"Killer" Talismans useless ?
There are Talismans for dexers that come with the "Killer" property up to +100% damage.
Different to Slayer Talismans such as the Cameos, for example, these "Killer" Talismans do not carry other properties and can only do up to +100% Damage to the single creature they refer to, as compared to Slayer Talismans which do 300% Damage to not just 1, but a number of creatures weak to that Slayer or, +200% damage in the case of a Super Slayer which affects even a larger pool of creatures albeit doing 2/3 of the damage that Slayer Talismans can do.
Since only 1 Talisman can be worn, why on earth would a Warrior ever want to use a "Killer" Talisman rather then a Slayer or Super Slayer Talisman ?
Point is, I fail to understand what is the purpose of the "Killer" Talismans which are in UO.
Am I missing something which makes these "Killer" Talismans useful in certain scenarios ?
Comments
**EDIT**
with a quick Googler I found this Gem:
"Killers
Killer bonuses increase the damage dealt to a particular type of creature, and are found in the range of 1-100%. Killer damage property DOES stack with Slayer damage, subject to the Damage Increase cap of 300%."
Which means you could throw a Super Slayer weapon for a particular type of Mob and then a talisman with a particular mob (IE Reptile on weapon and 100% Yamadon Killer, which i have one of somewhere) and get to 300% damage on a Yamadon.
Never be afraid to challenge the status quo
They are from Heartwood crafting quests. Also Peerless drop them. They can have beneficial crafting bonuses.
They were worn back in 2005 because they improved the gear we had then,
The Slayers on those items are very useful as you will find when you play Dungeon events in UO.
You may wish you had Yamandon protection when you fight one of those.
Time passes and the old things are replaced by new things.
Our gear is better now, we do not need help killing a giant beetle now.
Here is a bow from back in those days:
Before imbuing was possible. Now you see why we needed those talismans.
If you do not like them, tell the devs to remove Heartwood.
Never be afraid to challenge the status quo
Never be afraid to challenge the status quo
I'm like OMG I got a misprint! I'm keeping it forever!
For instance, % Killer talismans can be incredibly useful for paladins, due to the way Modifier is calculated.
This behavior is discussed in this thread:
Melee Damage Calculation Diagram - Ultima Online Forums (uo.com)
and further elaborated on in this comment:
Question about slayers and damage - Ultima Online Forums (uo.com)
100% Killer talismans allow a character with only 84 Chivalry (50% EoO) to reach 300% Modifier, without the use of any other modifiers.
65% Killer talismans allow a character with 120 Chivalry (82% EoO) to reach 300% Modifier, without the use of any other modifiers.
(Unless this behavior was changed with publish 116.0 or 116.1, which I doubt.)
So yeah, 65% or higher Killer talismans for many creatures are going to be sought after by those who play and understand paladins.
Treasures of the Feudal Lords is really turning out to be a pure paladin buff publish.
100% of his world ending questions can be answered in game if he bothered
instead he uses this forum as his personal database and then debates to death answers he does not like
i am convinced he knows the asnseers beforehand but likes drama and enjoys people arguing for him and very soon will abandon this to start a new even more stupid topic
an internet troll
NONE of his issues are ever important enough for the devs to pay any attention to, and he will just think up something else and expect people like your good self to argue fir him while he sits back and gets off on the drama
nearky 4K posts and none are fir the benefit of others, just him and his awful gameplay
this is why I respond, because I am embarrassed for him, and his 5 minutes a day effort he puts into the game
Also RNG what is the chance to Get Yamandon killer with Yamandon Protection.
You see I keep any that may turn out to be good someday. And with the jewelry box we can keep a lot of them.
Never be afraid to challenge the status quo
Never be afraid to challenge the status quo
If you have the specific slayer you don't need EoO.
If there were only some way one could automate quests in Heartwood to generate 1000's of talismans...
Average players nothing, veteran players have difficulty understanding the damage system in UO!
And we haven't even gotten into proportional losses, earn backs for proportional losses, or modifier rounding by skill/weapon...
Most Sampires, if they bother with Chivalry, are not running 120 Chivalry. For a pure Paladin, Chivalry will most likely be the main skill and will most likely be 120.
Any character with 120 Chiv (82% EoO) is going to be able to use a 65% tali to hit 300% modifier. Nothing else required. It just makes life a little easier if you don't have to look for only 100% Killer talismans.
If you have less than 120 Chiv, i.e. a Sampire or other hybrid template, you'll need tali's with higher %'s to hit 300% Modifier. You might have perfection, but you have to get honor on the target, and perfection has to build with each hit.
Pure paladin's can use a far greater range of %'s talis to get to 300% Modifier.
Pure paladins get to 300% Modifier on the first strike, not 9 strikes later.
Pure paladins don't lose 30% modifier if they miss a swing.
Pure paladins do not rely on life leech to stay alive.
For this particular event, combine those abilities with the AI Damage output from the new hammer pick and the mods on those gloves, and well, it's just going to be a good publish for pure paladins. Specifically Mace Fighters, but anyone running 120 Chiv is going to have a good time, if you can find the right talis. The higher your Chivalry, the wider the range of % talis to work with
I'm thinking of pure paladin as 120 Chivalry, probably without other warrior skills (i.e. no necro, bushido, or ninjitsu). This leaves plenty of room to run a 6x120 build, or even a 7x build.
Base:
120 Chivalry
120 Weapon skill (for this publish I'd take Mace Fighting)
120 Tactics (for damage)
120 Anatomy (for damage)
Adjust as needed:
120 Parry
120 Healing
120 Resist (good against the undead)
If you can find someone to x-heal with, it should be a fun couple weeks.
Any questions you have about CC you're going to have to get someone else to answer. It's not that I dislike CC or anything, I just haven't used CC since 2014.
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As for your macro question in the EC, there are a bunch of solutions which get you most of the way there, but nothing that I know of that works perfectly each time to do what you're asking.
The thread Petra linked to has one solution, which works some of the time, unless that solution has been further refined and fixed to work all of the time.
Because the solution in that thread doesn't work all the time, I would follow a different path.
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You can always put bandages in a hotbar and click on the bandage, then the health bar that's low.
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If you want a little more automation and you're just looking to cross heal random people, I would write a macro that is:
Target Default Object 1 > Bandage(Target Current) > Delay 3
Repeat 10 times, or whatever.
Put Store Default Object 1 on a hotbar (you could even assign it a hotkey) and when some random person was low on life, click on Store Default Object 1, then target the person. Now, whenever you execute the healing macro you've associated with Object 1, it will heal that person. (10 times in a row even!)
This would be a generic macro, and you could re-associate it with whomever you meet, as you meet them. You would have to Store someone once, but after that the macro would work for them for as long as you played together.
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If you're healing the same friends/guildmates over and over, you can write individual healing macros for each guildmate:
Bandage(Target Stored) > Delay 3
Repeat as desired.
The longer the macro, the more likely it will be interrupted by a keypress, such as executing a special move.
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If you really want to just keypress to the closest friendly, you'll have to mess with your mobiles bar filters and smart target options. The filters and smart targets are supposed to work together to allow more precise targeting, but the entire system is just...suboptimal.
As an experiment, I have my mobiles bar filters set to:
User Settings > Mobiles Bar
Innocent
Now, when I use Actions > Smart Nearest Target, it will bring up the nearest blue.
If I use Actions > Target Severely Injured Mobile, it will bring up the blue in range with the lowest life.
This is pretty reliable, but it means I can only have Innocents in my mobiles bar, which makes the entire thing useful and worthless and the same time.
If you move to Smart Previous / Smart Next, things don't work nearly as well, just as with the rest of the targeting system. (This is due to the way the functions are written to return data about what is around you, along with some bugs in assembling / clearing data tables. - much of this is fixed in Pinco's UI.)
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Anyway, those are some different ways to target and heal toons around you. Since smart targeting is basically worthless, I'd use the Store Object method for randoms, and write specific macros for those you play with more frequently.
Good luck!