Discussion in   General Discussions   started     9 years ago   May 19, 2015, 12:59:29 PM   by   thallos

Weapon properties

thallos
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Topic :   Weapon properties
9 years ago  May 19, 2015, 12:59:29 PM

Hello. a lot of people ask about crafted weapons and what to look for when crafting or purchasing a weapon. I will try to make this a simple as possible for new players.

I will list the properties for Pvm and PvP weapons and an end game weapon.

Pvm weapons: Triple Leeches ( Mana, Life and Stamina) Hit spells ( Hit Lightning, Fireball, Magic Arrow and Harm) Hit Harm is Useless for a ranged weapon. The more Hit spells on the weapon when crafted the more weapon spending points you can use for other mods.

PvP weapons: Hit lower attack, Hit lower defense and as many hit spells as possible on weapon when crafted.

Leeches do not work against other players.

As a new player you will hear people talking about Champ axes. These are player crafted double axes that have as their secondary ability a whirlwind attack. This attack will hit all mobs that are surrounding you. This ability uses mana. When you have a triple leech champ axe you will  leech mana, life and stamina with each successful hit while using the whirlwind ability.

Champ Axe: triple leeches, and at least one hit spell,preferably 2 hit spells and eventually add some hit area attack points ie; cold, fire, poison and energy.

All weapons and most gear can be socketed and have augments added to them.

I have only listed the basics on weapon mods. You can ask other players to show you their weapons on their paperdoll to get an idea of what you might want on your weapons.

I will give you an example of an end game weapon with maxed mods.

PvM/PVP weapon: Damage increase 50+                               
                           Hit Fireball 50
                           Hit Harm 50
                           Hit Life Leech 50+
                           Hit Lightning 50
                           Hit Lower attack 50
                           Hit Lower defense 50
                           Hit Magic arrow 50
                           Hit Mana leech 50+
                           Hit Stamina leech 50+
                         
These stats are obtainable, but extremely rare so don't expect to get one.

 I hope this helps the new players some. If the vets see this, please feel free to add what i might have missed. This is just a basic as I could get it without listing all the weapons.


TY Thallos for the good info!  I added additional info and made a post on the wiki with more details

http://uoevolution.com/wiki/index.php/Weapon_Crafting_Guide#Deeds_and_Extra_Mods

Jaco
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#1 Re :   Weapon properties
9 years ago  May 19, 2015, 02:31:07 PM

A very usefull post ! few tips here .. ty  amigo

Silvermane
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#2 Re :   Weapon properties
9 years ago  May 20, 2015, 01:42:59 PM

Quick question that I didn't see in your notes...What's better for Hit Area? A higher value (say 40-50) or having more then one with lower values (say 2-3 hit area's with 20-30)? What increases the damage for it? I understand that "better" is always subjective but in a game of numbers there's always one that beats them all... :)

thallos
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#3 Re :   Weapon properties
9 years ago  May 20, 2015, 02:23:35 PM

If you already have hit spells on the weapon when it is created, you can add say +25 hit cold area with points, then socket a +25 hit cold area augment on it. a +25 hit area aug will consume 2 slots, so you need to do the numbers on your weapon. plan it out, put it down on paper so you do not mess up your weapon. Depending on what type of slayer weapon you put on the weapon will determine the damage type needed for the hit area spells. Mobs that are vulnerable to Reptile slayer have low resists to cold, energy and poison. Knowing this, you could take 2 hit area spells to +25 and one to +50 and then put 2 +25 augs and 1 +10 aug on the weapon. so you would have +50 hit poison, +50 hit energy and +60 hit cold area. And yes, you will do more damage to surrounding mobs per swing. I hope this helps you silvermane

thallos
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#4 Re :   Weapon properties
9 years ago  May 20, 2015, 02:27:00 PM

Forgot one of your questions. Reguarding the question about the damage, it is based on what the mobs resists are, but in general, the hit area spells normally do around 8-11 points of damage per hit.

Riversilk
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#5 Re :   Weapon properties
9 years ago  July 14, 2015, 08:32:14 AM

Regarding which way to best spend levelling points/sockets...
Assuming i want a "standard" axe, like a Reptile slayer, and i already have these on the weapon:


- Triple Leech
- Hit Dispel 50%


i could get 100 points by leveling, plus 5 sockets, and was thinking to go like this:


With levelling (100pts total):
- 50pts: Hit lightning 50%
- 50pts: Hit fireball 50% (Would Harm be better here, since i'm always near monsters? plus Cold damage vs Fire damage)


With socketing (5 sockets total):
- 2 socket: +25% area energy (is it possible to add more? Why on wiki i only see +9 area energy for 3 sockets? O_o)
- ??
- ??


Additionally, i usually see axes socketed with Triple Slash... how many sockets is it?
How can i put it all together?


Thanks for help!

WafflesNCyanide
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#6 Re :   Weapon properties
9 years ago  July 14, 2015, 04:59:14 PM

River,

You actually get i believe 550 points for levelling a weapon to 100.  (5 per level, plus 5 extra every 10th level) Hit Spells cost 5 points each.

You generally go one of two ways, for a Champ Axe, i prefer Hit Area because it brings things to you easier, but some people prefer more hit spells.  you have one of two options:

ALWAYS do Hit Lightning to 50% first. (If the axe does not have SpellChanneling it is okay to spend 15 points on it, but it is much better to deed it as spell channeling which costs 100 ED)

After lightning, i prefer to go with two Hit Areas, (One Cold, and the other optional usually energy or Poison) and raise them each to 30 cold/25 other

Then for sockets add a Mythic Sapphire (50% hit cold area) and a Legendary Amber/Amethyst (energy/poison respectively) for 30% other.

This gives you Hit Lightning 50%, Hit Cold area 80% and hit (poison/Energy) area 55%

The axe i have i got really lucky and have Hit magic Arrow as well. but it has served me really really well. 

Riversilk
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#7 Re :   Weapon properties
9 years ago  July 15, 2015, 08:35:34 AM

So, no Triple Attack (that i don't know what it is)?
Your version with pumped-up area damage is nice as well...

WafflesNCyanide
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#8 Re :   Weapon properties
9 years ago  July 15, 2015, 04:33:28 PM

A lot of people like Triple Slash, however, for it to be effective 100% of the time, you have to be at 175 Arms Lore.  Which as a starting player, you won't be able to do well.  Triple slash gives you a new ability, (like whirlwhind/doublestrike) that does 3x damage.  It's super powerful for single target attacks.  However, it requires reagents (and is not affected by LRC) and required high arms lore to be successful.

Riversilk
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#9 Re :   Weapon properties
9 years ago  July 16, 2015, 02:38:05 AM

You've been very useful and informative, thanks!


Can i ask you some general suggestions for a ranged weapon too?
I see many people use Composite Bows and other use Soul Glaives... as i see these have quite similar stats (the sould glaive should have 1 more range, but damage penalty when thrown at max range), so i can't decide between the two.


Then, which will be the best properties to have and to put on hit with points/sockets?

WafflesNCyanide
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#10 Re :   Weapon properties
9 years ago  July 17, 2015, 01:17:18 PM

I'll put together some information for you as soon as i get to work :) (eta @2 hours from this post)

WafflesNCyanide
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#11 Re :   Weapon properties
9 years ago  July 17, 2015, 04:30:22 PM

Okay,

There are some intricacies when dealing with throwing weapons, So let's get those out of the way first.

They are intended to be gargoyle only, But with the use of a SkillBall you can get up to 120 throwing skill (with appropriate powerscrolls).  I believe you can get a 120 powerscroll for throwing by killing gargoyles outside Ver Lor Reg (Gargoyle City in Ilshenar) and collecting Gargoyle Horns.

Throwing weapons have an interesting ranged system, they have a maximum range and a "sweet spot" In the given example on UOGuide's throwing post:

Underthrown - If, while equipped, a weapon has a maximum range of six tiles, and a player throws at a player two tiles away (too close) they have a Hit Chance penalty of 12%, but no damage reduction.
Perfect - Maximum range of six tiles, thrown a distance of four tiles. No Hit Chance penalty, no damage reduction
Overthrown - Maximum range of six tiles, thrown a distance of six tiles. No Hit Chance penalty, but 47% damage reduction

However, Bows do not have this penalty.

You can get a property called "Velocity" on bows, that increases damage the further you are from your target however.

Now that we are on the subject, let's talk about Properties.  Bows/Thrown weapons are generally Single Target/PvP weapons.  it is very difficult to make an AoE Bow setup work correctly due to the lack of a whirlwind like attack.  So you're going to be looking for something like this:

Leeches are capped at a lower level than on melee weapons due to the fact that you are generally further away from your enemies.

We will look at the Composite Bow, and the Soul Glaive for this as they are the most common (due to having Armor Ignore) and happily, each has the same base speed.

According to UOGuide Leeches for a ranged weapon at 4s speed with no swing speed increase cap at 50%

So you're going to want something along the lines of (Base level 1 weapon)

45+ HLL/HML/HSL
45+ Damage Increase
45+ Hit Spell (optional but really nice)
45+ Hit Lower Attack
45+ Hit Lower Defense

These are listed in order of priority.  HLA and HLD are not required, but for a single target weapon provide a large amount of extra defense/offense
Once you had that you would deed one-handed, spell channeling, UBWS (So you can stack swords instead of archery). and then level the weapon and add Lightning (or another hit spell if Lightning already existed) and then either another hit spell or something else to your liking. 

So basically my ideal bow would be as follows

50 HLL
50 HML
50 HSL
50 Lightning
50 Magic Arrow
50 Fireball
50 Hit Lower Attack
50 Hit Lower Defense
Spell Channeling (Deed)
One-Handed (Deed)
Self-Repair 5 (Deed)
Velocity 50% (Deed)

And then for sockets likely Triple Slash and im not sure what else you would use.

But as long as you can get those properties up in the 44-50 range, that would be a killer weapon for use on things like Peerless, Mean Dragons, etc.

If any vets would chime in on this, and let me know whether im going in the right direction, because i dont have any single target weapons at the moment.

Riversilk
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#12 Re :   Weapon properties
9 years ago  July 19, 2015, 06:03:27 PM

Thank you very much Waffles!


So regarding the bow vs soul glaive question... i'm still undecided, but at least i know the properties :P

WafflesNCyanide
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#13 Re :   Weapon properties
9 years ago  July 20, 2015, 12:49:03 AM

I merely bring you information, I cannot make your choices :P

Tygr
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#14 Re :   Weapon properties
9 years ago  July 21, 2015, 06:24:28 AM

Great info thanks posters.

What does the Hit Dispel do, is it for pvp or pvm ?

Riversilk
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#15 Re :   Weapon properties
9 years ago  July 21, 2015, 10:07:27 AM

Dispels summoned creature at whatever % is it at.
Kinda useless imho, PvP and PvE wise.

Tygr
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#16 Re :   Weapon properties
9 years ago  July 23, 2015, 12:56:54 PM

The perfect answer, Thanks Riversilk

Nworb
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#17 Re :   Weapon properties
9 years ago  July 24, 2015, 07:43:11 PM

Wow!! Thank you guys a ton! Once I'm off I'll get those karma points to you!