You miss the obvious tho.. f5 would refresh the screen.. some people thought seeing numbers being boost for an instant would make them DL faster.
Perception is one thing.. but yeah..
Edit taking about perception.. on my characters when I was not landing my special attack.. I would move.. thinking it was helping me.. pretty sure it was in the same category as the f5.. it was in my head.. cuz of the better skill gain.
But for the skill gain it's a fact.. u'd gain faster looping on a moving boat.
So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?
Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.
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SJ is a warrior recall ability and allows him to do it without need to disarm. They are not apple to apple comparison though they serve almost purpose. Magery is for mages.
Your build is for a sampire? I think u are better off dropping resist and up chivalry to max, then add anatomy.
Sampire needs to maximise damage, it sucks health from damage. High resist is not critical.
I have no issue dealing damage or maintaining my health, even when I'm not running Anatomy. Resist Spells has far too much usefulness to just drop entirely. When I'm running it, Paralyze is pretty much useless on me, debuffs at most drop around 9 points, my resists cannot go below 40, and very importantly, I'm not 1 shotting myself from Blood Oath. When it's not a spellcaster, Anatomy is the better option and I switch accordingly. My lower Chiv rarely, if ever, causes me issue in combat, kiting and proper threat mitigation work wonders for any mishaps, and it's not a difficult matter to make an elemental weapon if I want to forgo constantly spamming Consecrate. The point of sanity is purely that SJ is not in line with other teleportation methods mechanically speaking. There is no reason you should need 80 for a 5 skill requirement spell to not fizzle. If it was even 75% of the time at 60 to balance out its other uses, I wouldn't even be ranting about it, but a coin flip is maddening when you're just using it as a spell channeling Recall. I find it way too unwieldy to be of any more realistic use in fleeing than Recall, nor do I PvP, so the fact you can move while casting doesn't hold a lot of weight to me. Recall with some FC is damn near instant to be fair, so the movement option of SJ really doesn't feel that special.
Its just another option to consider. I have a friend who prefers 100 resist like you.
Blood oath balances the sampire or else, it will be unstoppable and boring to use. The traditional counter is to run away, disarm or switch to a weaker weapon when "Blood Oath" flashes across the screen.
I have a hot key macro to swap bokuto which reduces my attack to 20-30 damage per hit and then activate confidence and evasion. I also activate Feint but I am not sure if its useful.
Its better than disarm as holding a "sword" (120 swordsman) helps to defend against melee attack than bare hands (0 wrestling).
If the enemy spam blood oath every 10 seconds, then that is a bad game design (imho) and another matter. Its like the enemy that reject life leech - its designed to block your sampire. I will then change my template.
So if its just a "normal" game with some blood oath not meant to "nerf" the sampire, I will run with 100% strongest sampire template with maximum damages 95% of the time. The 5% of the risk of dying from blood oath keeps me awake and ready when the "Blood Oath" flashes across the screen. That adds some excitement, without blocking the use of my favourite template.
If it ain't broke, don't fix it. ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Blood oath balances the sampire or else, it will be unstoppable and boring to use. The traditional counter is to run away, disarm or switch to a weaker weapon when "Blood Oath" flashes across the screen.
Is dropping resist in favor of anatomy advice you're giving him on how to make his build stronger, or a deliberate weakness you introduce to keep from feeling too unstoppable? I'm all in favor of making offbeat build decisions for idiosyncratic reasons, but the distinction is worth making.
Personally I run resist rather than anatomy as well as spirit speak over chivalry. The difference in damage without chivalry is usually negligible with the right equipment, and the massive life leech boost from curse weapon is extremely useful. Combined with resisting spells it completely negates enemy blood oaths, since you're leeching more health than you lose per hit. I once had some dingbat tell me I should run protection, but the resisting spells penalty makes that a non-starter for me. Then again they didn't know squat and thought it applied to spirit speak too.
All that being said, running without chivalry does have its drawbacks so I don't go around evangelizing it. Mostly I just do it because I'd rather be dread lord than glorious lord.
If 100% success for the chiv movement spell is your goal, say for an emergency recall out, then you can make a macro that equips a +5 or more chivalry jewel, then executes a targeted sanctum, against a runic atlas with the default recall location set to your favorite "out" location.
Good luck getting the formula changed, even if it made sense to do.
A spell that for all intents and purposes, is just an alternate version of Recall, which does not have this same issue.
He had a point about the fizzling.. but let's be honest.. the problem is something else.
So rather than recognise the effort the botters went to, to set all that up - for the benefit of the players, to help get certain items, something you could never be bothered to do, you would rather drag people backwards to your neanderthal world?
Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.
-UO official forums, brought to you by BoardSword studio
Comments
Perception is one thing.. but yeah..
Edit taking about perception.. on my characters when I was not landing my special attack.. I would move.. thinking it was helping me.. pretty sure it was in the same category as the f5.. it was in my head.. cuz of the better skill gain.
But for the skill gain it's a fact.. u'd gain faster looping on a moving boat.
Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.
-UO official forums, brought to you by BoardSword studio
Blood oath balances the sampire or else, it will be unstoppable and boring to use. The traditional counter is to run away, disarm or switch to a weaker weapon when "Blood Oath" flashes across the screen.
I have a hot key macro to swap bokuto which reduces my attack to 20-30 damage per hit and then activate confidence and evasion. I also activate Feint but I am not sure if its useful.
Its better than disarm as holding a "sword" (120 swordsman) helps to defend against melee attack than bare hands (0 wrestling).
If the enemy spam blood oath every 10 seconds, then that is a bad game design (imho) and another matter. Its like the enemy that reject life leech - its designed to block your sampire. I will then change my template.
So if its just a "normal" game with some blood oath not meant to "nerf" the sampire, I will run with 100% strongest sampire template with maximum damages 95% of the time. The 5% of the risk of dying from blood oath keeps me awake and ready when the "Blood Oath" flashes across the screen. That adds some excitement, without blocking the use of my favourite template.
ESRB warning: Some Blood. LOTS of Alcohol. Some Violence. LOTS of Bugs
Leave attended paying accounts alone, these people go thru a lot of trouble to play/automate the game.
-UO official forums, brought to you by BoardSword studio