me see if I can't clear a little of this up for ya'll. The Self repair +2 means that it will repair the durability of the amour. How often this happens I have no clue at all. The resistances are stackable. This means that you add up all the armour pieces together to get your total resist. Easiest way would be to pull your status bar and look at the different ones.

Mages armour means you can meditate in it. I hear it is slower than just regular leather armor but since I don't use it I can't comment on that one way or another.

That is a start. I will write up a weapons explaination a little later.


Nissa

posted on 19/2/2003 at 19:41

I saw this post from a fellow poster Ciggy, on the UO Boards:

can anyone explain to me what it means when a piece of armour is self repair +2 to all five resistances..i understand the self repair but i have yet to c a piece of armour say +2 to all resistances..how do u know what the resist is supposed to b to know if it has pluses added to it. sorry that i'm so slow about it but i have no clue what armour is good anymore. also what exactly is mages armour? what does it do and how do u know if its good? and what about the weapons that dont have +% to hit, damage, or durability but have other atributes like a % of phys damage, a % to fire etc. how do u know wich ones are good and what percentages are high and wich are just garbage? sorry for the lot of questions but i realy m very confused. i read up on stractics and aos website but i still dont have much of a clue other than 35% damage bonus means vanq lol pls help :)
thx


And it made me think that I too am completely lost since AoS on what to keep and not what to keep. Spell casting, +1 or -1? Which is better. Fast casting? Is that good? Between armor and weapons, I am now very confused. What do the different colors on weapons mean. Is purple good? Or does it have nothing to do with the quality of the weapon?

And what about all the jewelry out there? How do I get luck?

So, I thought I would start a thread where people could post their findings. Perhaps it will help show the light for some of us slower players. I would like to get as much information in one place so that perhaps there is a way we can pull together a comprehensive guide for this site.





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