Discussion in   Help!   started     8 years ago   January 24, 2016, 02:03:45 AM   by   Reside

Clarification on Item Caps

Reside
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Topic :   Clarification on Item Caps
8 years ago  January 24, 2016, 02:03:45 AM

Ok so I'm putting together a comprehensive spreadsheet for end game gear and I was looking over the wiki to figure out the caps on item stats. However, it looks as thought the wiki still needs some updating with regards to the item caps so I figured I'd ask the experts. Below is a list of the item stats and the caps associated with each according to the wiki (items marked with a ? need updating according to the wiki):

Faster Casting FC 6
Faster Casting Recovery FCR 8
Lower Mana Cost LMC 30? - is 30 the actual cap?
Lower Reagent Cost LRC 100
Reflect 105 - is 105% the cap?
Damage Increase DI 100 from items/300 other sources
Defence Chance Increase DCI 45
Spell Damage Increase SDI 15 PvP Uncapped PvM
Hit Chance Increase HCI 45
Hit Point Increase HPI 25? - is max HPI 25?
Hit Point Regeneration HPR 18? - is max HPR 18?
Stamina Regeneration SR 24? - is max SR 24?
Swing Speed Increase SSI 60% or 1/1.25 - is the cap 60% or 80% (1/1.25)

Also Mana Regen and Mana Increase are not on the list so it's not clear what the cap on those two is. One last thing, I understand that increases in both Dexterity and Intelligence also increase stamina and mana one for one, but Strength does not increase hit points beyond a certain point. Just curious if this is working as intended or if I'm missing something.

Thanks in advance for the help!

- Reside

Noobularkid
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#1 Re :   Clarification on Item Caps
8 years ago  January 24, 2016, 09:46:52 PM

SDI = [100% PVP] [UnCapped PVM]
Hit Points= [+25]
Swing speed is correct.


LMC I have 40% I don't know if it is capped under that to be honest.
HCI I have 56 Again, Not sure if its actually capped prior to that, and with DCI 58 is what i have.



intensifried
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#2 Re :   Clarification on Item Caps
8 years ago  January 25, 2016, 11:20:34 AM

DCI and HCI are capped at 45 I believe.
Not sure about hit point increase but I know hit points cap at 300.

Sturger
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#3 Re :   Clarification on Item Caps
8 years ago  January 26, 2016, 01:38:15 PM

  It wasnt on your list so i figured I'd mention it:

  Attributes Cap  (Spell Bonus and Gear Related) [Max base in each Attribute-- before gear/spell bonuses-- is 125]

      Strength = 150

      Dexterity = 165

      Intelligence  = 150


   Wasn't 100% on the following:  (was under the impression that the numbers you suggested were based on characters without magery skills)

       FC = 2

       FCR = 6


   Im 90% sure that:

       LMC is 45%


   Maybe this helps...



                      --Sturger--

Reside
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#4 Re :   Clarification on Item Caps
8 years ago  January 26, 2016, 03:55:01 PM

Sturger... when you say "Attributes Cap  (Spell Bonus and Gear Related) [Max base in each Attribute-- before gear/spell bonuses-- is 125]" are you saying that for example if my int is at 125 and I have 30 int bonus on my items then only 25 of that additional int will affect my mana? Same question for str?

- Reside

intensifried
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#5 Re :   Clarification on Item Caps
8 years ago  January 26, 2016, 05:53:06 PM

Sturger... when you say "Attributes Cap  (Spell Bonus and Gear Related) [Max base in each Attribute-- before gear/spell bonuses-- is 125]" are you saying that for example if my int is at 125 and I have 30 int bonus on my items then only 25 of that additional int will affect my mana? Same question for str?

- Reside

That is correct. Im at max dex and str, when I put on gear with str or dex bonus I wont gain anymore to str, dex, hp, or stam anymore. Not sure about carry weight, as that goes up with your str. havent looked at that.

Sturger
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#6 Re :   Clarification on Item Caps
8 years ago  January 27, 2016, 05:23:15 PM

   Things to consider:  ::)

~~Base Attributes = 125 in all three categories
~~Max Attributes = 150 Str, 165 Dex, & 150 Int
~~The attribute pool cap is 350  :o
~~ Hit Points are generated by a characters: Base STR [Max 125] & Gear related Hit point Bonuses-- which includes Sockets
~~Hit Point cap-- last I checked-- is 300
~~The bless spell will increase mana and stamina pools when cast on a character-- but only to the attributes respective maximum.

  Does a character gain additional mana from having 150 INT? Yes, the mana point boost will increase when Int is raised past its possible 125 base.

  Does a character gain additional Hit Points from 150 Str? No, the hit point boost will stop being affect by STR when it reaches 125. Going above 125 base Str, will raise the amount of stones you can carry, and may raise your base damage modifier-- every ten points-- but that's about it.

  Does a character gain additional stamina from having 150 Dex? Yes, the stamina point boost will increase when Dex is raised past its possible 125 base.


   I hope this clarifies my earlier post on the topic.  :)


                                            --Sturger--


  P.S. Do I think the relationship between the Str attribute and hit points needs to be looked into. Yes. Should it be changed..?  That's up to Kane and Staff.  8)

intensifried
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#7 Re :   Clarification on Item Caps
8 years ago  January 31, 2016, 10:36:26 AM

 

  P.S. Do I think the relationship between the Str attribute and hit points needs to be looked into. Yes. Should it be changed..?  That's up to Kane and Staff.  8)

I think it should be looked into simply because there are mobs that will still one shot you or come damn close to it even with all stats capped including capped 300 health and max resists.
Why is HP capped anyway?

Mandar
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#8 Re :   Clarification on Item Caps
8 years ago  February 04, 2016, 01:36:18 PM

In regards to Caps and Leveling a Weapon. 


-With Damage Increase...If my armor and shield add up to 100%, adding my skill points to Damage Increase on my Scimitar would be a waist??  I


-With Swing Speed Increase... Is the 60%/1.25 which ever is faster?  I have 45 SSI right now on my armor at a swing speed of 1.75.  Do I add SSI skill points up until I hit 60% or keep adding until I hit 60% combined SSI from armor and weapon??


I do understand that I can increase damage (300%) on a sword via Tactics, Anatomy and LJ...does Arms Lore give a bonus? 


Also, I read that Eval Intel affects magery hit power.  Is there anything else that can help increase hit power for a mage?


Sorry for all the questions.  Any help is greatly appreciated.  I've read alot on this topic but still a little confused.

Smilingdeath
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#9 Re :   Clarification on Item Caps
8 years ago  February 04, 2016, 03:59:12 PM

Also, I read that Eval Intel affects magery hit power.  Is there anything else that can help increase hit power for a mage?


The wiki has a great explanation on how Evaluate Intelligence and Inscription work with Magery skills.
http://www.uoevolution.com/wiki/index.php/Magery


Copied what it says for you.


The Mage's ArsenalThe 64 spells of magery, neatly contained in a mage book, are divided into eight circles. Each circle progressively requires more skill, more mana expenditure and more time to cast.Magery Only SpellsThere are a few spells that call only on the mage's skill in magery and his intelligence for full effect. Intelligence gives 1% spell damage increase for every 10 points, or (intelligence / 10). These spells include: Mind blast (Damage based on Magery + Intelligence)Resisting Spells
[/font][/size]
  • Poison (Chance of poisoning = Your Magery vs Targets Resisitng Spells)
  • (Strength of poison = Magery + Poisoning / 2)
    Less than 65.1 : Level 1 poison
    65.1 to 85 : Level 2 poison
    85.1 to 99.9 : Level 3 poison
    100 and higher : Level 4 poison
    Poison field (Strength calculation same as Poison spell)
  • (Duration 3 + (Magery * 0.4)) seconds
    Heal (Hit Points healed = Magery/10 + 1-3)
  • Greater Heal (Hit points healed = Magery*0.4 + 1-10)
  • Cure (Chance to cure % = (Magery * 0,75) + (110 - (Poison level * 33))
  • Arch Cure (More reliable at higher levels of magery)
  • Unlock (Magery determines what level of chests it can open)
  • Magery with Evaluate IntelligenceEval Int is the skill that allows a mage to function offensively, without it spells will do less than 10 damage. The formula for damage increase through evaluate intelligence skill is:
    ((Evaluate Intelligence * 3) / 100) + 1.
    Which means that if you have 120 Evaluate Intelligence, your base damage would be more than quadrupled, ((120 * 3) / 100) + 1 which would be 4.6. Even bless and curse type spells rely on Evaluate Intelligence for their powers, a grand master mage can fizzle casting a simple 3rd circle bless.Bless stat spells = (Your Evaluate Intelligence)/10 + 1 = % Increase Example:Caster has 120 Evaluate Intelligence, and 100 Intelligence, and casts "Cunning" on himself.
    Spell bonus is calculated (120/10 + 1) = 13% Increase.
    Then applied to the caster's intelligence (100+13%) = 113
    Caster's new temporary intelligence score is 113
    Curse stat spells = 8 + (Your Evaluate Intelligence/10)-(Targets Resisting Spells)/10 = % Reduction
    Example:Caster has 120 Evaluate Intelligence
    opponent has 100 Strength and 100 Resisting Spells
    The spell "Weaken" is cast on the opponent.
    Spell 'damage' is calculated (8 + (120/10) - 100/10) = 10%.
    and applied to the opponent (100-10%) = 90
    The opponents strength is temporarily reduced to 90
    Magery with InscriptionInscription can add spell damage increase to your spells as well as affect the result of buffs.Grandmaster Inscription adds 10% to damage spells. This is not on a pure sliding scale, the damage bonus is 1% for every 20 points of Inscription with a 5% GM bonus.This 10% SDI bonus at GM isn't part of the PVP SDI from items cap.Which means if you take the 15% SDI cap in PVP and add the 10% from GM Scribe on you get 25% SDI.More details of which spells are affected, and how, can be found on the Inscription skill page.



Mandar
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#10 Re :   Clarification on Item Caps
8 years ago  February 04, 2016, 04:41:38 PM

Thanks! Looks like I'm tracking well with Magery.  Now I just need to find out if I'm wasting (DI) skill points on my sword since I'm at 100% with my armor and shield......and... if my bow maxes out Swing Speed at 60% (mostly from armor/shield) or do I continue to add skill point to swing speed until I'm at 1.25.  I feel like I'm wasting skill points but just want to confirm it..lol :-[   Thanks again!

Noobularkid
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#11 Re :   Clarification on Item Caps
8 years ago  February 25, 2016, 05:00:01 AM

  It wasnt on your list so i figured I'd mention it:

  Attributes Cap  (Spell Bonus and Gear Related) [Max base in each Attribute-- before gear/spell bonuses-- is 125]

      Strength = 150

      Dexterity = 165

      Intelligence  = 150


   Wasn't 100% on the following:  (was under the impression that the numbers you suggested were based on characters without magery skills)

       FC = 2

       FCR = 6


   Im 90% sure that:

       LMC is 45%


   Maybe this helps...



                      --Sturger--


it's 6/8 not 2/6

Reside
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#12 Re :   Clarification on Item Caps
8 years ago  February 25, 2016, 08:13:35 AM

So I managed to get some confirmation on this part. FC and FCR caps respectively are 2/6 for Margery and 6/8 for Chivalry.

- Reside

Sturger
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#13 Re :   Clarification on Item Caps
8 years ago  February 25, 2016, 03:21:19 PM

  Hah, I win... Just kidding.


   Have to apply magery to the equations Noobular...


  It adds to your FC and FCR-- just for having high skill in it-- after that fact its all about the residual leftovers...


  2/6 for Magery.


  @ Reside

 Sweet didn't know that about Chivalry. Thanks.

Cain
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#14 Re :   Clarification on Item Caps
8 years ago  May 27, 2016, 04:01:42 PM



here's a comprehensive (and tested) guide to capping regens and where their official diminishing returns are at


55 for hits
45 for mana
40 for stamina








by the way this does not coincide with focus and meditation or any other skills/traits(such as mage armor) that have a seperate bonus to regeneration

Vividos
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#15 Re :   Clarification on Item Caps
8 years ago  May 29, 2016, 09:26:08 PM

To add to the discussion on SSI, assuming the base code hasn't been modified and the wiki comments are accurate then there are 2 rules at play for this:

1)  The fastest anything in UO can swing is 5 ticks.  [1.25 seconds].  Take speed in seconds and multiply by 4 to get ticks.

2)  SSI is capped at NET 60% from all sources.  (Rounded UP to the next tick)

So to do a little math, a weapon with swing speed of 12 ticks (3.0 seconds) @60% SSI would hit the fastest cap:
(12-(12*0.6))=4.8 which rounds to 5 ticks being the hard cap.

A weapon at 13 ticks (3.25) can never be the fastest since:
(13-(13*0.6))=5.2 which rounds to 6 ticks or 1.5 seconds. 

Hope this helps.