Discussion in   General Discussions   started     10 years ago   December 28, 2013, 08:53:04 PM   by   Cormac

Stats:(hci/dci spell damage/eval int. damage vs. swords)

Cormac
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Topic :   Stats:(hci/dci spell damage/eval int. damage vs. swords)
10 years ago  December 28, 2013, 08:53:04 PM

Hello all:) In my considerations for an "end game" set of armor, I wanted to avoid over-capping due to redundancy. I believe the wiki to be in error, but need to know what the overall caps are with items for hci (hit chance increase) dci (damage chance increase) fc ( faster casting) fcr faster cast recovery, and how eval int. relates to spell damage increase. ie. +1 eval = +10 spell damage increase?

Also how does swordsmanship play into damage increase? ie. +1 swords = +10 damage increase?

I'm pretty sure reflect Physical damage is capped at 105, but a lot of people may not know that even though you hit 105, you still take damage, but you are returning damage to your opponent at a higher rate the higher the number.

SSI swing speed increase at 100% still will only allow you a 1.25s swing rate, but was confused when I looted "Child of Pain" which had a swing rate of .09. ????
 
Lastly, any caps on hit point increase, man and stamina?

Belgaron
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#1 Re :   Stats:(hci/dci spell damage/eval int. damage vs. swords)
10 years ago  December 29, 2013, 12:14:53 AM

HCI , DCI "cap" at 75  which will effectively make you immune to the lowering effects of same type but only effect you stat wise up to 45%.  http://www.uoguide.com/Hit_Chance_Increase

Spell Haste effects work as caped on most spells except chiv which can be higher. http://uoevolution.com/wiki/index.php/Item_Caps

Swords skill (and other base weapon skills ) is for Hit %   Str = Damage  , as does Anatomy.  http://www.uoguide.com/Swordsmanship

Eval Int  = http://www.uoguide.com/Evaluating_Intelligence
Now mind you most of this info is slightly different based on a mods provided by this server.  http://uoevolution.com/forum/index.php?topic=5978.0