How does Throwing+Parry+Using a Shield work?
I'm after the exact calculation of what happens here, does anyone know?
The best I've found is from UOGuide;
"Shield Penalties
All the throwing weapons are one-handed in nature which allows the thrower to equip a shield or other item in their off hand. The player will suffer a defense and hit chance penalty for using a shield while using a throwing weapon. These penalties can be offset by investing skill points into Parrying. Player’s with no skill points in the Parry Skill will now have a minimum chance to hit. "
But this is too vague.
What is the exact DCI and HCI penalty, and exactly how much can the Parry skill mitigate the penalty?
So if you had 120 Throwing + 120 Parry + 45% HCI + 45% DCI and equipped a shield, how much would your HCI and DCI be affected?
Does anyone have a formula?
Comments
Cheers MissE
The problem is, though, that Throwing already has a Ranged Penalty whereas damage is reduced "unless" one throws at X "exact" tiles from the target.
Of course, this is only a theoretical thing since, in the reality of a fight where the target moves, there is surrounding spawn that forces the Thrower to move etc. etc., it is almost impossible to be able to keep always an exact distance from a target to maximize one's own Throwing damage...
The bottom line is, that ALREADY Throwing is at a gross disadvantage as compared to Archery, to my opinion, so, this Shield penalty just makes it worse....
I think it should be toned down and quite a bit.
The issue for me, is that dexxers are so strong in PvP, that you absolutely need Parry.
You just get destroyed without it, this therefore takes Throwers straight out of PvP.
But like Misse says, my experience of equipping a shield, just destroys the template.
Without parry the hit chance gets so low I can't even hit ratmen with 120 throwing.
You could just go on test centre and after you parry something, the devs helpfully added the "last parry chance" to your weapon & shield. And do this for various parry %ages. Perhaps you could publish your results and we'll then be able to reverse engineer the formula.
Parry chance has nothing to do with hit chance...
That's helpful Max, and what I was hoping, but wasn't sure.
I may have to also, I'm not really a test centre sort of person, I just like playing the game.
But yes, what you said is something I had thought of, and it could be worked backwards, I was hoping someone else had done the legwork
Hey Max,
The guide states that both HCI and DCI take a penalty, so it would allow you to look at the DCI side of the equation, and compare it to your normal Parry DCI without Throwing, to work out the DCI penalty.
Maybe.
10% at 120 parry.
The word offset suggests that by investing enough skillpoints (i.e. 120) in parrying you won't suffer any penalties.
I never felt I was getting hit more or hitting less with my chiv-parry-thrower so I would assume this is correct. I have to admit I never ran an actual test though.
Yep, thanks for the responses guys, it has helped a lot.
It's put my mind at rest on something I'm creating
I'm actually creating a Gargoyle imbuer, but putting throwing and mysticism on him so he can explore and defend himself. I'm starting to collect a bunch of shields and hand weapons, but wondering if I should find space for Parry....or just stick to the main function as an imbuer.
Hi @apogipinoy ,
It worked well enough I subbed the 2 endless journey accounts that I created for my 2 boys.
I trained them up fully through the Deceit event, them often joining me on my support Garg Parry Mystic Mage, and by the end of it, the 3 of us were highly effective in Deceit, or, myself solo on either of their Parry Throwers was a good template. {I managed to farm the shoulders and boots for them, and 2 books for myself - so I considered it a success, even though it was very hard work, as I was not using luck, fortune potion, or the best templates).
Basically, the Parry at 120, made the Throwing hit chance feel much better, playable even, that was what I was worried about. I don't know facts and figures, but for me, it's about how it feels playing it, and in that scenario it worked well. I think you need Parry at 120, to mitigate the Throwing penalty as much as possible. Their templates are 120 Throwing, Tactics, Anatomy, Healing, Resist, Parry.
I have not created maxed out PvP gear with Hit Lower Defence weapons/211 stam/55% SSI etc, or trained them for that, to see how that works out yet.
I've also not taken them through the full games PvM content - but in theory, first signs are good.
It felt quite tanky as a template, it was interesting, shorter range faster weapons like boomerang felt ok, because you didn't mind being hit so much, you are playing something in between a ranged character, and a full out melee character, you are like melee with a bit of range which is interesting.
The negative re Throwers, is they have so little weapon choice compared to say swords or archers. You also cannot enhance their weapons with anything useful like you can with say wooden bows or bokuto's.
Any formula or parameter since that time, how many hit penalty eliminate with 120 parry?
Its critical to understand because we can may add addtional hit chance to fully cover.