As long as you were within a town, this resulted in guards teleporting to their locations… and then they’d see the miscreant and kill them.ĭeath meant your corpse fell right there where it was, and would likely be utterly stripped of everything you had carried within seconds anyone could loot your corpse. If another player caught you while you were criminal flagged, they could shout “Guards!” (which most players put on a macro so they could do it with just hitting one key). If a town guard saw you while you were flagged, they slew you. It would just take some math tinkering.When you did any of these, a “criminal flag” was placed on you which expired after a few minutes. For example, instead of it coming out to 55-to-45, force it to come out as 55-to-50. There is way to get around this and it would require reworking the hit chance formula so that hit chance could increase on the dexxers side while not messing with the wrestler's side. I think they decided to stick with tactics and damage increase as the property because mage's are already a challenging class to play and it would be bad to nerf them is such an all encompassing manner. While it is known that mages have a power creep, one must note that if you increase hit chance for dexxers through magical weapon properties you would also lower the mage's ability to evade, cast, or land stuns. This raises the issue when you have a wrestler trying to land a stun or evade an attacker in general. Due to how hit chance is calculated, it will actually lower the opposite party's hit chance if they don't have an equal melee skill. The problem with it being set to melee skill here is that it disrupts the hit chance formula, which is 50-to-50 percent when you have two gms fighting. UOR's motto is "History Perfected", so you will not see everything era for era here. Ĭlick to expand.that is a really big debate that has spawned quite a few threads in the past. If you want to help with the value of certain properties, please let me know. I'm happy about any additional input I can get. Remark from Ezekiel : Only weapons crafted with a runic hammer will retain the ingot color.Ĭrafting armor with colored ingots does provide an AR bonus though. Remark from Dalavar : A plate tunic has 18 AR, an Exceptional plat tunic has 21 AR.Ĭrafting weapon with colored ingots does not provide ANY benefit apart from the fancy color. GM Smith Exceptional armor has increased AR but comes with +10 item HP. GM Smith Exceptional weapon have a +4 damage modifier and sit right between Might and Force Magical Items and have +10 item HP. Magic Item Properties vs GM Smith Exceptional Items * The bonus is applied to the Archery Skill level (not to Tactics) if the enchanted weapon is a bow or crossbow. Accurate, Supremely +25.0 to Tactics or +23.3 to Archery*.Accurate, Exceedingly +20.0 to Tactics or +18.7 to Archery*. Accurate, Eminently +15.0 to Tactics or +14.0 to Archery*.Accurate, Surpassingly +10.0 to Tactics or +9.3 to Archery*.Accurate +5.0 to Tactics or +4.6 to Archery*.Most of the information is taken from old Stratics pages like Since the Compendium doesn't have much information about Magical Item Properties and any generic source of UO knowledge will not contain information about the UO:R Magical Item Properties any more, this post might be helpful.
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