Hello all. I'm still finding my way around here, and had a few newbie skill questions related to my pvp template imaginations. A lot of these could probably be resolved with test center, but I'm so much of a noob that I don't know how to set skills and do a proper test. Could someone either answer these questions, or tell me how to find the answers on test center? 1. Does the Magery skill add damage as well as percentage chance to cast a given spell? Could one, e.g., have 80.1 or less magery and 100 eval, and use scrolls on occasion with no damage penalty compared to GM magery/Eval? What would be the difference in terms of damage lost? Would there be some other difference I'm not thinking of? 2. How much of a difference would it make to reduce Resist from 100 to 80, or to 60, in terms of damage taken, spells resisted? 3. How much does one lose having 80 stealth, rather than GM, when it comes to being detected? Is 80 stealth most efficient for a char who never wears anything but leather, given it guarantees success, assuming one does not care about maximum protection against detection? 4. How much of a difference does GM med make compared to 80 Med in mana/sec? 5. Would having GM wrestling and 80 Anat generate a 45% chance of success for stun, rather than 50%? Thanks for your time!
Welcome to the shard Anastasis! I'll do my best to help answer your questions, if I make a mistake hopefully one of the other players will correct me. Details to the test server can be found here, though it's not always up. Magery will typically add damage (and healing!) to most spells, some spells are unique (i.e. Mindblast) but for the most part the calculation factored uses Magery to determine damage. I cannot tell you the exact numbers, but the difference is significant in PvM/PvP between having 80.1 magery and GM. A successful resist reduces the damage you take from a spell (i.e. half damage for Mindblast), reducing your resist will only decrease the chance of resisting a spell. I believe that at 80 stealth you will only be able to move 8 tiles before having to restealth, the detect hidden check is made against the users DH vs the targets hiding skill. At GM vs GM it's a 50/50 chance of detecting a hidden player. I don't have exact numbers, but it's significant. GM med will also increase your chances of successfully meditating when on lower mana, so unless you like failing med attempts at 50~ mana, it's advised to GM it. I could be wrong, but I thought it was 40%? (Assuming you land the hit)
To me, it seems like you are spreading your 700 points across to many skills. Stealth pks were great back in the day, not so much here. The automatic self reveal and ethereal delay has nerfed them here. What template are you trying to create? From your questions seems like a stealthing stun mage navy seal commando . I think unless you are using Margery to heal, cure, recall, magic reflection you should GM it. For example, at 80 Margery you have a 35% chance to cast a 7th level spell vs. GM Margery has a 85% chance. 2-4 fizzles when your trying to gate out will either be very frustrating or get you killed. See below link for the spell % calculator. https://uo.stratics.com/content/skills/magery.php Next I would check this link. First one is the resistance chance calculator. http://www.uosecondage.com/stratics/UOSS_Resist_Calculator.htm I would have no less than 90 resist on any toon that you will have any pvp interaction with. You can read Pork Fried Rice how to be a successful PK guide about that also. My recommendation would be to GM 7 skills or GM 6 and do a 50/50 on the last. For example I have a 6x dexxer with 50 Margery/ 50 hiding. You can have 3 account and you will have 14 other chars to make.
Hello and welcome! You've already got some solid gold advice from two veterans here so I'm only posting to mirror and agree that info. You don't need to make 1 SUPER CHARACTER/Navy Seal Commando ( proper lol'd at that @Crunk Juice) Spread the skills and play style amongst dedicated characters and I'm confident that in the long run you'll have more fun and success than one character who just about manages to scrape through situations. Good luck!
Thanks guys for the replies. Yes indeed, I am thinking of a stealth stun mage pvp build. But it seems a difficult one to make, given the limitations. Really appreciate your time and thought.
Hiding Stealth Magery Med Tactics Wrestling Resist Your spells are going to obviously be weaker than people with Eval, but if this is the character you want to build and play then do it buddy, seems like a fun dungeon crawling troublemaker to me! Sosaria's your oyster!
If you're gonna be in the shadows and manna dumping folks, might as well triple box with this setup magery, med, eval, wrestle, anatomy, hide, stealth Forget resist, who cares about dying in a fight, you're just there on the off chance to catch someone with their pants down and sync dump them. Don't carry anything valuable, hell don't even wear leather armor
Name them Boogeyman Sr, Boogeyman, and Boogeyman Jr and give them newbie outfits, 3 full spell books, and a bunch of regs you're good to go
All I will add to this, is when Tracking was recently re-worked (or nerfed depending on your point of view) I believe stealth is also considered when determining if the Tracker finds the Trackee.
This actually sounds exciting. had a kind soul offer to teach me magery pvp, I think I'm gonna take him up on it now. This sounds like the next best thing to stealth poison dexxer.
There are exactly 2.5 viable PvP templates here one is a stun/heal mage one is a stun/scribe mage one is a dexxer I'll leave it to you to figure out which one is the fraction. G'luck