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| Ultima Online General Discussion Forum for general chat on UO. |
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#1 |
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Join Date: Feb 2006
Shard: Legends
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Does anyone here understand Mr Tact armor chart
I have read and re-read the chart and I am still cluless as how to figure what Ill have. I wear Plate armor with my paladin, mage armor to be exact. I am sorry, but this sounds like a math question from high school, ie: Train A is heading east at 60 mph and Train B is heading west at 55 mph, when will Havery the rabbit arrive for dinner?
I am totally lost here, can someone break this down a tad easier for me? In case you never saw the chart here it is: HTML Code:
OK, I have been working the last several days on the details of the armor-related stuff. I have some numbers to present, as well as some clarifications to questions several people have raised. I present these here for discussion, while I work for the next day or two on implementing these for TC. Hopefully, I will have these changes testable by the end of this week.
Material types -- Arms Lore cap -- -- 10-sec mana regen -- -- Stealth penalty --
Str req Weight Resist total Per item Full suit Full suit Per item Full suit Per item
Woodland 95 8 15 4 24 -3 -0.5 -12 -2
Oak 95 8 26 5 30 -3 -0.5 -18 -3
Ash 95 8 28 6 36 -6 -1 -18 -3
Yew 76 8 30 7 42 -6 -1 -24 -4
Bloodwood 95 8 33 8 48 -9 -1.5 -36 -6
Frostwood 95 8 33 8 48 -9 -1.5 -36 -6
Heartwood 95 8 37 9 54 -12 -2 -30 -5
Leather 25 6 15 4 24 -3 -0.5 0 0
Spined 25 6 20 5 30 -3 -0.5 -6 -1
Horned 25 6 26 6 36 -6 -1 -12 -2
Barbed 25 6 27 7 42 -6 -1 -18 -3
Iron 15 8 48 -6 -1 -24 -4
Dull copper 21 9 54 -9 -1.5 -30 -5
Shadow iron 23 9 54 -6 -1 -36 -6
Copper 24 10 60 -9 -1.5 -36 -6
Bronze 25 11 66 -12 -2 -42 -7
Gold -30% 21 9 54 -15 -2.5 -36 -6
Agapite 26 14 84 -15 -2.5 -48 -8
Verite 27 15 90 -18 -3 -48 -8
Valorite 28 16 96 -24 -4 -48 -8
Dragon Scale 75 10 22 17 102 -18 -3 -48 -8
Plate 95 10 0 2 12 -6 -1 -12 -2
Chain 60 7 0 1 6 -3 -0.5 -6 -1
Ring 40 15 0 0 0 0 0 0 0
Studded 35 8 1 1 6 -3 -0.5 -6 -1
Bone 60 6 1 2 12 -3 -0.5 -12 -2
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#2 |
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byebye sandland! less than 24hrs to go!
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Re: Does anyone here understand Mr Tact armor chart
seems like alot of penalties to the pieces. doesnt appear that there is 1 particular way to get ahead..
This really makes me question the fun factor of building a suit anymore. now youre gonna need an excel spreadsheet, calculator, your taxman on the phone helping crunch numbers.. |
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#3 |
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Join Date: Sep 2005
Shard: Catskills
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Re: Does anyone here understand Mr Tact armor chart
I have no clue. After AOS came out it took me 6 months to figure out what was "good" armor and what was crap. It took me another 6 months to figure out what was "great" armor and to realize that I couldn't afford most of the peices I found for sale on vendors. To this day I do not own an uber suit. I have no idea what that chart really means and I probably won't know until I actually see it in game and experience the changes for myself.
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#4 |
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Drama queen
Join Date: Dec 2003
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Re: Does anyone here understand Mr Tact armor chart
HTML Code:
Material types -- Arms Lore cap -- -- 10-sec mana regen -- -- Stealth penalty --
Str req Weight Resist total Per item Full suit Full suit Per item Full suit Per item
Iron 15 8 48 -6 -1 -24 -4
Str Req is obviously how much strength is required to use/wear an item made of that material. One is to assume that if there is no value here, its based on the default of the item. Weight is just that. Weight. Again, you'd have to assume that if there is no value here, its based on the default of the item. Resist total is, probably, the total resist amount when all added together (phys + elemental). Arms Lore cap is the total ADDED physical reisst? that you can get with GM arms lore when its made of iron. Im not sure about that but thats what it seems like. The 10-Second mana regen penalty, Im assuming, is how much LESS mana youll regen in a 10 second time span. Stealth penalty is just that, a penalty to your stealth skill. Least thats how it looks. SO... if this is correct... An item made of iron will have: - A default strength requirement based on the item - A default weight based on the item - Resists totalling 15 (with phys and elemental combined) - A MAXIMUM bonus of +8 physical resist PER PIECE (or 48 for a full suit... 6 pieces * 8 per piece) - A reduction in mana regen in 10 seconds at a rate of -1 mana per piece (or -6 mana for a full suit... 6 pieces * -1 per piece). - A stealth penalty of -4 points per piece (-24 points for a full suit... 6 pieces * -4 points per piece) Again, dont quote me on this as I'm NOWHERE near sure, but its what I could gather from looking at the different entries in the chart. |
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#5 |
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Ronin
Join Date: Jan 2006
Shard: Black Water Raiders, Azeroth
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Re: Does anyone here understand Mr Tact armor chart
I think you got the bulk of it Luis, I didn't read the full post by MrTact, but I don't think the added bonus from arms lore goes to physical (atleast from looking at the chart it doesn't show that) unless it has been stated elsewhere. I would assume (hate that word, if you do too, just change it with hope) that it would be total points per piece (or full suit) overall. This would mean that since he stated that a 70's suit now would come out to 38-40 suit with the new change, with arms lore you get the added resists from the armor which with iron plate you have an added 48 resists spread out leaving you with a suit with 47-49 resists.
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#6 |
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Drama queen
Join Date: Dec 2003
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Re: Does anyone here understand Mr Tact armor chart
Ok, that makes sense. I just didnt know the arms lore change was going to work 100%.
If it only added to physical, if it added a total and split it evenly, or what. Thanks for the correction. ![]() |
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#7 |
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byebye sandland! less than 24hrs to go!
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Re: Does anyone here understand Mr Tact armor chart
One thing to note now, I was on test the other day, and noticed, that the %s on the end of the resist, as in phys resist 5% dont mean 5 points anymore. They made them into actual percentages. So say you have a suit with 60 phys and you want to get that last to make the 10 up, you will need something with like 20% on it.
And with 100 armslore, I was able to keep all 70s on a suit I crafted from mostly barbed. then took the arms lore right off, and boom 35s. Nice thing though, if you dont have lore and are wearing, say 95 fire on your normal suit, when cut in half after the nerf *cough* I mean patch, your fire will read much above the 35s, probably in the mid 40s. These were just some tests I ran and kinda remembered. |
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#8 |
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I Poke Dots
Join Date: Apr 2005
Shard: Sonoma
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Re: Does anyone here understand Mr Tact armor chart
o.0 wtf? thats all i have to say
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#9 |
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Ronin
Join Date: Jan 2006
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Re: Does anyone here understand Mr Tact armor chart
Ah, just looked briefly at Tact's post and this is what I got from it...
Luis' interpretation is correct minus the arms lore bonus. The arms lore bonus is your resist cap for all resists, yes all resists. Much like it is now 70, wearing full iron plate your cap will be 48. Which leads to wearing full dragon scale armor at a cap of 102 (but Tact stated he was looking at 100 being the highest cap so 102 = 100) with all the wonderful penalties for being able to take a serious beating come out fairly balanced, atleast with looking at it as a give/take situation. You will have no mana regen and a crippled ability to stealth with being able to take a beating, worthy of being called the red-headed stepchild, with minor injuries. The idea for the armor system isn't as complicated as it looks, you won't need to look at the numbers so much as just know that the "better" protection armor you wear, the less mana regen/stealth ability you will have. Now it's still that diminishing returns on healing that he keeps talking about that has me worried, although not dropping the returns to 0 but to 25% may be interesting, I still think with all the variables added in and processes going on to just heal it will cause far more headaches (programing wise, server side and PC side) than it's worth. It's one thing to have something like curse work over time (1 check on cast then sets time and is over with) opposed to the diminishing returns which does the initial check (to see if there should be a penalty) sets time and *continues to check* during that time for another heal, and if another heal it then adds in the penalty to that heal and starts time again *continues to check* for another heal *and* for the first penalty to tack on the second penalty and start time again.... this is only for self heals with 1 form of healing too, add in another form of healing and do this all *2 and add in someone else healing with more than 1 form of healing and you should catch my drift. Unless they dumb this all down somehow, they get paid to do this stuff and I don't, but I do know a little about programming and if this task was given to me I'd take a lllllooooooonnnnnnggggg vacation and hope someone would have it done before I got back. So if your out there MrTact, NO TO DIMINISHING RETURNS ON HEALING, thank you. |
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#10 | |
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Slave to emptiness
![]() Join Date: Dec 2002
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Re: Does anyone here understand Mr Tact armor chart
Quote:
this is one of the reasons ive really started to dislike UO since AoS.... UO is not about "building a suit" its about playing the game... the game should be fun to play regardless of the uber gear you have.. the items should really be secondary to the skill... which, i think, is where this is going (and if it is i may be getting back to my 7 hour log in stints.)
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I've never figured out how to be gracefully humble without appearing weak. Nor have I figured out how to be gracefully passionate without appearing arrogant. In the end, I always seem to be arrogant and weak instead of humbly passionate. |
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#11 |
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Visiting from Robin Hood Country
Join Date: Jul 2005
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Re: Does anyone here understand Mr Tact armor chart
Don't think we need to worry about it, looks like it's ditched, he's posted a new idea now which seems to look more promising
This is the link
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#12 |
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Old & grouchy
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Re: Does anyone here understand Mr Tact armor chart
The new idea looks freaking awesome!
From what I read it looks like he wants two hard caps on modifiers like swing speed, weapon damage etc... Then give profeciency points to use and pick which ones you want on the high cap or the low cap. 1 profeciency point for each 100 skill poitns. So you can have a Pally and get the higher cap on your swing speed, fast cast, damage increase, and 4 others. I think he is heading in the right direction with this. Hopefully he will scrap the Arms Lore idea too.
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