PvM : What works best, Resist CAPs raised to 75 (DCI 25), or DCI raised to 70 (Resists 65) ?
In PvM, in terms of more protection, what works best considering using Refinements on Armor ?
Raising one's own CAPs to 75 (Energy 80 for Elves) but at the cost of lowering one's own Defense Chance Increase down to 25, or, rather, raising one's own Defense Chance Increase CAP to 70, but at the cost of lowering one's own Resists' CAPs down to 65 (Energy 70 for Elves) ?
And, also, is there a difference in whether it matters more the Increase of the Resists CAP at the expense of the DCI CAP, or the increase of the DCI CAP at the expense of the Resists CAP, when considering doing either one for a Melee or a Ranged character ?
Thanks.
Raising one's own CAPs to 75 (Energy 80 for Elves) but at the cost of lowering one's own Defense Chance Increase down to 25, or, rather, raising one's own Defense Chance Increase CAP to 70, but at the cost of lowering one's own Resists' CAPs down to 65 (Energy 70 for Elves) ?
And, also, is there a difference in whether it matters more the Increase of the Resists CAP at the expense of the DCI CAP, or the increase of the DCI CAP at the expense of the Resists CAP, when considering doing either one for a Melee or a Ranged character ?
Thanks.
Comments
I think what you might be asking is: what is better for a warrior template in the current event. In short, having my resists at or as close to 75 knocks the single hit 50 or 60 damage para’s do down a few points, increasing my survivablity. I don’t believe DCI prevents that single-hit damage, but someone may correct me there. It is this way on both my dragoon and archer, all though my archer uses more non-refineable pieces in his suit. If I were doing this event on a mage I might consider more DCI for the other spawn as I tend to play dangerously without protection always running.
Boss fight:
25 DCI
45 HCI
Armor resist go for 75, energy 80 (preferred)
35 SSI
DI 100
However, I do have 120 parrying.
Low level monsters
- Currently, I swap and wear luck jewels Lune and Souleil Rouge, so only 5 DCI with just 25 SSI. This is enough to kill imps and gargoyles because they are super weak and plentiful. I am getting more drops from killing low level more than the demons and paragons.
Frankly speaking, you can just run around killing the mid and low levels, and leave the paragons to the other veterans. This is what I do most of the time. Paragons only when there are many players around and we can kill quickly. Otherwise its a waste of time not for solo fight.
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I quit pvp but I heard from some players in the past say high resist is also good. esp. fire resist against pvp mages.
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I have tried 60 parrying and 45 dci (ok but not good against rend)
120 parrying and 0 dci (weak against rend, easy die), I would say 50-50.
120 parrying and 20 dci sweet spot, thanks to advise from various experts in stratics.
Sacrifice 25 dci for a 80-75-75-75-75 resist.
Basic test for newbie warrior is to kill greater dragon and balron solo.
Intermediate test do Purtrefier and Rend solo with no help.
Advanced test do the champspawn boss solo.
Expert test do all the new bosses with help from Bard
God mode: solo all bosses with no help.
I am only at advanced stage.
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One more thing, high resist is also good for archer because it uses ranged attack so does not need DCI so much. High resist will protect against attack spells.
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in terms of a melee dexer running bushido and high parry: it kinda makes sense that you want the dci check to fail a bit more so that you have a chance to parry. Cuz when you parry, you counterstrike (good to get in the habit of keeping counter strike up at all times), and thus you are getting extra hits in.
If you dont have max dci, i cant think of one reason NOT to refine your armor for better resists.
Now if you are looking for the math behind it all: look it all up on uo guide and make some analysis that way.
Thanks for pointing it out !!
Neither to increase resists' CAPs nor to increase DCI CAP ?
nope. I tried them and difference was negligible at best. You don't want to drop DCI cap against mobs that hit fast, even with parry. The resist gains aren't worth it if you have 120 resist spells.
I do see, though, looking around, players who who them on their Armor.....
I wonder, for what particular Templates and what hunts, they can be beneficial, whether one raises the Resists' CAP lowering DCI, or raises the DCI CAP lowering the resists, from the use of refinements.....
I take then, that from your personal experience, you disagree with @Kaz who wrote here https://forum.uo.com/discussion/comment/65999/#Comment_65999 , that lowering DCI from raising the Resists' CAPs with refinements, could be usefull for those Templates using 120 Parry and Bushido, since the lower Defence Chance Increase combined with 120 Parry can increase the chance of Parrying, and if one uses the Bushido spell "Counter Strike", that Parrying can trigger extra hits due to Counter Strike ?
Osiredon, Zipactriotl, Paroxysmus, Travesty, Shadowguard, Doom, etc. So it depends on your experience.
I think I agree with Drago it's best for you to start at standard 70 armor resist for beginners. 70 resist works fine for most people.
If you have tried to say solo the underwater BMV, you may prefer extra armor resists as the spells are really devastating and DCI does not help much... but ofcourse, some expert-level like Bear corpse does not need that extra resist.
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Out of the 5 which I happened to list above, only Paroxysmus can be killed with a standard sampire template. Same with Dreadhorn.
For Zipa, the warrior must be able to teleport up a pedestal and setup a macro to cast telekinesis and activate 2 switches at the same time. Other than that, it’s not too hard.
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By the way, I can only advise newbies
There are experts around us who are not active on this forum.
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Physical - only against melee attack.
Fire, cold, energy - both spells and melee, but spells are more deadly because you can't run fast enough to avoid them.
Poison - mostly melee but few monsters have poison melee damage.
imho, there are two options:
1) Choose the least-used resist which I think is poison.
2) If you are using an elf, maybe choose energy since it already has 75 resist.
For me I chose energy as I prefer balanced approach.
Suggest to try and get +5 for the "permanent" gear, e.g. feudal gloves, Blackthorn helmet, britches or tinker legs, balron armor.
Helmet +5
Balron chest +5
Feudal gloves +5
Legs +4
Above 4 is 19 points but I hope to get Legs +5 in future.
Then remaining 2 imbued gear (could also be legendary/major arty):
Neck +3
Arm +3
So based on the above, it gets cheaper to remake the worn-out neck and arm armour since it only needs hardening.
One thing to be careful is that if it goes above +25 it means DCI will drop below 20.
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I used EOO and honor for the double damage as I did not use the undead slayer method.
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Raising DCI: now I have a chance to straight up not be hit at all by those mega melee hits. This means for a 60 damage hit, I might not take any damage.
I've heard the argument for having it low for counter strike, and honestly, I don't need to kill things a bit faster. My main painpoint on my Sampire is how do I survive against the toughest mobs? Anything that I can survive through I can kill fast enough. Counter-strike does enable you to hit the enemy, which enables you to leech life, but I think I'd rather avoid some of those mega hits than take the chance that one procs counter strike.