ScriptUO

Ultima Online Fan Board => Player Templates => Topic started by: Cerveza on June 11, 2009, 06:37:35 AM

Title: Sampire V2.0
Post by: Cerveza on June 11, 2009, 06:37:35 AM
The char is basically a Bushido/Parry with enough Necro to stay in Vampiric Embrace.

The old Sampire post can be found HERE (http://www.scriptuo.com/index.php?topic=313.0). It has great info on this char build, but was created prior to the patch changing the requirements to remain in form.

Templates vary, but the basics are:

Weapon Skill
Bushido
Parry
Necro

After that there are a few different directions the char build can go...

Tactics
Anatomy
Healing
Spirit Speak
Chivalry

The basic concept is to make a char that can survive by hitting. With VE you leech back hitpoints with every successful hit. You are also immune to L1-L4 poison. You recover stamina at an incredible rate as well. And you can remain mounted using this form, to take advantage of an armored swampy or a lesser hiryu.

Armor is somewhat an issue to offset the -25 Fire Resist from VE.

More to come, feel free to add your templates, stats, armor and strategies.
Title: Re: Sampire V2.0
Post by: Coragin on June 16, 2009, 09:20:04 PM
Okay for my Sampire so far this is what I have...

Mace 120
Tactics 115
Bushido 110
Necro 100
Spirit Speak 100
Chiv 80

Thats leaving me about 100 points to use....suggestions?  I know whammy now, but Samp is new, should I use parry?  Or anatomy?  Is spirit speak needed?  Help please lol.
Title: Re: Sampire V2.0
Post by: Cerveza on June 17, 2009, 03:47:47 AM
I'd go parry. Getting hit less is always a good thing.
Title: Re: Sampire V2.0
Post by: Coragin on June 17, 2009, 04:36:08 AM
Now, how exactly does Vampiric Embrace work?  Always sucks life?  Is it a percentage of the damage you do?  Same amount as the damage you do?  Or is it an effect that is independant of itself?

And I am assuming all the same bushido skills are used with sampires as with whammys?
Title: Re: Sampire V2.0
Post by: Cerveza on June 17, 2009, 05:16:46 AM
Vampiric Embrace is 20% life leech on all hits, which stacks with other Life Leech.

A VE using a Curse Weapon would leech 75% on EVERY hit. Weapons with Hit Life Leech also stack but work the "weapon" way. The percentage to leech indicated on the weapon is the percentage of successful hits that the weapons leech capabilities will work. Life, Stamina and Mana leech on weapons all leech 33% (?) when they work.

So... A Vamp with Curse Weapon using a 40% Life Leech weapon will leech 75% on every hit, and 40% of successful hits they will leech 108%.

Now - I don't know if Life Leech from Vamp Form is the same as Mana Leech from Wraith Form. Wraiths do actually leech the mana from their opponent. A Wraith who leeches 20 mana is actually taking 20 mana away from the target. I don't know if Vamp's Life Leech works the same.
Title: Re: Sampire V2.0
Post by: wadefree85 on June 24, 2009, 04:13:39 PM
Okay so I just reactivated after 5 years and I think i'm gonna convert my old LJ/axer to a sampire.

Template i'm thinking about doing:

120 swords
120 tactics
120 bushido
120 parry
100 necro
65 chiv

I have 75 leftover points.. not sure what to put them into.  Anyone got some advice?  I was thinking I could go higher into chivalry too.
Title: Re: Sampire V2.0
Post by: Ultima on June 24, 2009, 07:28:42 PM
At 65 Chivalry your going to fail EoO quite a bit and that could cause some problems because your damage output is directly linked to how much life you'll leech back. If you can get the right Ring or Bracelet with + Chivalry that could solve your problems right there. I'd shoot for at least 75 Chivalry.

The Rest of the points I'd toss into either Spirit Speak or Anatomy. Looks like a good template so far. :)

I might have to actually try something similar since I don't have a sampire with Parry.  That template would probably be real good at dealing directly with Peerless and Champion Bosses. It's just too bad Mace Weapons don't have more Whirlwind Specials and the Black Staff isn't craftable... bastards. If I could get my hands on a great Black Staff I would be much more fired up on Mace Fighting compared to Swords.

I might try this template for my next sampire...only drawback would be no Magic Resists.

120 Swords
120 Tactics
120 Bushido
120 Parry
100 Necromancy
75 Chivalry
65 Spirit Speak
Title: Re: Sampire V2.0
Post by: josh44 on July 08, 2009, 05:50:03 PM
I have started a sampire, and so far can solo dh and parox.
This is my temp

120 swords
120 bush
120 parry
100ana
100tact
100necro
60chiv

It is annoying with only 60chiv but it gets the job done.
Title: Re: Sampire V2.0
Post by: Cerveza on July 08, 2009, 07:46:07 PM
Anat without healing is just a damage bonus. Spirit Speak might be a consideration in it's place, which would provide healing and much better Necro spells.

60 Chiv is a little low. You'll fail a lot of Enemy of One.
Title: Re: Sampire V2.0
Post by: Scrripty on July 08, 2009, 08:03:44 PM
Yea guys here's how I think it should go and I'm making a script and doing it 24/7 so I think I have the best temp so far: :)

120 weapon
120 parry
120 bush
115 tactics
100 anat
70   chiv
56   SS
41   necro

I have some great jewels, and use a bloodwood spirit to raise ss and necro up.  I have 60 defense with all 70's suit.  I'm near immune to divine which is GREAT.  I still dish out fairly mad damage.  My curse weapon and necro spells last a decent amount of time, and I can cast most everything first try. :)  Oh this is for wraith not sammy.  Sorry. :)
Title: Re: Sampire V2.0
Post by: NObama on December 05, 2009, 01:41:02 PM
My sampire:

115 Swords
115 Bush
115 Tactics
99 Necro
100 SS
85 Chiv
Rest in Magic Resist

Equip a weapon with whirlwind (soulseeker).

Even Twinkle McNugget will admit that this deals huge amounts of damage at champ spawns...to monsters...

 :)
Title: Re: Sampire V2.0
Post by: OMGBurgers on January 04, 2010, 06:34:26 AM
This is the template I've decided on:

120 Weapon
120 Bushido
120 Parry
90 Tactics
100 Necro
100 Spirit Speak
70 Chivalry
(720 Skill Points)

Suit:
70/75/70/70/75*
(Can get 75 energy too if you feel like burning the barbed leather for high psn/energy... should only take about 300 pieces of leather)
Vampiric Embrace
50 DCI
45 HCI (W/ hci tally for when you're mana vamped and can't LS)
40LMC
24 Stamina inc
21 Mana inc
89DI (only need 11di from weapon, 31 if you want max when you don't have slayer talisman on)


Folded steel (Faction)
Heart of the lion (Faction)
HCI/DI Tally or slayer tally
MR2/5DCI Robe
5DCI Quiver
Gorget: 15/18/7/12/9, 8lmc, 8stam, 7mana
Sleeves: 4/19/14/12/9, 8lmc, 8stam, 8mana
Leggings: 4/19/6/18/9, 8lmc, 8stam, 6mana
ring: 15fire, 8lmc, 12hci, 22di, 10chiv
brace: 8lmc, 13hci, 22di, 10tactics, 10chiv


This allows me to keep riding my parox swampy that I've been riding on my wammy template (that hasen't been a wammy lately haha).  The extra stamina helps w/ 0ssi weapons, or 30ssi hard hitting weapons. 
Title: Re: Sampire V2.0
Post by: UoLugnutz on January 04, 2010, 09:48:08 AM
If running Vamp form would Anatomy instead of Spirit Speak do better? The more damage done the more you leech back.
Title: Re: Sampire V2.0
Post by: Scrripty on January 04, 2010, 09:48:54 AM
If running Vamp form would Anatomy instead of Spirit Speak do better? The more damage done the more you leech back.

The problem is it takes 99 skill to get into vamp form...
Title: Re: Sampire V2.0
Post by: OMGBurgers on January 04, 2010, 10:13:18 AM
If running Vamp form would Anatomy instead of Spirit Speak do better? The more damage done the more you leech back.

I don't think the damage difference is going to be enough compared to the curse weapon.  I wana be able to stand in a group of fire demons haha.
Title: Re: Sampire V2.0
Post by: Cerveza on January 04, 2010, 10:33:37 AM
brace: 8lmc, 13hci, 22di, 10tactics, 10chiv

The +10 Tactics is just to get you to 100 for damage bonus right? Adding Tactics skill doesn't work to get Primary or Secondary attacks.

And what gloves are you using?
Title: Re: Sampire V2.0
Post by: NObama on January 04, 2010, 04:09:04 PM
I gave up parry for 120 resist.  That keeps me from getting owned at spell casting spawns...semidar and Neira come to mind.

Means I have more trouble toe-to-toe with champs, though. 

 :)
Title: Re: Sampire V2.0
Post by: OMGBurgers on January 04, 2010, 07:13:56 PM
brace: 8lmc, 13hci, 22di, 10tactics, 10chiv

The +10 Tactics is just to get you to 100 for damage bonus right? Adding Tactics skill doesn't work to get Primary or Secondary attacks.

And what gloves are you using?

yeah just for the 100 tactics bonus.  I also threw on 10 extra in chiv to make it 90 just for when i need to res people or my other character.  i'm using faction stormgrips, forgot to mention that.
Title: Re: Sampire V2.0
Post by: manwinc on January 04, 2010, 10:01:37 PM
Just theoretical Mind you. Still working on my sampire/whammys, but this is what I'm thinking right now.

120 Fencing
100 Parry (Higher if you want to use Counterstrike)
120 Tactics (Since No Anatomy :( )
120 Bush ( Only take this high if using Lightning Strike, Otherwise just use armor ignore)
100 Necro
80 SS
80 Chivalry

Title: Re: Sampire V2.0
Post by: Cerveza on January 05, 2010, 02:29:52 AM
Actually, if the char is an Elf, you gain more by 20 points in Anatomy then 100 to 120 Tactics.

100 Tactics = 68.75% Damage Increase
120 Tactics = 81.25% Damage Increase

20 points in Tactics = 12.5% Damage Increase

10 Anatomy = 10% Damage Increase
20 Anatomy = 15% Damage Increase

20 points in Anatomy = 15% Damage Increase

Much cheaper (and easier cause doesn't require a 120 Tactics) to use Anatomy then Tactics.

This only applies to Elf chars.
Title: Re: Sampire V2.0
Post by: Scrripty on January 05, 2010, 03:22:01 AM
You also gain a higher chance to parry/evade while you have over gm tacs/anat...
Title: Re: Sampire V2.0
Post by: Cerveza on January 05, 2010, 05:05:23 AM
I've played Samps and Whams in the past, and have always been partial to Samps.

Once you get past the Fire Resist penalty, being able to use an armored swampy is a HUGE advantage.

I'm trying this template out:

120 Bushido
120 Parry
120 Fencing or Swords
100 Tactics
100 Necromancy
75 Chivalry
75 Spirit Speak
10 Anatomy

There's enough SS there to use Curse Weapon for a decent amount of time *if needed*.

The key to the template is getting a quick weapon that has Mana Leech. Having Stamina Leech is awesome as well, but can be overcome with Pots or Divine Fury.
Title: Re: Sampire V2.0
Post by: Scrripty on January 05, 2010, 06:13:49 AM
That's the nice thing about a whammy... All you need is stamina leech and you're off to the races... High speed high damage with stamina leech gets the job done just fine.  No need to get a super imbued weapon.  I do love the swampy tho.  It's a real toss up in my book, because I'm a FIRM believer in having unlimited mana... :)
Title: Re: Sampire V2.0
Post by: Cerveza on January 05, 2010, 07:01:58 AM
Concur. It all boils down to which you want your basic leech to be.

Mana is important, thus the Whammy. But without health, you die. And mana don't help the monochrome Whammy. LOL j/k. But when you get mana vamped right when your Curse Weapon runs out... ouch. No health leech is a bad thing.

It's nice to forget about carrying Pig Iron all the time too.

The nice thing about this build is that you can still go Whammy. You have a little less Spirit Speak so the Curse Weapon's aren't as long, but it's entirely doable.
Title: Re: Sampire V2.0
Post by: manwinc on January 05, 2010, 10:43:56 AM
What if, and You might find me crazy for thinking this, but what about just a curse weapon Bush Healing dexxer, No Vamp Form, No Wraith form.

I know I already PWN Face with my Straight Bushido Template (Taking on multiple fire demons, medusa, paroxymous, could probably do DH), so if I could find a way to work in enough Necro/SS to Cast Curse Weapon, I think the template would be even better.

I have 4 Second bandi Heals, Pots, Full evasion, Ridable Swampy, Curse Weapon Life leech + Weapon Life leech When I need it, with the right suit I never Run out of Mana Anyways ( 12 MR or something ridiculous), and you keep super high damage Too.

Just a thought :)
Title: Re: Sampire V2.0
Post by: Scrripty on January 05, 2010, 10:51:03 AM
Mana is important, thus the Whammy. But without health, you die. And mana don't help the monochrome Whammy. LOL j/k. But when you get mana vamped right when your Curse Weapon runs out... ouch. No health leech is a bad thing..

I found a little trick to get around the wayward mana vamp when casting Curse.  IF #mana < %amountToCast repeat...until #mana >= %amountToCast... :)
Title: Re: Sampire V2.0
Post by: manwinc on January 05, 2010, 11:01:23 AM
Rofl, Especially when a whammy cause thats only a second away :)
Title: Re: Sampire V2.0
Post by: Fusioneer on January 14, 2010, 04:24:51 AM
I'm curious - no one seems to use healing on their sammy.  Before the patch I had one with healing and I had great success with it.
haven't had a lot of time to play in the last few months, but I'm starting to get back into it now.
Now with imbuing, I'm recreating it as follows - this is strictly for pvm

sword  120
bush  100  87+13
parry  100  87+13
chiv  100  87+13
anat  100  87+13
tact  100  86+14
heal  100  87+13
necro  99  79+20 (bracers)

hits  128    stamina  155   mana  55

armor and jewels
79 / 95 / 80 / 70 / 71
HPR  6
HLD  30%
DCI  20%
DI  30%
Reflect  27%

plus weapon values
Do the extra damages and defense bonuses in the other sammy templates here make more sense than GM healing?
Thanks for any input
Title: Re: Sampire V2.0
Post by: Cerveza on January 14, 2010, 05:02:17 AM
Quote from: Fusioneer
tact  100  86+14

You don't get specials that require 90 Tactics doing it this way. You need 90 REAL SKILL to gain specials. This was all revamped when they made it necessary to get tactics for specials.

It's a decent template that could work. I had healing on my Sampire before they changed the ability to remain in form. It worked great. Now, as you have discovered, it's very difficult to keep healing/anatomy on this type of char. By lowering everything to 100 you start to take away from what keeps this char alive.

You MUST have DCI on the char. Being able to avoid damage is paramount. By reducing Bush/Parry to 100 you lower your ability to avoid blows. You show only 20 DCI. That isn't close to being enough. One Divine Fury and you are at 0 DCI. 40 is really minimum for this char and 70 is optimal (due to the -25 of divine fury). And you will be either carrying a couple kegs of refresh pots, or using divine fury a LOT.
Title: Re: Sampire V2.0
Post by: Fusioneer on January 14, 2010, 05:22:54 AM
OUCH!!
Forgot about the "real" tactics thing.
And the way they've grouped skills for imbuing jewelry, parry and tactics are the only ones you could put on both pieces.
I guess I'll have to re-balance the skills a bit

Does this resolve the OOPS issue in the first post or should I just bag healing altogether and boost DI and DCI and hope for the best?
sword  120
bush  103  90+10
parry  100  87+13
chiv  90  77+13
anat  100  87+13
tact  100  90+10+14
heal  100  90+10
necro  99  79+20 (bracers)

I can also put more DI on the jewels this way
Thanks
Title: Re: Sampire V2.0
Post by: Cerveza on January 14, 2010, 05:29:17 AM
If you really need the points, save it on healing. You can get away with 80 healing + enhanced bandages for 90 total. Or go 90 + enhanced for 100.

That would save you one imbue spot on jewelry.

You also need to make sure you gain back your damage. Using swords I'll assume you like Soul Seeker, which has 0 damage. You need to get close to 100 from your suit so you can do enough damage to leech back sufficient mana/life to stay alive.
Title: Re: Sampire V2.0
Post by: 12TimesOver on January 14, 2010, 05:36:56 AM
If you are putting out enough damage you don't need Healing/Anatomy. Work on getting hit less and doing more damage by boosting your Parry/Bush/Tactics to max. Drop Chiv low enough to where you can EoO without failing so much that it causes you trouble, I shoot for around 70 TBH. Also, if you are human that additional JoAT boost gives you even a little more DI and LMC on specials. Then focus the non-skill mods on the Imbued jewels (DCI/DCI/DCI/DCI/DI/Resists/SSI/YouGetThePoint).

There are some really good Sampire templates on this site put up by folks that live and breath them hammering out Dreadhorns and Doom Gauntlet runs every 20 minutes (AFK even). My philosophy is "if you want what someone has then do what they do" ;)

X
Title: Re: Sampire V2.0
Post by: Fusioneer on January 14, 2010, 06:48:27 AM
Sage advice (pretty much what I remember you get on this board)  :)
Template revisions and skill balancing seem to be the order of the day here
At least I finished getting my necro up  :)
Thanks


Post Merge: January 14, 2010, 01:31:50 PM
I get seem to get better results with this than a soul seeker
Radiant Scimitar
HML  38%
HLA  44%
HLD  44%
SSI  30%
DI  40%



Post Merge: January 15, 2010, 10:45:53 AM
Soooo

After doing a bit of research, it seems like this would be the skills profile I'll take
Bushido     120
Chivalry   90
Necro           80 + 20 jewels or bracers
Spirit Sp   70
Anatomy   20
Parry         120
Tactics    100 + 20 jewels
Sword      120

I haven't tried it yet, but I should be able to imbue jewels for DI 50, DCI 30, and HCI 30 plus the skills as long as I can get the resists right in the armor.  May have to give up the HCI in order to get fire up though.

The anatomy is for the extra 15% DI I found in this thread if that calculation still holds up.
Based on the old Sammy I wouldn't have thought about giving up healing and anat,
but this looks like it ought to be a good pvm template.





Title: Re: Sampire V2.0
Post by: kenshin87 on February 08, 2010, 06:22:02 PM
if you are human you get the +20 anatomy as jack of all trades. no sense in wasting the +20 there. might as well put it into tactics or something of that sort
Title: Re: Sampire V2.0
Post by: manwinc on February 11, 2010, 02:15:17 AM
For now I'm just going generic Bush warrior who can become a sampire when I need him to :)

120 Swords
120 Bush
100 Parry
120 Tactics
100 Anatomy (Easily Swaps out with 100 SS)
100 Necro (Easily Swaps out with 100 Healing)
60 Chivalry (Yeah, I know low chance at eo1. who cares)
Title: Re: Sampire V2.0
Post by: kenshin87 on February 11, 2010, 12:45:01 PM
just grab a luna lance and you are good to go. i think thats the easiest to go. i have been looking more into whammy charcters and the more i think about it the more i believe they are the way to go. you have the ml and the curse weapon for the leeches already. then on the weapon you can have the slayer plus hit spells or whatever and stam leech.
Title: Re: Sampire V2.0
Post by: Cerveza on February 11, 2010, 12:55:40 PM
It's all at how you look at things.

Leech Mana from form and leech HP from spell.

or

Leech HP from form and leech Mana from weapon.

If your in Wraith Form and you get mana vamped a couple times in a row so you can't cast Curse Weapon... well your dead. If you run out of Pig Iron... well your dead.

If your in Vamp Embrace and you get mana vamped, oh well. If you run out of Pig Iron, again oh well.

Add in the fact that if you *have* to run away, you won't make it as a Wraith, but a Vamp will easily skirt away on his armored swampy.

Each has advantages, personally I think the Vamp has more.
Title: Re: Sampire V2.0
Post by: manwinc on February 11, 2010, 04:36:45 PM
I think its All situational which is Better. In A Spawn I'd rather have a whammy over a sampire anyday. Simply being able to move through the spawn in dicy situations is Nice :) especially when being raided. Up against a champ or any single target, Sampire All the Way. Armored swampy's Rule + its Super Health Leech :)
Title: Re: Sampire V2.0
Post by: Khameleon on February 11, 2010, 05:26:41 PM
I'm a little confused here... I thought a Whammy = Wraith form, and Sampyre was in Vamp Form?
Title: Re: Sampire V2.0
Post by: Cerveza on February 11, 2010, 05:40:58 PM
Yep, whammy is wraith. Samp is Vampiric Embrace.

I run a Swammy. A char that can perform using either method

120 Fencing
120 Parry
120 Bushido
100 Tactics
100 Necro
80 Chivalry
70 Spirit Speak
10 Anatomy

Title: Re: Sampire V2.0
Post by: Scrripty on February 11, 2010, 05:51:29 PM
And look, he's using a FENCING WEAPON. :)  I love that everyone thinks you cant be successfull with a fencer... the best damn weapon for fighting big monsters is a FENCING WEAPON. :)
Title: Re: Sampire V2.0
Post by: kenshin87 on February 11, 2010, 06:26:46 PM
since we are on the fencing subject. can you imbue those blackthorn kryss's? plus i would have to say that a lot of the fencing weapons have low damage  :(. high swing speed i think its a toss up. what weapon you using for your template cerveza? i kind of like that temp cerveza i will give it a try i believe. manwinc the way i look at it is that if your doing a champ or whatever you normally have people protecting you so what you running from. the only thing i can see running from would be like a tram type area which in that case i could see just to get in a quick heal. i believe it depends what your using the chraacter for..
Title: Re: Sampire V2.0
Post by: Scrripty on February 11, 2010, 11:12:16 PM
I almost forget what it's like not to know about the game breaking type of stuff. :)  ALMOST... hehe
Title: Re: Sampire V2.0
Post by: manwinc on February 12, 2010, 12:28:32 AM
 ;D
Title: Re: Sampire V2.0
Post by: Khameleon on February 12, 2010, 01:50:53 AM
the only reason I like using swords is the mega SSI and leech bonus I get from the Soul Seeker.... what type of weapons do you use? or make?
Title: Re: Sampire V2.0
Post by: Scrripty on February 12, 2010, 03:04:14 AM
the only reason I like using swords is the mega SSI and leech bonus I get from the Soul Seeker.... what type of weapons do you use? or make?

I have a question:  What's the difference in swing speed for a high dex character between a 60 speed no damage scimitar, and a 30 speed 45 damage scimitar?  Just wondering.
Title: Re: Sampire V2.0
Post by: Cerveza on February 12, 2010, 03:56:49 AM
Reference Information Swing Speed Charts (http://www.scriptuo.com/index.php?topic=1982.0)

Radiant Scimitar is a 2.5 weapon. At 60 SSI you max swing it with 30 Stamina. A 30 SSI would require 90 Stamina for max swing rate of 1.25s.

My weapons of choice are the Leafblade for 1v2-3 and the Imbued Darkened Sky for 1vMANY. The Leafblade has one of the most underrated Special Moves in the game today, Feint.

Unofficially, feint cuts all damage, both melee and magical, dealt to you in half. The effect lasts for four to five seconds.

If one were to time things correctly, you could use Evasion, then after it's timer is up use one or two Feints until you were ready to use Evasion again.

My primary weapon is a

Leafblade
Hit Life Leech 48
Hit Harm 42
Hit Stamina Leech 48
SSI 20
DI 40


Here's the exact numbers

Leafblade
Hit Life Leech 48%
Hit Harm 48%
Hit Stamina Leech 48%
Luck 131
Swing Speed Increase 25%
Damage Increase 40%
Lower Requirements 50%
Use Best Weapon Skill

I use that for when I'm feeling all Whammy. Saves me from casting Curse Weapon unless I'm actually hurt.

*BTW* check on uostratics weapon charts, plug in some numbers and see which weapons (one handed especially) are top DPS. You'll see why the Leafblade is a Swammy Dexers best friend.
Title: Re: Sampire V2.0
Post by: kenshin87 on February 12, 2010, 07:39:00 AM
Quote
I almost forget what it's like not to know about the game breaking type of stuff. Smiley  ALMOST... hehe

what you talking about here Twinkle McNugget? dont leave me hanging now lol
Title: Re: Sampire V2.0
Post by: Cerveza on February 12, 2010, 07:54:33 AM
Evasion - 6 seconds with a 20 second cool down (8 seconds if Bush/Tacs/Anat are 100 or better)
6 seconds worth of evasion
Feint - 5 seconds with NO cool
5 seconds worth of feint
Feint
5 seconds worth of feint
Feint
5 seconds worth of feint
Feint
5 seconds worth of feint
Evasion

So... right there you have a full cycle. It's pretty mana intensive but if you can pull it off you will *parry* all attacks for 6 seconds, then for the next 20 seconds take 50% damage from all attacks. That means physical and magical attacks.

If your in Samp form, you also receive the 20% deduction from an armored swampy. Though I'd have to say Whammy would be the way to go for the increased mana leeching.

Personally, I use those as emergency only....

If HP < MaxHP - 20
cast curse weapon

if HP < MaxHP - 30
Cast evasion

I use Feint whenever mana allows. The rest of the time I'm spamming Lightning Strikes and keeping Counter Attack up.
Title: Re: Sampire V2.0
Post by: Scrripty on February 12, 2010, 12:56:22 PM
So I want you to say it Cerv... outloud for everyone to hear please... haha WHOS THE MAAAA....?
Title: Re: Sampire V2.0
Post by: Cerveza on February 12, 2010, 01:25:26 PM
More of... WHOSE THE WHAM!
Title: Re: Sampire V2.0
Post by: Scrripty on February 12, 2010, 01:28:49 PM
More of... WHOSE THE WHAM!

By the way, your combo up there is a little off... if you get anat, you have 8 seconds of evade, then it's only 12 more seconds until you can do another... 20 seconds total right?  20 - 8 seconds of evade, then 12 seconds left over...?  Or am I not paying attention...?  e,f,f,e,f,f,e,f,f,e,f,f... :)
Title: Re: Sampire V2.0
Post by: Cerveza on March 24, 2010, 06:02:05 AM
Just wanted to note that I have switched to 120 Swords on my char, and have 120 Fencing on a SoulStone.

Since my primary Leafblade is a UBWS, I can have swords on the char for using Soulseeker AND still use my Leafblade for the feints.

Just a little weapon talk... The reason Soulseeker is such a coveted blade is that it has no damage increase. That allows 5 other properties to be on the weapon.

HML, HSL, HLL, Slayer, SSI

Finding weapons that allow 5 properties is actually a lot harder then you realize. The only real source is loot. And then you have to get one that has either NO properties at all, or ones that have a desired property regardless of it's level.

I don't know how many Leafblades I have looted that have no damage, but have FC 1 on it. In my case that steals one property that I could use.

If you make a blade, you'll get the extra 50 points to imbue for it being exceptional, but you will always have damage increase on it.

Here's what I'd consider good on Sammy and Whammy weaps.

Hit Stamina Leech - I'll start with this. Both types of chars require hitting to live. The Sammy uses Vamp Emb to leech life (with a boost from CW if needed) and the Whammy relies on CW. Defense is the lifeblood of the chars allowing them to stay in against monsters. You WILL get hit and when you do your Stamina WILL go down. If you aren't equipped to quickly recover it you will start swinging slower, hitting less and failing to leech back vital hit points and you will eventually die. Either have a weapon with HSL or use a one hander and total refresh pots.

Swing Speed Increase - There are charts available to determine weapon speed with different stamina levels. I like to use 90 as my breakpoint, so I'll get enough weapon speed to swing 1.25 or 1.5 at 90 stamina. For me that usually means 20+ depending on the weapon. Again, hitting is how the char stays alive. I tried using the 30 SSI Ornate Axe method that people were doing. You do MEGA damage and leech back HUGE points of HP, Stam, or Mana... the problem is that even with 30 SSI your still swinging relatively slow, and God forbid you miss more then 2 in a row... that's a death sentence against many high level monsters. I've always been a fan of the "mid level" damage weapons. Leafblades for fencing and Radiant Scims for swords (I don't do much macing). They offer the ability to get really good swing rates while providing a decent damage.

Hit Mana Leech - Whammy's don't need it as much because of the Wraith mana leeching, but it's still very nice to have for the additional leech. HML is mandatory for a Sammy.

Hit Life Leech - Sammy's don't need it as much because of the Vamp life leeching, but it's still very nice to have for the additional leech. HLL is HIGHLY recommended for a Whammy to augment CW life leeching. When your Whammy gets mana vamped three times in a row and you can't get off a CW you'll really appreciate having HLL on your weapon.

Slayer - This ones last because it's the most complicated and may not be necessary. If you get a Super Slayer it will eat into the total imbue points more then a specific slayer. Super Slayers do DOUBLE damage against all monsters in the group. Specific slayers do TRIPLE damage against that specific monster. The reason it's complicated is that you may not need double or triple damage. There's a cap of 100% from gear. You also have strength, tactics, anatomy etc.... and there's EoO, slayer and perfection. The total is 300%. If you can already get to 300% without using a slayer, then really your wasting a spot. If you do a lot of spawn and such then it might be worth having slayer because it caps you out much earlier.

So the perfect weapon would have:

Hit Stamina Leech
Swing Speed Increase
Hit Mana Leech
Hit Life Leech
Slayer

And here's a couple of options to consider:

Hit Stamina Leech
Swing Speed Increase
Hit Mana Leech
Hit Life Leech
Hit Lower Attack*

For Whammy
Hit Stamina Leech
Swing Speed Increase
Hit Lower Attack*
Hit Life Leech
Slayer

For Sammy
Hit Stamina Leech
Swing Speed Increase
Hit Mana Leech
Hit Lower Attack*
Slayer

*Hit Lower Attack may or may not work well with Hit Lower Defense. There are some *cough* Twinkle McNugget *cough* that think that it's one or the other and never both at the same time. I've looked and haven't found anything to say yes or no to this. We all know that doesn't mean it's not true LOL. I personally haven't used the two together, but believe that they both would work.
Title: Re: Sampire V2.0
Post by: Khameleon on March 26, 2010, 10:10:48 PM
I made one weapon... HLA 50, HSl 50, HML 50, SSI 25, DI 40.  now I wanted to boost the SSI so I made another weapon using a Runic Hammer started out with 30 SSI and 52 DI.. now it would only let me Imbue a Max of 50 HSL, and only 43 HML? did the DI boost lower my allowance of hit mana leech? or was it the ssi that effected it? or the combination of both?
Title: Re: Sampire V2.0
Post by: Scrripty on March 26, 2010, 11:48:07 PM
I made one weapon... HLA 50, HSl 50, HML 50, SSI 25, DI 40.  now I wanted to boost the SSI so I made another weapon using a Runic Hammer started out with 30 SSI and 52 DI.. now it would only let me Imbue a Max of 50 HSL, and only 43 HML? did the DI boost lower my allowance of hit mana leech? or was it the ssi that effected it? or the combination of both?

You need to REALLY consider what you NEED over what you WANT when making a weapon now Kham.  Try to get a weapon with the EXACT damage increase requirements... if you have some on your suit, you can subtract that from your weapon... also, swing speed and dex, and weapons... if you're going to be using an ornate you need HIGH dex/ssi, but if you're using a scim... lower that ssi to get a little more umph out of the weapon mods...  HLA isn't as good as HLD imo... some people swear by it, I'd rather be hitting more myself, but whatever.  It all depends on what kind of char you have and exactly what his suit/mods are really.
Title: Re: Sampire V2.0
Post by: Khameleon on March 27, 2010, 04:13:12 AM
lets see here.. I've got the most basic setup....
Mace and shield glasses
Jackells Collar
Storm Grips
Heart of the Lion
Fey Leggings
Arms with High Resists
Jewlery - still trying to decided what I need.. DI, HCI, I'll have to check DCI to see if I'm already at max, I do need a little more fire and poison. should I be thinking about a little LMC? I'll probally need Intel and Dex Boost as well.
as for my weapon, I like to use the Radiant Scim. I like bladeweave, and Whirl wind....
Title: Re: Sampire V2.0
Post by: Cerveza on March 27, 2010, 04:25:54 AM
I used to like Jackel's, but have since gone to crafted gorget.

If you can hit your resists with Jackel's then great, getting all that dex is awesome. If not, it's not that great of a loss. You can get LMC on your gorget instead.

BTW, LMC is important to have when your using mana all the time, like this char does. FC/FCR isn't as important as most run Protection to ensure you get the spell off when you need it.
Title: Re: Sampire V2.0
Post by: Khameleon on March 27, 2010, 04:33:16 AM
I do the same.. I have a special spell book I keep on my warrior. +15 Magery, 15% LRC, and Protection inside the Spell book. takes a little while but I can cast protection with my warrior after I die.
Title: Re: Sampire V2.0
Post by: Scrripty on March 27, 2010, 08:02:19 AM
I do the same.. I have a special spell book I keep on my warrior. +15 Magery, 15% LRC, and Protection inside the Spell book. takes a little while but I can cast protection with my warrior after I die.

For jewelry I see a lot of people just blindly putting 20-25 di on their jewels without thinking.  Make sure you take into consideration everything that adds you up to 300 damage increase.  If you only need a TOTAL of 20 damage increase to hit your 300 max when your bushido bonus and EOO bonus are in, why get a ton more than that when you could get a better mod on your jewels?  Also, LMC is almost a must for a sammy/whammy.  And some people think regen is great, but forget that and put hit point increase and stamina increase on your armor.  You can thank me later. :)
Title: Re: Sampire V2.0
Post by: captainsparrow1882 on March 27, 2010, 09:04:16 AM
How is DI calculated?

DMG * (Item DI + EoO + Slayer + Perfection)?

Max Item DI 1.00
EoO 1.00
Slayer 1.50/1.00
Max Perfection 1.00
Title: Re: Sampire V2.0
Post by: Cerveza on March 27, 2010, 01:03:41 PM
It can be found naturally on weapons and jewelery. It ranges in intensity from 1 to 50% on weapons, and 1 to 25% on jewelery. It is capped at 100% from items.

Total Damage Increase is capped at 300% ( all the above + abilities, spells, buffs )
Title: Re: Sampire V2.0
Post by: captainsparrow1882 on March 27, 2010, 02:49:55 PM
I see.  But how does your 20 DI example work?
Full perfection = 100% DI
EoO = 50% DI

Sums up to 170 DI or do they multiply?
Title: Re: Sampire V2.0
Post by: Cerveza on March 27, 2010, 03:25:21 PM
Quote from: Myself
It can be found naturally on weapons and jewelery. It ranges in intensity from 1 to 50% on weapons, and 1 to 25% on jewelery. It is capped at 100% from items.

Items, which WEAPONS are, can account for 100 points towards the 300 limit. If you have 110 DI from items, INCLUDING WEAPONS, then you are wasting 10.

Quote from: You
Sums up to 170 DI or do they multiply?

Wanna think about that for a sec? 100% Perfection TIMES 50% EoO = 1000%.

All damages ADD up. Go over to uoguide.com and search for "damage increase".
Title: Re: Sampire V2.0
Post by: Alpha on March 28, 2010, 10:46:36 AM
Five on Friday Aswers...
http://www.uoherald.com/fof/?fofId=62  (http://www.uoherald.com/fof/?fofId=62)

As far as I can tell EEO is actually 100% DI...

Quote
  Damage Increase and You
"For PVP and PVM: If I have gm tactics, gm anatomy, and 125 str how much DI percentage do I have w/o items?"

Stratics has the correct results for these calculations.

+68.75% for GM Tactics
+55% for GM Anatomy
+42.5% for 125 Strength

"People are saying there is a 300% DI cap for PVM, is this true? "

Yes, this is true, Damage Increase is capped at 300% (or a 300 internal damage rating). However, anatomy, tactics, strength, and lumberjacking are NOT included in that cap.

"If I have 300% DI and I cast Enemy of One will I even do more damage?"

If you already 300% Damage Increase from special moves and profession abilities, then the answer is no, Enemy of One will not increase your damage further.

Note: that a slayer weapon is double damage (a 200 damage rating). Enemy of One has a rating of 100. The combination of those two alone would reach our cap of 300.

"Are slayer weapons included in the PVM cap for DI?"

Yes.
Title: Re: Sampire V2.0
Post by: manwinc on March 28, 2010, 12:42:15 PM
Slayer has a rating of 200 (Meaning it increases your damage by 100% thereby doubling it)

Enemy of one has a rating of 100 (Meaning it increases your damage by 50%)
Title: Re: Sampire V2.0
Post by: Alpha on March 30, 2010, 09:44:59 AM
Lol... ok Manwinc you just totally confused me heh....

So... I accept that the CAP is 300% for PVM, but how much gives what is where I get confused...
I did some testing last night & for example...

Conjurer Trinket  (200% since it a super slayer ?? )
Undead Slayer Weapon  (200%)
100% Damage Increase on Items

Resulted in hitting a lich for 50 ish....  BUT I then proceeded to cast EEO and my damage jumped up to 84 ish....  I thought I was over the cap with 2 Super Slayers ??

I did notice that Straight up Damage Increase from Items IS NOT factored into the 300% CAP...  Up to 100% Damage increase in items will continue to raise the displayed Damage range in your Status Bar and all the other multipliers are based on that.

Ex...  Dragon Slayer Bow..  ( Should be 300% CAP )  hits for 55 ish in my case with less than 20% Damage Increase.. 
When I added up to 100% Damage increase the Dragon Slayer was hitting for 80+...

Hmm... so Is the following correct?  & If not where am I wrong ??
------------------------------------------------------
1) Super Slayer = 200% (out of 300% CaP)
2) Specific Slayer  300%
3) EEO = 50%
4) Perfection = 100% MAX
5) Crushing Blow = 50%

What's NOT counted towards the 300% CAP

1) Bonuses to Damage from STATS
2) Bonuses to Damage from SKILLS
3) Damage Increase from ITEMS (Aka 40% DI on your weapon etc.)
----------------------------------------------------------
Title: Re: Sampire V2.0
Post by: Scrripty on March 30, 2010, 09:47:23 AM
Slayers dont stack. 
Title: Re: Sampire V2.0
Post by: Alpha on March 31, 2010, 10:05:39 AM
Script Said:
Quote
Slayers dont stack.

Well as of a few days ago they sure seem to be for me...

If I hit a lich with the Holy sword (Undead Slayer) (No EEO, No Conjurer Trinket like ~50ish DI) I do about 50 Damage..

When I put on the Conjurer's Trinket that Damage jumps to 94....

This at least to me supports that  @ least an Undead Slayer WEAPON & Conjurer's Trinket Stack.. I have yet to test other Talisman Slayers though.
Title: Re: Sampire V2.0
Post by: Cerveza on March 31, 2010, 10:20:22 AM
I think what Twinkle McNugget is saying is that it doesn't go over the 300% max.

I actually see hits decrease sometimes when I switch from my Void to a Slayer because the Void is adding on the 100 side and I'm already maxed on the 300 side.
Title: Re: Sampire V2.0
Post by: Scrripty on March 31, 2010, 10:23:23 AM
I think what Twinkle McNugget is saying is that it doesn't go over the 300% max.

I actually see hits decrease sometimes when I switch from my Void to a Slayer because the Void is adding on the 100 side and I'm already maxed on the 300 side.

No I'm saying slayers dont stack.  At all.  Are you sure you're not seeing a damage increase from a slayer/super slayer difference and a 20 percent damage increase bonus?  Or a bonus on weapon?  You need to check Stratics.  There's a bunch of factors that influence damage.
Title: Re: Sampire V2.0
Post by: Cerveza on March 31, 2010, 10:55:42 AM
There are only a few cases that you have a slayer on a weapon AND you have a slayer on a Talisman.

They definitely do stack. Like the undead case above, which I know is true. Also, ratmen slayers and repond stack together.

The reason you don't see it much is because of all the other stuff we build up on that 300% side. We're almost always at the cap all the time, so changing something won't really make much of a difference.

The way to test it is to NOT use EoO, Honor (perfection) or anything else. Just go basic with a slayer weapon. Hit a few times then put on the slayer talisman. If your under the 300% you will see an increase in damage.
Title: Re: Sampire V2.0
Post by: Scrripty on March 31, 2010, 10:58:35 AM
Maybe what I'm trying to say here is why if you have daamge/honor/tacts/anat/slayer would you waste another item on ANOTHER slayer when you're already at cap?  They do not stack on a DEXER unless you're running a template that has 90 tacts no anat no damage increase.  It would be a waste any other time really.
Title: Re: Sampire V2.0
Post by: Cerveza on March 31, 2010, 11:00:44 AM
Yeah, that's what I was saying you were saying....  :-\
Title: Re: Sampire V2.0
Post by: Paulonius on March 31, 2010, 11:09:30 AM
I think I follow everything.

So now considering how this affects my PvM template, say I want to work a spawn  with my whammy/Sampire without casting EoO, provided I am using the appropriate super slayer I am starting with a base 200 out of the max 300.  To make up the last 100 points I need to rely on DI on items and honor - and if I am not on a bushi dexxer I have to do it with DI alone?
Title: Re: Sampire V2.0
Post by: Oracle on March 31, 2010, 11:40:34 AM
Reading all these comments have helped me to use my Sampire more effectively.  My Sampire and my Bard Tamer are two of my favorite characters to play.  I just recently started playing a Sampire and I sure wish I had played one long ago, as I can't believe you can solo so many more Bosses and Champs!

Title: Re: Sampire V2.0
Post by: Alpha on March 31, 2010, 01:53:13 PM
Twinkle McNugget Said:
 
Quote
Maybe what I'm trying to say here is why if you have daamge/honor/tacts/anat/slayer would you waste another item on ANOTHER slayer when you're already at cap?  They do not stack on a DEXER unless you're running a template that has 90 tacts no anat no damage increase.  It would be a waste any other time really.

Why...??  Because knowing EXACTLY how the system functions is my goal..   Building unusual & effective templates is based on understanding the specifics when other's typically don't & is an aspect of the game I'm good @ and enjoy heh.  Also.. as far as I can tell the only things that apply towards the 300% CAP  of what you listed are Honor (100%) & Slayer (200-300%) but everything else is not applied towards that 300%.

Also in reply to Paulonius...
Quote
So now considering how this affects my PvM template, say I want to work a spawn  with my whammy/Sampire without casting EoO, provided I am using the appropriate super slayer I am starting with a base 200 out of the max 300.  To make up the last 100 points I need to rely on DI on items and honor - and if I am not on a bushi dexxer I have to do it with DI alone?

I said it above in another post but unless I'm mistaken DAMAGE INCREASE on items (ex.. 40% DI on a sword) DOES NOT count towards the 300% cap.

IF you accept that a specific Slayer weapon (Dragon slayer for example) puts you at the 300%...   Then you should do the same amount of damage using for example a Dragon slayer with say 100% Damage increase (on items) as you would with 0% Damage increase.  This IS NOT the case.   Damage increase upt o 100% will continue to raise the displayed damage in your status bar... and The damage range in your status bar is what the 300% CAP is applied TO...   

Anyway.. this is why PvM Damage increase  & the 300% cap are confusing bc.. everyone says something different. lol  I HAVE tested what I've said though in the past 2 days at least.


Title: Re: Sampire V2.0
Post by: Scrripty on March 31, 2010, 01:56:37 PM
I'm gonna still stick by my initial statement that 2 slayers DO NOT stack.  You guys can argue what you will, I'm 99.9 percent sure I'm correct about that.  I read it in the recent changes to slayer properties.  Someone check the news ferret. :)
Title: Re: Sampire V2.0
Post by: Paulonius on March 31, 2010, 02:49:03 PM
My understanding was that DI on weapons and items and everything BUT stats and skills is included in the 300, it is the bonus from stats and skills that is outside the 300.

Twinkle McNugget, the slayer on talis stacks with other slayers.  That is the only stack that I am aware of, but I am 100% sure of it as I have tested it pretty carefully.
Title: Re: Sampire V2.0
Post by: Scrripty on March 31, 2010, 03:49:10 PM
My understanding was that DI on weapons and items and everything BUT stats and skills is included in the 300, it is the bonus from stats and skills that is outside the 300.

Twinkle McNugget, the slayer on talis stacks with other slayers.  That is the only stack that I am aware of, but I am 100% sure of it as I have tested it pretty carefully.

Then my other statement about it being pretty pointless unless you have no damage inc and no tacs/anat still holds true. heh
Title: Re: Sampire V2.0
Post by: Cerveza on March 31, 2010, 05:34:24 PM
100% DI from items + 100% DI from Perfection= 200% + (200% x 50% from EoO) = 300%. You would add the 100% from items, the 100% from Perfection, then mulitiply that by 50%, which 200% times 50% equals 100%, then add that to your 200% to make 300%, if that makes sense. If you're using a specific slayer, such as a dragon slayer, you can do without the EoO completely, as the specific slayers now give 150% bonus instead of 100%. Super slayers are still 100% only.

Title: Re: Sampire V2.0
Post by: Paulonius on April 01, 2010, 01:28:18 AM
I still don't follow completely. It seems like people were saying 200 and 300 for the slayer increases, and 100 for the EoO increase. Are you are saying EoO is 50% of the DI you have before you use it? Where does the 150 for specific slayer come from?

Are these right?

No Slayer:

DI 100 Items + 100 DI Perfection + EoO = 300

Super Slayer:

DI 100 Items + 100 DI Perfection + 100 Super Slayer  = 300

Specific Slayer

DI 100 Items + 150 Specific Slayer + 100 DI Perfection || EoO = 300 (will be over 300)

I think I was hoping it might be possible to do max damage without relying on EoO or perfection. It sounds like maybe that's not possible.

Specific Slayer

DI 100 Items + 150 DI Specific Slayer = 250

Super Slayer:

DI 100 Items + 100 DI Super Slayer  = 200




I re-read the stratics post:

Quote
Note: that a slayer weapon is double damage (a 200 damage rating). Enemy of One has a rating of 100. The combination of those two alone would reach our cap of 300.

From this it sounds like 100 DI from weapons and a slayer would put you at 300 -- although that doesn't seem to match with my experience.



 
Title: Re: Sampire V2.0
Post by: Cerveza on April 01, 2010, 05:17:49 AM
Don't forget about tactics/anatomy/lumberjacking/strength. They all add to the BASE DAMAGE of the weapon and aren't figured into the 300%.
Title: Re: Sampire V2.0
Post by: Paulonius on April 01, 2010, 07:22:32 AM
Yeah, I guess I was focussing on what figures into hitting the 300 ceiling, not the stats and skills that figure into base damage.   With that limitation, does my previous post look right? 

The FoF post makes me think that you don't need any DI if you are using a slayer and EoO, but that doesn't fit with what I posted.  Are they assuming you have 100DI on items/weapons?
Title: Re: Sampire V2.0
Post by: Alpha on April 01, 2010, 01:30:51 PM
Here's the short version as far as my testing has concluded...

If "IT" changes the displayed damage in your status bar then whatever "IT" is (skills / STR / Damage Increase <Items up to 100% DI>)
IS NOT included in the 300% CAP....

OBSERVATIONS that helped me conclude this...

1) Conjurers Trinket + UNDEAD slayer weapon + EEO..  Should be 300% by itself, but if you add in 100% Damage increase (Items) you will do MORE damage..

THUS... Damage increase IS NOT part of the 300% Cap

2)  Using a Specific Slayer (Dragon slayer) will not do any more damage when I cast EEO

THUS... Specific Slayer by iteself PUTS you at the 300% CAP yet If you increase your Damage Increase you will still do more damage..

So... 

Super Slayer  200%
Specific Slayer 300%
EEO 100% ?? Unsure of this   If you use super slayer + eeo... can anyone tell me if its possible to increase this dmg with perfection?
Perfection up to 100%

Not counted towards 300% = (skills / STR / Damage Increase <Items up to 100% DI>)
IS NOT included in the 300% CAP....


Anyway..  If you can tell me where I drew the wron conclusion from what I've tested pls. do...  I'd still like to make this crystal clear & have everyone agree.
Title: Re: Sampire V2.0
Post by: lob91 on July 07, 2010, 10:41:29 PM
I am currently building a sampie suit and char.

120 Fencing
120 Parry
120 Bushido
100 Tactics
100 Necro
80 Chivalry
70 Spirit Speak
10 Anatomy


What would my kill/stay alive loop be?

evade every how many secs?
curse wep every?
lightning strike?

sorry havent played yet, trying to remember all of it
Title: Re: Sampire V2.0
Post by: Paulonius on July 08, 2010, 06:14:19 AM
Alpha, I don't think that looking at your status bar can be a conclusive proof of your theory.  Have you done any experimenting with it actually hitting something?  Your observation directly contradicts things that the devs have said several times about damage increase -- although I would suggest that is not conclusive either. 
Title: Re: Sampire V2.0
Post by: Alpha on July 08, 2010, 09:07:05 AM
Paul Said:
Quote
Alpha, I don't think that looking at your status bar can be a conclusive proof of your theory.  Have you done any experimenting with it actually hitting something?

Alpha Said:
Quote
Here's the short version as far as my testing has concluded...
My Tamer friend let me Hit his G. Drag & I'd calculated the corresponding base damage after accounting for it's resistances using Animal Lore...
So if I hit something 30 times(physical dmg) & had a damage range of 78 -104 & the creature has say 56 physical...  100% - 56% = 44% of Actual Dmg was delivered so my actual damage was 177-236 etc....  (0.44X = 78 ) & (0.44X = 104)... X= 177-236

The tests I did were really just  simple comparisons....     A > B    I used 2 slayers + EEO and without 100% DI I still did less dmg then with it....  Not sure what other conclusions you want to draw from that one...  I know that 2 undead slayers stack bc you do more with 2 than with 1 etc...

Anyway.....  I'm positive my OBSERVATIONS were correct when I tested them... of course what CONCLUSIONS you want to draw from them is up to you but I'd love to hear it if you can come up with anything different than I did...     I still haven't thrown Chiv on a character to test EEO though, but the 1) & 2)  I posted I know were accurate.....
Title: Re: Sampire V2.0
Post by: Paulonius on July 08, 2010, 09:51:00 AM
Its definitely interesting information. Tough to build the perfect template if you can't figure out the effing game mechanics, so nice work!!

**Karma for you for working on it!!
Title: Re: Sampire V2.0
Post by: Cerveza on July 08, 2010, 10:11:23 AM
Wow, weird that damage is still so confusing...

100% from items + 200% from "specials" like slayer, EoO, etc.... = 300% cap (plus stat and skill bonus)

Tactics, Anatomy, Lumberjacking and Strength add to that, more specifically...

Tactics Damage Bonus = (120 / 1.6) + 6.25 = 81.25%
Anatomy Damage Bonus = (120 / 2) + 5 = 65%
Lumberjacking Damage Bonus = (100/5)+10  = 30%
Strength Damage Bonus = (125 * 0.3) + 5 = 42.5%
Items Damage Increase = 100%

Total for the "100% or Items" side = 318.75% of base damage



Effects include - Super Slayer Weapons (100%), Specific Slayer Weapons (200%), Enemy of One, Divine Fury, etc....



Now, the original question was "Will a slayer talisman work with a slayer weapon"?

*IF* the slayer weapon is a Specific Slayer Type, then NO it won't work with it because you have already capped out on the "effects" side at 200%.

I would assume the same to stand true regarding a specific slayer type of talisman.

That should be enough information to completely confuse people :P
Title: Re: Sampire V2.0
Post by: Ultima on July 08, 2010, 10:28:16 AM
Title: Re: Sampire V2.0
Post by: Scrripty on July 08, 2010, 10:35:01 AM
This is why I tell people that are just using 90 tactics for specials to go 10 more to 100.  10 points of worth the little damage boost.  Especially if you have some room on an imbued jewel or something.
Title: Re: Sampire V2.0
Post by: Cerveza on July 08, 2010, 10:44:19 AM
Just to make sure people know this...

ADDING TACTICS ON ITEMS TO GET SPECIALS DOESN"T WORK.

I see a LOT of imbued jewelry for sale with tactics on it. Guess they found out the hard way.
Title: Re: Sampire V2.0
Post by: Alpha on July 08, 2010, 11:22:05 AM
Heh...  That's very True Cerv...  BUT  Adding Skill Increase to get to the 300 point cap for purposes of lower The mana cost of special Moves DOES work...   That's one that I wasn't sure about & went out and tested... 

OK Cerv.. you Said:
Quote
Tactics Damage Bonus = (120 / 1.6) + 6.25 = 81.25%
Anatomy Damage Bonus = (120 / 2) + 5 = 65%
Lumberjacking Damage Bonus = (100/5)+10  = 30%
Strength Damage Bonus = (125 * 0.3) + 5 = 42.5%
Items Damage Increase = 100%

Total for the "100% or Items" side = 318.75% of base damage

Effects include - Super Slayer Weapons (100%), Specific Slayer Weapons (200%), Enemy of One, Divine Fury, etc....

I have a few questions..   

1) To clearly define what the 300% Cap means...   I think part of the confusion is that people say the cap is 300% but that can mean 2 different things...
 Lets represent your base dmg in your status bar as  X.  Then which of the following is right?

A) 300% Damage cap can mean...  Final Dmg = X + 3.0X

or

B) 300% Damage cap can mean.. Final Dmg = 3.0X

When you say a specific Slayer is 200%  ... Is  That A ("200% In addition To Base") or B ("200% of Base Dmg") ?   IF we continue to Define the PvM damage cap as 300% Then I would Redefine A specific Slayer  as 300% bc you can Still add all the Tac / Anat / DI / Lumber J etc bonues to a specific slayer....

Bleh.. I've not managed to confuse myself lol... hope that is more clear to you than it is to mean atm.. lol

Which is it? A or B ?

2) After that... I agree that Specific Slayer Maxes out the "effect" side of things and I'm pretty sure I also tested Super slayers to be 1/2 as effective Thus 100% (as you said)... but on that same scale where to EEO come in at?   I assume perfection is 100% also correct?



Title: Re: Sampire V2.0
Post by: Cerveza on July 08, 2010, 11:40:40 AM
Well... actually the 300% cap isn't the top damage.... your stats/skills are added in as well.

100% from items, 200% from "effects", and your stats/skills bonus.

Items are DI items, Effects are Slayers and Spells, Stats is Strength/Skills are Tacs, Anat, LJ.

So you can have 300% from Items and Effects TOTAL with no more then 100 from Items and no more then 200 from Effects.

Now, how the math works, I'm not sure....

Base Damage * (items + stats/skills) * Effects ?
Base Damage * (Items + Effects + Stats/Skills) ?
Base Damage * (Items * some silly thing + day of the month / lines of code * 100) ?

I suppose with enough testing it could be figured out.
Title: Re: Sampire V2.0
Post by: Scrripty on July 08, 2010, 01:46:56 PM
What I was getting at Cerv is if you go 90 and imbue up I don't think you get the 100 damage bonus as it applies to REAL skill.  I'm pretty sure I've read that.  But if you take it to 100 real, then imbue up 20 on a jewel if you have the room, you get 120 damages plus the bonus for 100 real.
Title: Re: Sampire V2.0
Post by: lob91 on July 26, 2010, 08:03:07 PM
just wondering what everyone does to avoid the 50dmg shots from knight errant's? I can usually take any group of them, but sometimes before the feint hits, or inbetween evades, I get smoked with 2-3-4-5-6 50 damage hits from these guys... I can usually survive it because I leech back fast enough, but sometimes I get hit from 145hp to dead with 3 simultaneous shots.
Title: Re: Sampire V2.0
Post by: Ultima on July 26, 2010, 08:10:49 PM
Feint is worthless as far as I'm concerned. I've tested it extensively and it doesn't do diddly squat for me. I do way better with a Radiant Scimitar using counter strike. 8)

Maybe your biting off more than you can chew with those Ophidian Knight's?

What kind of template are you running? Do You have Parry?
Title: Re: Sampire V2.0
Post by: Cerveza on July 26, 2010, 08:25:37 PM
Reducing the damage output of your opponent by 50% for 6 seconds doesn't help?
Title: Re: Sampire V2.0
Post by: lob91 on July 26, 2010, 08:34:53 PM
yah I have parry, I am basically just a sampie.... I need to drop the 70SS for 70 Anat I think, seeing as I am yet to go into wraith and use curse wep. seems like 120 swords, 115 bush, 109 parry just aint cuttin it... pretty sure I am 45 DCI with HLD on my glasses.

I use whirlwind when I am fighting a group, else I use lightning strike. I will look into counter attack, Thank you.

p.s. what type of monsters do u fight with ur sampie?
Title: Re: Sampire V2.0
Post by: Ultima on July 26, 2010, 08:42:17 PM
I would love nothing better than damage reduction of 50% especially in perpetuity when spamming one feint after another.

I have tested it extensively and I have seen no damage reduction or positive effects whatsoever.

I'm for sure as hell not getting a 50% damage reduction when the special move goes off.  

All I can go by is my personal experience and for me feint provides zero benefit.

If feint works for everyone else...stick with it.

Title: Re: Sampire V2.0
Post by: Cerveza on July 26, 2010, 08:50:23 PM
I find it odd that it's not working for you. I know guys who are solo'ing Rikktor and taking 10-20 point on his equakes where it would normally be 20-40 or more.

What weapon are you using? UBWS?

I *know* it works with a Leafblade of Ease.
Title: Re: Sampire V2.0
Post by: Ultima on July 26, 2010, 08:52:32 PM
yah I have parry, I am basically just a sampie.... I need to drop the 70SS for 70 Anat I think, seeing as I am yet to go into wraith and use curse wep. seems like 120 swords, 115 bush, 109 parry just aint cuttin it... pretty sure I am 45 DCI with HLD on my glasses.

I use whirlwind when I am fighting a group, else I use lightning strike. I will look into counter attack, Thank you.

p.s. what type of monsters do u fight with ur sampie?

Lobe I wouldn't drop the SS for the Anatomy...not unless your fighting something that poses little risk to you that you just want a little added damage bonus for. The Anatomy damage bonus is not gonna override the amount of life leech you will receive using SS + Curse Weapon.

From your post above sounds like your not using Curse Weapon and that's your problem. You don't have to be in Wraith form to use Curse Weapon. Don't put 70 skills points into something if your not going to use it. ;) I use Curse Weapon any time I sense danger. Anytime you think you might be in a little danger cast it (Curse Weapon)... it's your Ace in the hole.


As far as wraith form  I hardly ever go in wraith form unless I'm fighting Semindar or Meraktus.

Lately I've been fighting the ML bosses for kicks...Rend, Putrifier and I'm going to try Abscess to see how hard it is. I've hardly ever ventured into the Blighted Grove so it should prove to be a learning experience.


 
Title: Re: Sampire V2.0
Post by: Ultima on July 26, 2010, 08:56:43 PM
I've tested using a Daisho. I'm wondering if it's EC Client related or it could be weapon related like your suggesting....

Definately though I'm of the opinion that's it's broken and I don't think I'm alone as someone else posted on Uhall yesterday about having issues with Feint and I followed up asking what client he's using but he never responded.

Rikktor and Rend handed me my head when I was using a Daisho spamming Feint.

I'll test out a leafblade of Ease to see if I have any better results.
Title: Re: Sampire V2.0
Post by: Scrripty on July 26, 2010, 09:30:34 PM
I've tested using a Daisho. I'm wondering if it's EC Client related or it could be weapon related like your suggesting....

Definately though I'm of the opinion that's it's broken and I don't think I'm alone as someone else posted on Uhall yesterday about having issues with Feint and I followed up asking what client he's using but he never responded.

Rikktor and Rend handed me my head when I was using a Daisho spamming Feint.

I'll test out a leafblade of Ease to see if I have any better results.

Aren't Daisho's slow as hell?  That could be your problem.  Use a leafblade of ease, and make SURE you're leeching/regening as fast as possible.  And as much as possible.  Mana I mean.  Cause you gotta do feint every 6 seconds.
Title: Re: Sampire V2.0
Post by: Paulonius on July 27, 2010, 05:45:59 AM
I think Daisho is 2.75, same as Radiant.
Title: Re: Sampire V2.0
Post by: Cerveza on July 27, 2010, 06:11:43 AM
Maybe it got broken in the last patch? Next time I see the guy in vent I'll ask if he's noticed a difference.

He does 2-3 Rikky's a day.
Title: Re: Sampire V2.0
Post by: NObama on July 27, 2010, 04:54:47 PM
yah I have parry, I am basically just a sampie.... I need to drop the 70SS for 70 Anat I think, seeing as I am yet to go into wraith and use curse wep. seems like 120 swords, 115 bush, 109 parry just aint cuttin it... pretty sure I am 45 DCI with HLD on my glasses.

I use whirlwind when I am fighting a group, else I use lightning strike. I will look into counter attack, Thank you.

p.s. what type of monsters do u fight with ur sampie?

Lobe I wouldn't drop the SS for the Anatomy...not unless your fighting something that poses little risk to you that you just want a little added damage bonus for. The Anatomy damage bonus is not gonna override the amount of life leech you will receive using SS + Curse Weapon.

From your post above sounds like your not using Curse Weapon and that's your problem. You don't have to be in Wraith form to use Curse Weapon. Don't put 70 skills points into something if your not going to use it. ;) I use Curse Weapon any time I sense danger. Anytime you think you might be in a little danger cast it (Curse Weapon)... it's your Ace in the hole.


As far as wraith form  I hardly ever go in wraith form unless I'm fighting Semindar or Meraktus.

Lately I've been fighting the ML bosses for kicks...Rend, Putrifier and I'm going to try Abscess to see how hard it is. I've hardly ever ventured into the Blighted Grove so it should prove to be a learning experience.


 

Abscess is annoying.  Massive damage (chaos damage, I think), and old paragon super speed.  Then, toss in all the random changelings, thrasher, dryads peacing you...  Stupid annoying, for no real benefit.
Title: Re: Sampire V2.0
Post by: lob91 on July 28, 2010, 04:05:40 PM
Wow... im 70's and rikki hits me for 60-70 no problem.. I am going to make a better drag slayer wep and try him again spamming fient
Title: Re: Sampire V2.0
Post by: Ultima on July 28, 2010, 05:23:12 PM
Try and get as much cold damage % on that dragon slayer weapon as you can too. ;)
Title: Re: Sampire V2.0
Post by: Cerveza on July 28, 2010, 06:07:13 PM
Wow... im 70's and rikki hits me for 60-70 no problem.. I am going to make a better drag slayer wep and try him again spamming fient


You don't have to spam it, unless you want to. Wait till you hear his wing flap sounds that mean he's going to eq then make sure you hit him with a feint.
Title: Re: Sampire V2.0
Post by: NObama on July 29, 2010, 07:30:45 PM
Or just run off the screen when you hear the flappy flap.  Then, run back.
Title: Re: Sampire V2.0
Post by: Scrripty on July 29, 2010, 07:57:08 PM
Wow... im 70's and rikki hits me for 60-70 no problem.. I am going to make a better drag slayer wep and try him again spamming fient


You don't have to spam it, unless you want to. Wait till you hear his wing flap sounds that mean he's going to eq then make sure you hit him with a feint.

If you are below 25 percent health, hit feint, then hit evade...
Title: Re: Sampire V2.0
Post by: asmodeus0321 on August 06, 2010, 06:28:03 AM
do you guys use 1 handed weapons or 1 handed weapons with your sampires?
Title: Re: Sampire V2.0
Post by: Cerveza on August 06, 2010, 06:36:08 AM
Depends on what you feel more comfortable with. Lots of guys use one handers for the free potions hand. Some guys like the slower, harder hitting two handers for the huge hits.

I like Leafblades. I think they hit hard enough that they are almost a two hander for damage. They have the best two PvM specials in the game (Feint and Armor Ignore) and they are one handed so I can drink a refresh if I need to keep my swing speed up.

btw - you might want to check out the site rules HERE (http://www.scriptuo.com/index.php?board=55.0) and read over the post titled Why is my ScriptUO account Restricted? (http://www.scriptuo.com/index.php?topic=1750.0).

You are really missing out by not becoming a member.
Title: Re: Sampire V2.0
Post by: jesterboo on September 01, 2010, 06:20:54 AM
what is i was to take anatomy off my guy and add resisting spells to him which now my character would look like this.. and just to remind you this account is only 2 years old so i can't get the 720 stat. how would this fair

120 swords
100 parry
100 tactics
120 bushido
 70 chiv
100 necro
100 resist
Title: Re: Sampire V2.0
Post by: Cerveza on September 16, 2010, 07:06:21 AM
Here's what I think is going to be my "The Last Sampire" template.

120 Swords
120 Parry
120 Bushido
100 Resist
100 Tactics
89/99 Necro (+10 Jewelry)
61/75 Chivalry (+14 Jewelry)
10 Anatomy

Elf char. Swords because Radiant Scimitars are the best weapons in the game when combined with a good Leafblade of Ease for the bosses.

Armor basic would be 70/85/70/70/75, LMC, DCI, DI
Armor advanced would be 85/90/70/75/75, LMC, DCI, HCI, MR, DI, SI
Title: Re: Sampire V2.0
Post by: 12TimesOver on September 16, 2010, 07:16:37 AM
Here's what I think is going to be my "The Last Sampire" template.

120 Swords
120 Parry
120 Bushido
100 Resist
100 Tactics
89/99 Necro (+10 Jewelry)
61/75 Chivalry (+14 Jewelry)
10 Anatomy

Elf char. Swords because Radiant Scimitars are the best weapons in the game when combined with a good Leafblade of Ease for the bosses.

Armor basic would be 70/85/70/70/75, LMC, DCI, DI
Armor advanced would be 85/90/70/75/75, LMC, DCI, HCI, MR, DI, SI
Why the +10 Anatomy?
Title: Re: Sampire V2.0
Post by: Cerveza on September 16, 2010, 07:25:21 AM
On an Elf it adds 10% damage. Not much, but easy to work into a template that generally struggles to get DI.

Since Humans have that 20 JOAT, 10 Anat doesn't really do anything for them.

100 Tactics is recommended for the damage boost, but 110 Tactics isn't as good as 100 Tacs + 10 Anatomy (On an Elf)

100 Tactics = 68.75% DI
110 Tactics = 75% DI
Gain = 6.25% DI

100 Tactics = 68.75% DI
10 Anatomy = 10% DI
Gain = 10% DI
Title: Re: Sampire V2.0
Post by: Cerveza on September 20, 2010, 05:24:19 AM
I've decided to make a change here and try it out.

Currently:

120 Swords
120 Bushido
120 Parry
100 Necro
100 Tactics
80 Chiv
70 SS
10 Anatomy

Changing it to:

120 Swords
120 Bush
120 Tactics
100 Necro
100 Anatomy
90 Healing
70 Chiv

I'll be stoning off Parry to test this. The idea is that I will do enough additional damage that I overcome the damage I take from not parrying blows. I'm already maxing out the 300% side of damage with EoO, Slayer and perfection. With 100 Anatomy I'll gain 55% damage increase, 2 seconds to Evasion and supposedly better chance for crits from Lightning Strike.
Title: Re: Sampire V2.0
Post by: Alpha on September 20, 2010, 12:38:29 PM
Quote
Changing it to:

120 Swords
120 Bush
120 Tactics
100 Necro
100 Anatomy
90 Healing
70 Chiv

With 100 Anatomy I'll gain 55% damage increase, 2 seconds to Evasion and supposedly better chance for crits from Lightning Strike.


You Cannot Evade without Parry....  If your not going to have Parry I'd probably lose 120 Bush & pick up Magic Resist instead (unless you don't fight Casting monsters..)
Title: Re: Sampire V2.0
Post by: Cerveza on September 20, 2010, 01:03:58 PM
Good catch, the rest stands true, and there are other important benefits from Bush like Confidence and Lightning Strike.
Title: Re: Sampire V2.0
Post by: manwinc on September 20, 2010, 03:11:41 PM
You can evade, but its basically worthless. You will evade 1 in 20 shots lol.
Title: Re: Sampire V2.0
Post by: asmodeus0321 on September 24, 2010, 11:10:07 AM
as of right now i am
120 weapon skill
120 bushido
120 tactics
110 parry
100 necro
100 SS
65 chiv jewels

all 70's with 70 dci 40hci max dm with eoo no slayer weapon should i use 1 handed or 2 handed weapon and if a 1 handed weapon should i use a shield or not? and if not is there a reason why other then chugging pots
Title: Re: Sampire V2.0
Post by: Cerveza on September 24, 2010, 11:43:10 AM
Here's a script to tell if you should use a shield or not.

Code: [Select]
chooseSkill bush
if #skill > 0
{
display ok You have Bushido$DO NOT USE A SHIELD
halt
}
display ok You don't appear to have Bushido$Feel free to use a shield
halt

120 Bushido + 110 Parry
= 5% Chance to block WITH shield
= 32% Chance to block WITHOUT shield using 1-handed weapon
= 37% Chance to block WITHOUT shield using 2-handed weapon
Title: Re: Sampire V2.0
Post by: angel of darkness on September 24, 2010, 07:33:21 PM
my wammie is
120 swords which i love with a soul seeker for champ spawns for the whirlwhind attack
120 tactics
120 bushido
120 ss
120 anatomy
70 chiv
50 necro

i have tryed parry, but i get killed every time i do DH, but when i switched it out with anatomy i can kill him in a breeze
what is parry good for on a wammie

Title: Re: Sampire V2.0
Post by: asmodeus0321 on September 25, 2010, 05:31:16 AM
sweet thanks i didn't know a shield dropped my block rating that much, what good is parry then. should i switch parry for something else? anatomy would be the only thing i can think of since it would increase my damage for more life leech.
Title: Re: Sampire V2.0
Post by: Cerveza on September 25, 2010, 06:00:33 AM
Parry is the ability to completely block attacks. Without it you will be hit more. Bushido can't parry blows UNLESS you have the parry skill in addition to the bushido skill, and then you use weapons to parry NOT shields.

If you can reclaim enough damage with anatomy to overcome the damage you avoid with parry, then it may be worth it to drop parry.
Title: Re: Sampire V2.0
Post by: Alpha on September 25, 2010, 10:14:05 AM
Ok...   Question about The Suits people are wearing on their Sampires...   I realize that the BEST suit imo would be Heartwood enhanced woodland suit, but seeing as I don't have THAT much time to put into burning my imbuing ingredients I was wondering about other options.   Specifically.....   If you had access to

(Assume you have access to Faction Gear)

Turquoise Ring
Basilisk Hide Breastplate
Animated legs of the Insane Tinker

Which pieces would you include or not   & why?

Also... Currently the skill set I'm probably going to go with is..

120 Swords / Bush / Parry / Resist -- 100 Tac / necro -- 70 Chiv = 750 Skillpoints (so +30 Skillpoints on the jewelry OR possibly Capt. Johns Hat w/ +10 Skill pts on Jewels)
Title: Re: Sampire V2.0
Post by: M.Seven on November 10, 2010, 07:23:37 PM
Weapon 120
Tactics 120
Anatomy 120
Bushido 120
Parrying 60
Chivalry 75
Necromancy 99
Title: Re: Sampire V2.0
Post by: _C2_ on December 30, 2010, 10:26:41 AM
anyone want to share their base stats and then what buffs they get from gear for their end balance
Title: Re: Sampire V2.0
Post by: Kalaka on December 30, 2010, 11:05:11 AM
Sure. I use faction items and this exact setup. I have a noob account, so that's some of the +skill.

Faction Primer, Faction Folded, Faction Cincture.
Gloves: HPI 5, Stam 8, Mana 5, LMC 8, 10/19/14/9/9
Arms: Mana 8, LMC 8, 15/15/11/12/16
Tunic: NS, HPI 5, Mana 5, LMC 8, 9/19/11/9/13
Gorget: HPI 5, Stam 8, Mana 5, LMC 8, 6/13/9/12/17
Ring: 15 HCI, 15 DCI, 15 DI, 50 EP
Bracelet(debating): Chiv 9, Bushido 15, Parry 5, 15 HCI, DI 25
Boots: +4 Int

Comes out to 100 DI, 43 HCI, 45 DCI, LMC 40, 70/95/70/70/70, HPI 25, Stam 24, Mana 28, EP 50, 9 STR, 10 Dex, 4 INT

Base stats of 100 Str, 120 Dex, 35 INT. I chug pots so finish with items + pots at around 140, 150, 35, with HP/Stam/Mana being 145, 174, and 67.

Skills:
Anat 90, Parry 45(+5), Healing 90, Tactics 90, Mace 120, Necro 99, Chiv 61(+9), and Bush 105(+15)

I use diamond maces for weps, so I can chug and do good damage. Have debated dropping healing for a raise in parry and other skills, as 60 parry gives you 20 block, I believe ~86 is 30%.. but I play in groups and having the xheals from bandages does help.

Nobody should underestimate the impact lower amounts of parry have in both blocking, and evasion. The more you block and reduce damage, stronger your temp is.
Title: Re: Sampire V2.0
Post by: Kalaka on December 30, 2010, 11:06:26 AM
If you have FC/FCR.. mirror images are also exceptionally strong vs any nonmagic style damage dealer.
Title: Re: Sampire V2.0
Post by: Coolface on December 30, 2010, 11:51:55 AM
Nice armor Kalaka.
Im still trying to make mine im not going to use faction items and im poor.
I have RBC, fey leggings, primer, quiver of inf and mace & shield.
Im trying to make make woodland gorget, sleevs and gloves
5% hci, 5hpi, 8 stamina inc 7% lmc and 2 imbued resists
Ring & Brace hci, dci, str,dex, fire res and DI

im elf so 10 int is enough with rbc (40mana)
atm
STR 105->126 HP 129
DEX 125->145 ST 161
INT   10->10   MA  40
HCI 30%
DCI 55%
DI with wep 100%

I use leafblade for Feint and AI and Kama for whirlwind

Just while a go I got 120 fencing so I havent killed any peerles yet and I was wondering could I kill medusa, proxy or DH with that gear.
Title: Re: Sampire V2.0
Post by: Sulter on December 31, 2010, 04:50:53 AM
What about droping SS and Parry and adding 120 music and 120 disco
Title: Re: Sampire V2.0
Post by: Coolface on December 31, 2010, 05:05:22 AM
hmm i would drop bushido for disco and music rather than parry. Shield would give few free mods for ring and brace for skills.
Title: Re: Sampire V2.0
Post by: Kalaka on December 31, 2010, 09:43:06 AM
Id drop parry over bushido.. but I dont think it'd work too well.. you're better off just running a 2nd account for disco, or playing disco/tamer.. or a disco/archer.. Disco melee just doesn't work as well, because you need the additional points for dmg and then dmg reduction to stay alive.

Edit: Not to mention it takes quite some time to get the disco off on higher end bosses.. and you'd get owned during this time.
Title: Re: Sampire V2.0
Post by: Coolface on January 01, 2011, 03:29:26 AM
jeah 2nd account is better, but with disco u land more hits on lowered resist.

disco takes few days to train just use horse, gbeetle and cu shide.
Dunno if u can first disco and then change jewels.
Title: Re: Sampire V2.0
Post by: Kalaka on January 01, 2011, 09:07:11 AM
It can take a lot of attempts on higher end bosses, even with 120 music/disco.
Title: Re: Sampire V2.0
Post by: Coolface on January 11, 2011, 01:35:15 PM
Does SSI from items like tinkerers leggings effect on leech on weapons?
Title: Re: Sampire V2.0
Post by: MeWonUo on January 11, 2011, 01:55:02 PM
It doesn't have a "direct" effect on the leeches themselves.  But it does count toward the max ssi cap of 60.

So the faster you are swinging, the more often you are leeching.  I guess in a way, the answer to your question would be yes. :)
Title: Re: Sampire V2.0
Post by: Coolface on January 11, 2011, 02:12:31 PM
)= I didnt mean it like that dunno if u know this but in wep with 2.75 speed has max mana leech 68% and with 30% SSI it has max mana leech 52% and i want to know if I have 20ssi from items is my max mana leech with no SSI weapon 68% or 57%
Title: Re: Sampire V2.0
Post by: Scrripty on January 11, 2011, 02:52:54 PM
)= I didnt mean it like that dunno if u know this but in wep with 2.75 speed has max mana leech 68% and with 30% SSI it has max mana leech 52% and i want to know if I have 20ssi from items is my max mana leech with no SSI weapon 68% or 57%

It doesn't change.
Title: Re: Sampire V2.0
Post by: Kalaka on January 11, 2011, 03:57:55 PM
Yeah one of the real nice advantages to having SSI on the suit. More leech.
Title: Re: Sampire V2.0
Post by: MeWonUo on January 11, 2011, 04:25:38 PM
Okay, I see what you were asking now. :)

I like to load as much ssi on my suit as possible so that I can leave a little off of my weapons to crank the mana leech up.
Title: Re: Sampire V2.0
Post by: Meleria on April 13, 2011, 10:26:49 AM
Has anyone tried a Throwing Sampire, I just made a Throwing PVPer, tons of fun... I just wonder'd how thier worked out
Title: Re: Sampire V2.0
Post by: onlyindreams on April 14, 2011, 05:07:52 PM
Has anyone tried a Throwing Sampire, I just made a Throwing PVPer, tons of fun... I just wonder'd how thier worked out

I'm slowly making a thrower sampire myself on my second account. If I ever finish I'll make sure to update on how well it works. FYI I'm making a female gargoyle; throwing, bushido, tactics, anatomy, resist, necro, chiv
Title: Re: Sampire V2.0
Post by: barginy on May 05, 2011, 06:52:13 AM
I understand that I can spam target next attack last to draw in hordes, but is there a snippit of code that can continually try to attack monsters within a 1 radius?

I think that's where I'm going wrong ;/
Title: Re: Sampire V2.0
Post by: b@ndito on May 09, 2011, 03:45:19 AM
my sampy it's nearly 2 years old:

120 sword
115 tactics
115 bushido
110 ress spell
80 chivalry
80 anatomy
99 necro

with a good leafblade i have not much to worry about:

actually i have
dmg 40
mana leech 36
stama leech 34
swing 30

a friend lend me a similar one plus
hit lower defence 32  O_O

spamming feint is a piece of cake
Title: Re: Sampire V2.0
Post by: ImBlueSic on May 12, 2011, 07:39:29 PM
this is my sampire:

120 Swords
120 Parry
120 Bushido
100 Necro
90 Anat
90 Tactics
60 Chivalry

my main weapon is a Large Battle Axe with:
66 HLL
54 HSL
66 HML
30 SSI
40 DI

my armor is yet to be made as i dont know what i really need or what imbue ingredients to collect.

i know the weapon isnt good because i dont really need the life leech,but i got it for cheap and i love the battle axe for whirlwind
Title: Re: Sampire V2.0
Post by: onlyindreams on June 15, 2011, 12:51:46 AM
I never did get a chance to work on a gargoyle throwing sampire. Any chance anyone else has and can comment on it's effectiveness? I'm debating between archery and throwing, human or gargoyle.

Main purpose is for champ spawns but also for some peerless.

I was thinking 120 throwing (or archery), anat, tactics, 105 bushido (120 w/ ring), 100 necro, 85 resist, 70 chiv

I've played a ton with a swords sampires but want to try something new.
Title: Re: Sampire V2.0
Post by: Ultima on June 15, 2011, 10:44:01 AM
I never did get a chance to work on a gargoyle throwing sampire. Any chance anyone else has and can comment on it's effectiveness? I'm debating between archery and throwing, human or gargoyle.

Main purpose is for champ spawns but also for some peerless.

I was thinking 120 throwing (or archery), anat, tactics, 105 bushido (120 w/ ring), 100 necro, 85 resist, 70 chiv

I've played a ton with a swords sampires but want to try something new.

My thrower is always in Vampire Form so are my Archers for that matter. I run healing instead of Resisting Spells on my template. You can easily solo all of the Felucca Spawns but there is far less key smashing involved on the Thrower.

Throwing>Archery in my opinion.

I never log on my Archer anymore. :-[
Title: Re: Sampire V2.0
Post by: UOMaddog on June 15, 2011, 03:12:49 PM
I now use this (in wraith form) with curse weapon and healing....

Skills:
120 Throwing
100 Tactics
100 Anatomy
90 Healing
40 Necromancy
100 Spirit Speak
100 Resisting Spells
70 Chivalry

Stats:
150 HP (150 Str)
182 Stam (150 Dex)
68 Mana (36 Int)

I wreck any Fel spawn as well as do incredibly well in PvP with just healing
Title: Re: Sampire V2.0
Post by: onlyindreams on June 16, 2011, 11:07:54 PM
Thanks for the replies!

I never did get into whammies. But maybe I'll give one a shot.

In your guys' opinion, would it be worth it to add 70 ninja (instead of resist) to use for mirror images and more importantly to get the special move mana reduction?
Title: Re: Sampire V2.0
Post by: Cerveza on June 20, 2011, 08:15:56 AM
My next Sampire build, which was recently started will be:

120 Swords
120 Bushido
120 Tactics
120 Anatomy
100 Healing
70 Chiv
70 Necro (+30 Jewelry)

Big damage means big leeches.

If I don't like that then a simple change to make it

120 Swords
120 Bushido
100 Tactics
100 Anatomy
90 Healing
65 Chiv
70 Necro (+30 Jewelry)
55 Parry

A little parry with 120 Bushido means emergency Evasion and a few blocks.

*I was a little surprised how easy it was to make 70/95/70/70/75 armor. The suit is lacking Mana Regen but that's not how the char should be getting back mana anyways. I put 15 Necro and 15 Fire on each piece of jewelry, really made the rest of the suit easy.
Title: Re: Sampire V2.0
Post by: UOMaddog on June 20, 2011, 08:58:59 AM
@Cerv: With your first template, I would drop healing to 90 and chiv to 65, then bump necro to 85 that way you only need 15 necro on a jewel and free up more space. There's really not a major difference between 90 and 100 healing and with 65 chiv, that just means you fail enemy of one a few times, whoop di doo!
Title: Re: Sampire V2.0
Post by: Cerveza on June 20, 2011, 09:32:51 AM
I could do that eventually, thing is that this is a totally new char and 70 Necro is pretty quick to train up. I'll be spending most time getting Swords/Tactics up. New player on new shard so have to work out the details on training.

I'm not really missing anything as is. I *could* have some more LMC, or *could* put some HCI on... but overall it's a quick, down and dirty samp.
Title: Re: Sampire V2.0
Post by: UOMaddog on June 20, 2011, 09:53:46 AM
I'll have to play around with the template but I've been enjoying my thrammy way too much!! I usually run my sampire for the first 2 levels of Semidar(Fire) then when it hits third, log her out downstairs and bring my thrammy in to get the champ up, then double client my discord mage in the northwest corner and (using teleport scrolls) put my thrammy back there too. She drops in a jiffy! Altogether it might take 20-30 mins TOPS to do it from start to finish!
Title: Re: Sampire V2.0
Post by: Ultima on June 20, 2011, 10:28:13 AM
In your guys' opinion, would it be worth it to add 70 ninja (instead of resist) to use for mirror images and more importantly to get the special move mana reduction?

I'm not sure how useful mirror images are in PvM or PvP for that matter. If I knew I'd tell ya but I haven't tried throwing ninjitsu on a sampire Hyrbid template. For the most part I just use Ninjitsu on my PvM stealthers.
Title: Re: Sampire V2.0
Post by: Cerveza on June 21, 2011, 03:50:00 AM
Decided to go with:

120 Swords
120 Bushido
100 Tactics
100 Anatomy
90 Healing
60 Chiv
70 Necro (+30 Jewelry)
60 Parry

That's much cheaper in scrolls and easier to train up. If I don't like it I'll bump the anat/tactics and lose the parry.

I have 30 parry on a Samp on another shard and I do like the evasion, even though it's only a short duration. It's a great emergency measure to toss in while waiting on a bandage.

*Dropped Chiv to 60, hated to do it but must to get parry up to 60 and make Swords + Bushido + Parry = 300 for the mana reduction in specials.
Title: Re: Sampire V2.0
Post by: Cerveza on June 28, 2011, 05:57:58 AM
So far I'm really liking this template.

I had a Parry blue scroll so I went to the sheep pens and worked parry up to 100 in 15 minutes. Now I'm working up Swords/Tactics while Parry is dropping, everything else is done.

I don't like failing sacred journey and it takes a few tries to get enemy of one off... but the bright side is that I have enough Evasion that I can get outta trouble in a bind. I'll have to time how much I get but it's around 4-6 seconds which is bandage time. With 60 Parry I notice the blocking, I think it's about 25% which is pretty cool, and the mana reduction for having 300+ is really worth it.

The *only* thing I'd consider changing at this point would be going with 85 healing and 65 chivalry.
Title: Re: Sampire V2.0
Post by: Wilk on June 28, 2011, 06:53:28 AM
You know that chivalry is being tweaked soon right?

http://vboards.stratics.com/uo-test-center/
Title: Re: Sampire V2.0
Post by: Cerveza on June 28, 2011, 07:15:22 AM
Yep, already addressed my views.

I only use chiv for sacred journey, enemy of one and consecrate. Sometimes I toss in a divine fury. If they nerf those to the point on not being useful, then I'll consider changing. But really, how much damage do you need to do LOL.

If they change EoO damage output, as long as it's greater then zero it's still useful right? Same for consecrate - if it's not working against lowest resist then I just won't use it.

*If* I were to replace 60 points, there's several options available. Spellweaving comes to mind, Myst not so much, no really good lower level spells. Magery for recalls, but not a lot of help otherwise.... Spirit Speak would help for leeches, but I'm seldom using anything Necro on this build. Ninjitsu brings up an interesting though... mirror images on a Sampire...
Title: Re: Sampire V2.0
Post by: Wilk on June 28, 2011, 08:47:41 AM

*If* I were to replace 60 points, there's several options available. Spellweaving comes to mind, Myst not so much, no really good lower level spells. Magery for recalls, but not a lot of help otherwise.... Spirit Speak would help for leeches, but I'm seldom using anything Necro on this build. Ninjitsu brings up an interesting though... mirror images on a Sampire...

If you chose to nix the 60 chiv, then you could go 120 parry.

You could then have your parry as a full rotating skill: 120 resisting spells, or whatever else you wanted for certain situations (archery for ranged attacks perhaps).
Title: Re: Sampire V2.0
Post by: Cerveza on June 28, 2011, 09:43:13 AM
True dat, yet another option.

I'm thinking more along the lines of "mana using" abilities with the 60 skill... I seldom am in need of mana on the char. For some reason a sampire with mirror images seems interesting, although it means being dismounted.

Pixies however... hmmm.... All Kill Sampire?
Title: Re: Sampire V2.0
Post by: Ender on August 25, 2011, 01:41:00 PM
I now use this (in wraith form) with curse weapon and healing....

Skills:
120 Throwing
100 Tactics
100 Anatomy
90 Healing
40 Necromancy
100 Spirit Speak
100 Resisting Spells
70 Chivalry

Stats:
150 HP (150 Str)
182 Stam (150 Dex)
68 Mana (36 Int)

I wreck any Fel spawn as well as do incredibly well in PvP with just healing

Does this "any Fel spawn" include Lord Oaks? If so...

Hmmm... May have to spend some cash on that berserker breastplate.
Title: Re: Sampire V2.0
Post by: UOMaddog on August 25, 2011, 01:56:34 PM
Oaks is easy if you have the fey throwing weapon!
Title: Re: Sampire V2.0
Post by: bodfather on August 25, 2011, 02:14:23 PM
70 chiv still do ok with the changes?

I've finally got my account upgraded to SA where i can make something and im really torn on what to make. I've never done any form of whammy and really didn't like a sammy. I'm kinda leaning toward a wither bomb thrower but i dont know..
Title: Re: Sampire V2.0
Post by: Ender on August 25, 2011, 02:56:22 PM
Oaks is easy if you have the fey throwing weapon!
That is fantastic... Do you use that weapon the whole spawn while in wraith form, and just use bandages instead of curse weapon whenever possible to keep karma up? Because if so, I may be able to do it even without the breastplate. Hmm.
Title: Re: Sampire V2.0
Post by: MeWonUo on August 25, 2011, 02:58:20 PM
70 chiv still do ok with the changes?

I've finally got my account upgraded to SA where i can make something and im really torn on what to make. I've never done any form of whammy and really didn't like a sammy. I'm kinda leaning toward a wither bomb thrower but i dont know..

70 does still work, but you will notice a drop in your damage output.

I altered my sampire to these skills, and he's a powerhouse. :)

120 Sword
120 Tactics
120 Anatomy
120 Bushido
60 Parry
100 necro
91 Chiv (11 on Bracelet)
Title: Re: Sampire V2.0
Post by: bodfather on August 25, 2011, 03:05:30 PM
I want something to farm pinks, possibly finish the spawn if i don't get raided so i want something that'll quickly mow over mobs with extreme damage. That's why i was leaning toward the wither bomb thrower.

Ive noticed that Banshee's call would be an amazing rikki slayer but with no chiv on the wither temp that would reduce my damage.

But with the right set up that could possibly be a nice pvp template as well since i could get the 30sdi..

Decisions decisions..  :-\
Title: Re: Sampire V2.0
Post by: Ender on August 25, 2011, 03:24:54 PM
I think you'd be better off imbuing a weapon than using Banshee's Call against Rikktor. If you can get 45 SSI and 180 stam on a thrower, imbue a reptile or dragon slayer soul glaive with 30 SSI, 40 DI, max HML and the rest in HSL, and just armor ignore the crap out of him.
Title: Re: Sampire V2.0
Post by: UOMaddog on August 26, 2011, 05:45:06 AM
@Ender: Yea I try to use bandages as much as possible and only curse weapon against the bosses or major groups of spawn (if necessary)
Title: Re: Sampire V2.0
Post by: Cerveza on August 26, 2011, 06:34:46 AM
I'm in the process of taking Chivalry OFF my Sampire.

When the Chiv changes were announced I spent the next weeks actually noting what Chiv stuff I used on my Sampire. I found out that none of it was necessary.

Sacred Journey - Charged Runebooks and Dungeon Teleporter
Enemy of One - No change in damage
Consecrate Weapon - No change in damage
Clean Wounds - Never used it anyways
Cleanse by Fire - Never used it anyways

And that's about it. I found out that Enemy of One wasn't giving me any additional damage on my Crits. I was at 171 hitting bosses with my bladed staff no matter what I did. Perfection, EoO, Consecrate, Discord - no matter at all... I was at my cap of 171 and none of them increased my damage.

My old template:
120 Swords
120 Bushido
100 Tactics
100 Anatomy
100 Necro
90 Healing
60 Chiv
30 Parry

My new template, not quite there but on the way:
120 Swords
120 Bushido
120 Tactics
120 Anatomy
100 Necro
90 Healing
50 Parry (80 parry when I switch up my jewelry)

The difference between 30 and 80 parry is dramatic. At 30 parry it was 12%/13% for one/two handed weapons. At 80 it will be 25%/28%.

I'm only up to about 110 tactics and anatomy so far, but my AI's have gone from 171 to 177 now.
Title: Re: Sampire V2.0
Post by: Canuker on August 26, 2011, 06:50:43 AM
I've been looking at taking off chiv also.  Certainly now that Freno has released that very powerfull weapon making script the use for chiv is much less.
Title: Re: Sampire V2.0
Post by: Cerveza on September 13, 2011, 08:00:21 AM
Now that my Sampire has 120 anatomy/tactics my crits are going 183. I'm slowly gaining strength to try to add to this.

AI's come in three flavors, you get a low/med/high. My mediums are now 171 which is what my cap used to be. I also fixed up some loose ends in the armor and jewelry. Got my +30 parry on jewelry taking it to 80 also.

120 Bushido
120 Swords
120 Anatomy
120 Tactics
100 Necro
90 Healing
80 Parry (with 30 jewelry)

I recall around with a runebook. I'm not missing chivalry at all for this char. EoO and Consecrate were the only things being used and they weren't even necessary.
Title: Re: Sampire V2.0
Post by: gimlet on September 13, 2011, 08:28:33 AM
What are your base stats?
Title: Re: Sampire V2.0
Post by: Cerveza on September 13, 2011, 08:48:03 AM
Base is app.... 103 Strength (will take this over 115 for sure), 120 Dex, 32 Int (like 76 mana).

Since I fixed up the suit my mana is way over, which is one thing I wanted. That means I can add in Strength at the cost of Int and still have 50+ Mana available.
Title: Re: Sampire V2.0
Post by: NObama on September 13, 2011, 09:15:04 PM
Good thread, thank you.  Some questions:

- Can you still rez with your healing/anat levels?
- If human, have you considered transforming into a wraith to facilitate magical travel?  100% success for recall while in wraith form...
Title: Re: Sampire V2.0
Post by: Cerveza on September 14, 2011, 02:40:27 AM
1 - Yes, 80/80 is required to rez. I can also bandage non-faction players every 2 seconds for 40+ heals
2 - 100% when recalling using book. Wraith form is an option if the book is out of charges.
Title: Re: Sampire V2.0
Post by: Nellie on November 12, 2011, 04:05:52 PM
I have been thinking of making a sampire, but looking through all these posts it dosent seem so easy. Is there a definitive setup that would work? i have most skills stoned so can swap and change skills at will, but would prefer to find what works best and implement it. so i guess simple question is, what should i put on my toon to make him a viable sampire?

Nel.
Title: Re: Sampire V2.0
Post by: NObama on November 12, 2011, 07:35:54 PM
Everthing you need to know is in this thread.  If you have more specific questions after you've perused the template/armor/weapons suggestions, feel free to ask!
Title: Re: Sampire V2.0
Post by: viniciusxis on December 07, 2011, 04:17:02 PM
whats a good template to run nowadays (with the changes on chivalry)??
im going with (700 skillcap):
120 bush
120 fenc
120 parrying
100 tactics
99 necro
84 chivalry
57 ss

am i doing anything wrong?
what should i change? or should i get any skills on jewels (currently 15/15 di 20 str 8 int 5 on both)?
edit: oh and why are you guys using so little parrying? like 30~60 on a couple templates i've seen
Title: Re: Sampire V2.0
Post by: Neo on December 07, 2011, 04:38:09 PM
I think it relates to hitting the 300 skill mark for those skills that lower mana cost of special abilities...

IE If you have 120 bushido and 120 weapon, you only need 60 parry to hit the 300 combined skill necessary for -10 mana cost, and still having enough to parry successfully around 1/5 of the times...

That's what I could figure anyway...
Title: Re: Sampire V2.0
Post by: Canuker on December 07, 2011, 06:26:28 PM
I'm running 75 parry on my guy simply due to that was the room left over, if I further reduced chiv from 65 and maxed resist to 120 from 110 the rest I'd throw into parry but my set up does fine.
Title: Re: Sampire V2.0
Post by: viniciusxis on December 07, 2011, 09:35:14 PM
i never tought of parrying as it were there just for the special move mana reduct, tought it was there for the actual parry haha
so if i drop my parrying to 60 i'll have 60 skill left
should it put 20 in tactics and the rest in.. ss?
or maybe drop parry to 80 and put 20 on tactics and 20 on ss
Title: Re: Sampire V2.0
Post by: Cerveza on December 08, 2011, 02:07:30 AM
If you drop parry, evasion goes away.
Title: Re: Sampire V2.0
Post by: Canuker on December 08, 2011, 04:52:02 AM
I haven't had SS on my guy in years and have never had a issue with it, I think there are better spots to spend the points.
Title: Re: Sampire V2.0
Post by: viniciusxis on December 08, 2011, 06:25:58 AM
without ss how much time the curse weapon lasts?
i know whammys are the ones for soloing bosses now but i like sampires more
and the evasion you say on parrying is the bushido skill or is it passive? i never figured out how to use that skill
Title: Re: Sampire V2.0
Post by: Cerveza on December 08, 2011, 06:28:42 AM
I never have to use Curse Weapon.

Vamp Emb leech + Confidence + Bandages (I have healing) does just fine.
Title: Re: Sampire V2.0
Post by: Canuker on December 08, 2011, 07:09:46 AM
I never cast that spell anymore and I suspect that it's been well over two years since I last carried the regs.  I'm not sure which bosses you are working but I always run a second account with disco so that makes a difference. 

For my samp I've worked the suit for maximum effectiveness such as extra str, dex, int, 50EP plus 40 LMC  and I keep chugged when finishing a champ etc.  I also run a modified version of the Lame script listed here which I added a constant check for the chugging, stam refresh below a certain level and greater heal if needed.  AI is your friend if you suit is geared up right as a normal samp can leech back nearly enough mana to do it non-stop, I suspect that some people have suits that can do it even better then mine but I can get upto 8+ off in a row.

Finally I'd strongly say that you should have a look a Neo's near godly scripts for making weapons, review my post for lowest resist for creatures and then bust out some dull copper hammers for fresh stuff.
Title: Re: Sampire V2.0
Post by: viniciusxis on December 08, 2011, 08:12:57 AM
hm yeah i figured you didnt need it because you had healing cerveza, but i already have an archer that uses healing and i wanna change a little heh
what kind of weapon are you talking about Canuker? also, i don't have a crafter just yet, only an imbuer so whatever i wanna do i go from scratch :s
i mean i run a fencer and im building this mostly (for now) to solo shame mages and vortexe's, so i was thinking about:

HSL/HML/HLA/HLD/DI leafblade (i swing at cap with no ssi) and mage slayer tally
and
HSL/HML/HLD/Ele Slayer/DI for vortexe's and air elementals

you build them with HLL + vamp so that you dont need to curse weap?
if you don't think it's too much can you post your template + gear?
edit: i'm not really a fan of potions but i can start using them if they make such a difference
ty for all the replies :)
Title: Re: Sampire V2.0
Post by: Trixta on March 25, 2012, 02:25:30 PM
O.k. it's 3-25-2012   has anything changed   with this template? I want to give it a whirl! Pun intended   ;D

(Thanks to Cerveza)
My new template, not quite there but on the way:
120 Swords
120 Bushido
120 Tactics
120 Anatomy
100 Necro
90 Healing
50 Parry (80 parry when I switch up my jewelry)

What did your Base stats end up at?
Thanks,
Trix

Title: Re: Sampire V2.0
Post by: onlyindreams on March 25, 2012, 09:31:25 PM
O.k. it's 3-25-2012   has anything changed   with this template? I want to give it a whirl! Pun intended   ;D

(Thanks to Cerveza)
My new template, not quite there but on the way:
120 Swords
120 Bushido
120 Tactics
120 Anatomy
100 Necro
90 Healing
50 Parry (80 parry when I switch up my jewelry)

What did your Base stats end up at?
Thanks,
Trix



Depending on what you do with your sampire, I'd consider dropping healing for resist. But that's mainly if you do a bunch of champ spawns. I have a friend that plays with healing (other than Cerv) and he likes it a lot, except when dealing with groups of spellcasters.
Title: Re: Sampire V2.0
Post by: Cerveza on March 26, 2012, 05:22:36 AM
Healing or Resist has always been a tough call. Some spawns you really want to have that resist to avoid the constant paralyze and mana vamps.

If you are aware of the targets you are after, and adjust your tactics to match, you can do just fine either way. I just like those bandages constantly going off.
Title: Re: Sampire V2.0
Post by: NObama on March 26, 2012, 11:20:58 AM
I like resist.  Those damn imps gang up on me and it's embarrassing to die on a tier one...
Title: Re: Sampire V2.0
Post by: Khameleon on March 26, 2012, 12:14:15 PM
I would like to know if reforging has changed anyones suits?  And how?
Title: Re: Sampire V2.0
Post by: NObama on March 26, 2012, 12:37:38 PM
I've just about given up.  Getting waaaaaay to complex for me.  I'll let manwinc or someone do all the heavy thinking and ride their coattails!

 :P
Title: Re: Sampire V2.0
Post by: Trixta on March 26, 2012, 04:11:52 PM
Awesome thanks guys, I just got back and the guys I have been running with Do a lot of Oaks and Harries.
I have Healing and Resist Soul stoned so I could always switch out when needed. Pixie para Ugh!
Just wanted to make sure the overall Template was still valid, I did not want to pour through anymore patch notes :P
Title: Re: Sampire V2.0
Post by: Khameleon on March 26, 2012, 04:39:11 PM
I've just about given up.  Getting waaaaaay to complex for me.  I'll let manwinc or someone do all the heavy thinking and ride their coattails!

 :P

Why do you think I asked :P
Title: Re: Sampire V2.0
Post by: Hoby on March 27, 2012, 08:52:14 AM
yea, i have changed one piece on my suit.  I've added a 15 damage eater piece to my suit. 
Title: Re: Sampire V2.0
Post by: LlamaOnDrugs on April 11, 2012, 08:41:38 PM
I am looking into making a damage eater suit for my Sampire, but I am sceptical about how useful it will actually be, since it takes a while for the damage to come back as healing and as the enemies I am facing usually hit like trucks I'll either be healed before the health back hits me, or I'll be dead!

I have been using reforging mostly to finally set myself up with specific elemental damage weapons for all situations!  Reforging makes it oh so much easier to get those 500 imbuing intensity 100% ele dmg weapons.  I am even considering dropping chivalry since I just wont need it after I have all these weapons.
Title: Re: Sampire V2.0
Post by: Khameleon on April 12, 2012, 07:16:20 PM
Has Anyone Experimented with the Eater Property yet? is it worth rebuilding my suit?
Title: Re: Sampire V2.0
Post by: Nyses on April 14, 2012, 11:43:32 AM
Here is the setup I run on my Sampire.  I do a lot of spawns, but can go up against about anything in the game.

Bushido 120
Swords 120
Tactics 120
Resist 120
Necro 100
Chiv 80
Parry 60

I keep the 60 parry, as that plus the 120 bush and 120 Swords provide me with the 300 skill points to maximize the special moves costs.  80 Chiv with really high Karma is almost 100% effectiveness.   

Healing is not a problem, with Vamp embrace, Confidence and Close woulds.  I do run a little less Dex than most Sampires, Stam is only about 130, but that is because I have 25 SSI built into my suit and can put 30 SSI on weapons if needed.

As stated previously in the thread, there are many Sampire variations, just depends on what you are hunting and how you like to play.

Cheers,
Title: Re: Sampire V2.0
Post by: tumbleweedr on April 18, 2012, 10:39:11 PM
Looks to be a very nice temp what I'm thinking of doing.   8)
Title: Re: Sampire V2.0
Post by: Wilk on April 19, 2012, 06:27:17 AM
Has Anyone Experimented with the Eater Property yet? is it worth rebuilding my suit?

The all eater property is definitely worth the effort on your samp suit if you can fit it in. It caps at 18. I generally just add one piece to my suit with 15 all eater though. Even a 12 is fine.
Title: Re: Sampire V2.0
Post by: onlyindreams on April 19, 2012, 10:19:34 AM
Has Anyone Experimented with the Eater Property yet? is it worth rebuilding my suit?

The all eater property is definitely worth the effort on your samp suit if you can fit it in. It caps at 18. I generally just add one piece to my suit with 15 all eater though. Even a 12 is fine.

Agreed. Something else to add, if your sampire only fights things that do physical damage (for example and I know it's probably not the case), you can add up to 30% of that specific eater. So you could do 30 physical to get more hp back. But as Wilk said, I'd just got for the 12-15 all purpose damage eater unless you fight only a few certain things that all do the same type of damage.
Title: Re: Sampire V2.0
Post by: Khameleon on April 19, 2012, 12:57:22 PM
I was thinking about adding 12 to most of my pieces and get two pieces with 15 kinetic, and hold the shield of hungry mouths....
not to sure if holding a shield with a sampyre is gonna be worth it though.
Title: Re: Sampire V2.0
Post by: onlyindreams on April 19, 2012, 07:15:41 PM
I was thinking about adding 12 to most of my pieces and get two pieces with 15 kinetic, and hold the shield of hungry mouths....
not to sure if holding a shield with a sampyre is gonna be worth it though.

It's 18 damage eater max per suit, not piece. But, if you were to do 30 of each individual eater then the 15(18) damage eater is pointless.
Title: Re: Sampire V2.0
Post by: Wilk on April 20, 2012, 01:06:11 PM
Onlyindreams, Kham meant he was going to add 12 of each specific eater type for his armor pieces + 2 kinetic 15's so when he equipped his wall of hungry mouths shield he would cap each of his elementals at 30, and have his kinetic at 30.

Kham, a lot of the samps on my shard throw a shield in hand for down in lower Shame since they generally only run 60 parry. They don't really care about not being able to parry with a shield in hand. Keep in mind, if you're being cast on continuously, you won't get your life bursts back until you get a minor pause from taking damage. It'll save like 40 charges (I think it's 40 currently) of those life bursts. Personally, I like it if I get overwhelmed, and need to peel off redlined. Then you see a big benefit. My samps are mostly all throwers now though, and I don't rock dci, so sometimes during a spawn level bump, it can get a little hairy, and the burst helps.

I wouldn't bother to get 30 on each eater Kham. If I were you I'd much rather go with 2 kinetic eater 15's, and rock your shield, rather than waste a mod on each piece of armor. The 20's across the elementals from the shield are more than enough imo. By the way, kinetic 15 on a piece will count as 90 intensity points when imbuing.
Title: Re: Sampire V2.0
Post by: onlyindreams on April 21, 2012, 11:35:11 AM
Onlyindreams, Kham meant he was going to add 12 of each specific eater type for his armor pieces + 2 kinetic 15's so when he equipped his wall of hungry mouths shield he would cap each of his elementals at 30, and have his kinetic at 30.

Whoops. Caught that on second read. I'm curious how well it would work. Would be nice if I had the time to test a max eater and HPR sampire suit.
Title: Re: Sampire V2.0
Post by: bodfather on April 21, 2012, 05:16:10 PM
Few questions. I've been gone a while and even before that i didn't mess around with anything but resources.

What is this reforging and how do i do it? Damage eaters? Can anyone wear armor with this or is it for gargs only?

Could a standard old school sampire do the job in Shame or do i need these reforged weps with damage eaters?

way too complicated if you've been out of the loop a while  :'(
Title: Re: Sampire V2.0
Post by: Khameleon on April 25, 2012, 04:02:24 PM
So... this is what I came up with... I haven't Really tested it out yet....

Title: Re: Sampire V2.0
Post by: lordraith on April 28, 2012, 02:21:42 AM
 Bodfather... reforgeing just came out with pub 75, maybe 2 months ago. Basiclly reforging is a bonus for crafters who also have imbuing skill, allowing some really nice mods. If you are familiar with shame loot, now those new mods are craftable by reforgeing.
 The damage eater, and damage type eater mods are not a bad lil bonus mod, in theory...but they only return a tiny bit of health, and only after you stop getting hit for a few secs...so not of much value imo.
 As far as reforge for Sampires, id suggest aiming for HCI on plain wood woodland pcs, then enhance with heartwood to double the HCI if your lucky to 10%...it seems imo to be the best reforge option avail to sampires. Personally, id use oak runic saws and plan to imbue, but useing yew or heartwood saws can make some godly pieces.
 If you already have a good older samp suit i really wouldnt rush to replace it.
Title: Re: Sampire V2.0
Post by: bodfather on April 28, 2012, 09:48:29 AM
Bodfather... reforgeing just came out with pub 75, maybe 2 months ago. Basiclly reforging is a bonus for crafters who also have imbuing skill, allowing some really nice mods. If you are familiar with shame loot, now those new mods are craftable by reforgeing.
 The damage eater, and damage type eater mods are not a bad lil bonus mod, in theory...but they only return a tiny bit of health, and only after you stop getting hit for a few secs...so not of much value imo.
 As far as reforge for Sampires, id suggest aiming for HCI on plain wood woodland pcs, then enhance with heartwood to double the HCI if your lucky to 10%...it seems imo to be the best reforge option avail to sampires. Personally, id use oak runic saws and plan to imbue, but useing yew or heartwood saws can make some godly pieces.
 If you already have a good older samp suit i really wouldnt rush to replace it.

Thank you sir! I had a friend explain a little about reforging to me yesterday and i played with it. I absolutely LOVE this. I used a heartwood saw and played with bokutos and made some really nice ones.   

Title: Re: Sampire V2.0
Post by: Wilk on April 30, 2012, 02:27:58 PM
Kham, the only things I'm not really keen on for your suit are:

-Circlet (meaning no HLD glasses which probably means no HLD on your setup).
-DI at 85
-HPI 10

I see your hci is 55. Could you lose 10 hci somewhere to get your di to 100?
Title: Re: Sampire V2.0
Post by: Vldimer on August 19, 2012, 06:21:28 AM
i run this
elf/female
120 mace
120 resist
105 bush(+15on braclet to 120)
100 anat
90 tact
99 necro
rest in chiv and i use a +15 chiv braclet as well to get me around 75ish
Title: Re: Sampire V2.0
Post by: gimlet on August 19, 2012, 09:23:05 AM
i run this
elf/female
120 mace
120 resist
105 bush(+15on braclet to 120)
100 anat
90 tact
99 necro
rest in chiv and i use a +15 chiv braclet as well to get me around 75ish

No SS?
Title: Re: Sampire V2.0
Post by: Xanderyum on August 19, 2012, 09:40:57 AM
Sampire isn't SS that's whammy, right? Sampire is all about Vampiric embrace and Damage output for heals through VE.
Whammy is way less skill points inNecro and more in SS so wraith form for mana, and SS for curse weapon.
Sampire=samurai vampiric embrace
whammy= wraith form samurai.
At least that's how I understood it.
Am I misinformed?
Title: Re: Sampire V2.0
Post by: MeWonUo on August 19, 2012, 09:47:58 AM
Sampire isn't SS that's whammy, right? Sampire is all about Vampiric embrace and Damage output for heals through VE.
Whammy is way less skill points inNecro and more in SS so wraith form for mana, and SS for curse weapon.
Sampire=samurai vampiric embrace
whammy= wraith form samurai.
At least that's how I understood it.
Am I misinformed?

Some people like to use SS on their sampires in certain situation for the curse weapon spell.  I swap out anatomy for SS when I fight slasher for example.  SS also adds another way to heal yourself in a pinch.  You lose damage output with it, but the added life saving abilities can be worth it sometimes.
Title: Re: Sampire V2.0
Post by: Vldimer on August 22, 2012, 11:29:06 AM
no i dont run SS at all not even against slasher.
with a black staff with max ssi(40) hit mana leach and stam leach+ hit area, you dont need SS, i solo all day without dying. with vamp form it keeps you full life.
Title: Re: Sampire V2.0
Post by: UoLugnutz on August 22, 2012, 12:07:53 PM
Sampire isn't SS that's whammy, right? Sampire is all about Vampiric embrace and Damage output for heals through VE.
Whammy is way less skill points inNecro and more in SS so wraith form for mana, and SS for curse weapon.
Sampire=samurai vampiric embrace
whammy= wraith form samurai.
At least that's how I understood it.
Am I misinformed?

In theory you are correct on what a Sampire and Whammy is and where the name came from. With the power of Imbuing/Re Forging most people run a hybrid of one or the other and the true meaning of both have lost itself in the shuffle.
Title: Re: Sampire V2.0
Post by: arkaneuo on October 14, 2012, 06:18:23 AM
I have not played UO for years (many many years).
I'm interested in make a Sampire char, but, anyone can recommend me wich stats need?

Thanks!
Title: Re: Sampire V2.0
Post by: The Ghost on October 15, 2012, 06:51:15 PM
With a 25 Stat Scrolls,  you are looking are something like this.  HP 111, Int 38 Dex 115. with on MOD on ur suit you can get to  Str 150,HP 145, Int 39  mana 80 , Dex135 Stam 165.    It all depend on what on ur suit.  Experiment with stat, it easy to lower and raise them.
Title: Re: Sampire V2.0
Post by: arkaneuo on October 15, 2012, 09:22:50 PM
Ok! i'll experiment a lot.

Actually don't have good equipment, but i try to get in short.

Thanks!
Title: Re: Sampire V2.0
Post by: The Ghost on October 17, 2012, 06:46:10 PM
I use shame loots to build cheap suit,  for archer it perfect.  My sammy use shame armor on 1v1 combats so I don't kill my nice suit. 
Title: Re: Sampire V2.0
Post by: batotero on December 24, 2012, 07:10:37 PM
the amount of dex will depend on the speed of my sword or mace or fencing?
Title: Re: Sampire V2.0
Post by: _C2_ on December 25, 2012, 09:10:34 AM
What is the best suit out there right now for sampires in shame doing vortexes?
Title: Re: Sampire V2.0
Post by: Ultima on December 25, 2012, 11:42:03 AM
Title: Re: Sampire V2.0
Post by: Abyss on July 18, 2013, 12:57:39 PM
Pulled my sampire out last night....Used Soul Seeker and noticed my Mana Leech isn't near what it used to be... Have they made any changes to it in the last ohhh year or so?
Title: Re: Sampire V2.0
Post by: The Ghost on July 18, 2013, 03:57:45 PM
IT all depend on the amounts of damage you are doing. LMC on your suit and the type of special you are using.  using primary/secondary ability over and over cost more. on IA+ LS+LS or IA+IA+LS+LS  it ok.
Title: Re: Sampire V2.0
Post by: cybercasper on September 26, 2015, 05:43:14 AM
Ok been reading all the post have a question if there is any new template out there right now. I'm running this template but looking to make a new spawner that can solo anything.

120 swords
120 tact
120 anat
105 bush (+15 on ring)
99 nerco
96 chiv
60 parry

if anyone has any ideas where I can tweak my char please let me know or if there is a better template period for soloing all bosses from peerless to SA to regular champs
Title: Re: Sampire V2.0
Post by: The Ghost on September 26, 2015, 06:23:31 AM
All the template are good,  some seen to be better then other or suited for a different style of poeple and play.  I read and see long discussion on Stractic forum about that.  At the end is how YOU want to play.    Here my two cent.

your Cycber in my bookyour build is for player that play PvM one and one or just a few monster at the time. This is good for farming money. I use something close to it for that purpuse  Doing lot of damage and little healing involve.   

I do find that having 80 Chiv is enough to get the 100 damage bonus and get your bush to 120 real to free up room on jewelry for STR, dex
Code: [Select]
120 swords
120 tact
120 anat
120 bush
100 nerco
80 chiv
60 parry

Now if you are quick with your finger and can like walking a fine line sometime. I mean that your HP get something close to 20.  If you miss the warning sign of low life will be saying OooOO.   I use this template.  it not for every one.  An Asian show me this template and how to play it.

Now this  is the only one I use.:    To use this is you need to be dealing lot of damage and leech lot of life.  The more monster u can target, the more HP u have and more monster die.  the end result is champ are advancing quick.   If you notice you need to use bush and chi to heal if your Vam Embrace  don't leech enough.   I remove anatomy because if only deal few more point of damage. seen healing don't fit with the build didn't make any sense to add it.  Resist was more useful in my mind, help with the para, curse and other little thing.   
Code: [Select]
120 swords
120 tact
120Resist
120 bush
100 nerco
80 chiv
60 parry
Title: Re: Sampire V2.0
Post by: Gemviper on December 23, 2015, 01:55:18 AM
What about ditching Chiv for Lumberjack bonus? Chiv EoO counts against the 100% DI cap, the LJ bonus doesn't. No need for cures while in Vamp form, slayers negate consecrate and old runebooks negate chiv travel, the new ones are bugged and require magery/chiv to recall.
Title: Re: Sampire V2.0
Post by: Tidus on December 23, 2015, 07:14:05 AM
What about ditching Chiv for Lumberjack bonus? Chiv EoO counts against the 100% DI cap, the LJ bonus doesn't. No need for cures while in Vamp form, slayers negate consecrate and old runebooks negate chiv travel, the new ones are bugged and require magery/chiv to recall.

Alot use Chiv just for divine Fury which boosts back up your stamina.  Low stamina on a Sampire can be deadly. Granted the right weapon resolves this.

Also EoO does help when fighting hard hitting bosses.  As it also negates their damage dealt to you.
Title: Re: Sampire V2.0
Post by: 12TimesOver on December 24, 2015, 06:14:43 AM
What about ditching Chiv for Lumberjack bonus? Chiv EoO counts against the 100% DI cap, the LJ bonus doesn't. No need for cures while in Vamp form, slayers negate consecrate and old runebooks negate chiv travel, the new ones are bugged and require magery/chiv to recall.
A couple of points you might misunderstand...

EoO doesn't count agains a 100% DI cap. EoO doesn't even count against the 300% Base Damage Increase cap (items, tactics, anatomy, LJ, Divine Fury, Grapes of Wrath, strength, etc). EoO is actually part of the Damage Modifier category which applies AFTER your base damage increase is applied to the target resist, etc.

Slayer weapons don't negate Consecrate Weapon, 100% elemental weapons do when the proper element is chosen against the proper target (although higher levels of Chiv also get the benefit of additional Damage Modifier Increase but that usually doesn't apply with the typical Sampire templates).

Now on the Damage Modifier category, slayer weapons can indeed negate EoO because if it's a properly alligned slayer (not super slayer) the max 300% damage modifier is reached without anything else. HOWEVER, there are plenty of creatures that have NO slayer other than a super-slayer, for example you need a Repond for Barracoon, so you need to increase your Damage Modifier to get closer to that 300% mark, you can't really get there without EoO which can get you as much as another 82% (or something like that) damage modifier based on your Chiv level.

So, for example, if you are fighting a Blood Elemental with a Blood Elemental Slayer weapon then EoO will do nothing but if you're using an Elemental Slayer then they will help.

I don't believe EoO has any bearing whatsoever on negating damage dealt to you, in fact it's kind of the opposite in that once you are alligned against one creature type different types will do MORE damage to you. So, if you EoO target Blood elementals you do more damage to those while everything BUT Blood Elementals can do more damage to you.

Considering the typical Sampire template is extremely tight as it is it would be tough to justify the loss of Chiv for LJ but hey, it's all about how you like to play! Personally I'd go for fitting 120 Anatomy AND as much Resist as possible if I dropped Chiv, not go with LJ. 100 Anatomy vs 100 LJ is 55% DI vs 30% DI plus you aren't limited to using only Axe items.

X
Title: Re: Sampire V2.0
Post by: Gemviper on January 17, 2016, 01:28:44 AM
Great reply and yeah, it's a tight build. I've been really pushing the limits on my template and have spent a fortune in the process. In fact I don't think I can even call my Sampire a Sampire anymore but he absolutely destroys without ever feeling vulnerable now.

Quote
you can't really get there without EoO

Yeah you can, I hit the 300% mark without a slayer(100% DI on gear + 120 anat + 120 tactics +150 str =288%). I added 60 LJ to hit 300 even and tested EoO, it gave me exactly 0 increased damage so it is stuck under the cap. I since removed LJ completely, turns out there are better skills to use the points on  ;)

Something else I noticed was that bushido, with my current gear(insanely expensive, built around 2 RNG Legendary pieces that cost 300m each), was also not worth its weight damage wise. I better understand the mechanics now and honoring a creature to build up the damage from consecutive strikes was also giving me no bonus anymore so it is also under cap. Lightning strike hit chance increase was wasted since the gear has cap of that as well. The lightning strike damage bonus(200% or so) did occasionally kick in but too infrequently for my liking so I removed Bushido to keep testing.

From there I questioned Parrying since without Bushido I'd need a shield and I ended up replacing it with healing, damage blocked and damage healed come out as a wash though healing has the added benefit of fairly frequent mid-heal cures that don't block the heal itself. When the healing attempt reaches the 50% of timer mark it makes a cure attempt... I got hooked on that. I also like that if I finish a fight low on health I am not stuck waiting to regen a bit(no chiv), the heal tops me up fast.

So at that point I had the following as base. Skill cap is 780 with my gear.

120 swords
120 tactics
120 anat
100 healing
100 necro

POISONING: I used a 2h double Axe as weapon for double strike and whirlwind and kept messing with other skills and eventually found I really liked poisoning on him. The poisoning mastery, via injected strike, lets you hit lethal poison 100% of the time at gm skill on anything not resistant or immune to it. The best part is that it works on non-infecting weapons like my axes and also debuffs the target to poison! It doesn't go off, or waste charges, unless you toggle the injected strike ability which is also nice and even then it applies regularly without using charges. I like the poisoning mastery a lot right now, it works great with Anatomy.

For the last 120 pts I usually go with 120 resist but have to admit that I now swap in 120 Chiv instead depending on situation, I have a full set of lesser slayers but where there are mixed type spawns it's easier to go with consecrate. I suppose I could go with something like 60/60 but that's laziness, I already have 120 of each and a soulstone + I like consecrate to last a little longer, it already wears off too fast imo. Neither of these skills is a factor in most situations though so I'm still trying to find something I like more with that last 120 pts. No luck yet.

I'm not done yet, but happy with a balanced character and faster kills(+poison) with healing more than makes up for parrying, imo. I don't miss the parrying damage mechanics either. If you don't have hundreds of millions to spend however I wouldn't recommend this build to anyone, every piece is expensive. It also suits my playstyle and preferred locations well but might bomb with yours, testing and retesting is key.

Tip: Make sure your real skill hits 100. 90+30 is not the same as 100+20 due to how the extra damage amount is added for having 100 skill. If you have 90+30, for example, you don't get the bonus with some skills.

EDIT for clarification: 100% poisoning with the mastery skill at level 3 and deadly poison placed on your weapon with inJected strike = Deadly Poison damage, not lethal. You only get lethal with a inFected strike weapon. Not only that but you probably want to have 100 poisoning and not 90 poisoning otherwise you're going to fail a LOT trying to poison a 2h axe, for example.
Title: Re: Sampire V2.0
Post by: Gemviper on January 18, 2016, 06:59:53 AM
Just another update on the post above. Next on my testing was replacing poisoning/resist with music and provo and I have to tell you that the character feels so versatile now it's threatening to become my PvM main(though poison/resist held it's own in pvp). The poison/resist is ideal for tough creatures but since the gear is designed for a sampy(leeching, necro etc) and uses a double axe(whirlwind, double strike) it's bread and butter is being surrounded by lots of creatures, the more the better. Music and Provo fit right into that since I can still whirlwind a big group while provoking the tougher ones together or onto a boss. Survivability is through the roof and the more creatures there are, or longer the fight lasts, the DPS goes up and not down.

- 120 swords
- 120 tact
- 110 anat
- 100 necro (for vamp form)
- 110 healing
- 120 music
- 120 provo
- full 81% life/mana leech minor slayer elemental damage weapon set(might be my playstyle/locations but I'm never needing stam leech)
- put SSI on armor, not weapons, to keep leaching from dropping to 62%. 150 dex + 35 SSI + double axe = max SS on a 3.25 speed double axe

That weapon + necro is more important to a Sampy than Bushido or Chiv, imo. Curse the wep vs a boss. I did the math on my gear, 1.2 plat(1200 million), and that's WITH me making/imbuing the player made parts myself. I couldn't have made it without the two insane legendary RNG items it was built around. The mark of travesty mask is the cheapest item on the suit but being able to swap it out for +10's in a travesty mask with other skills(ie:healing+anat, swords+tact, music+provo etc) turned out to be huge in testing since the rest of the mask's stats don't change. You can POF it up to 255 too, it's a very versatile piece for the head slot even if not the highest intensity available on the head slot.

I'm wondering if EA secretly nerfed the FOTM bushido/chiv builds because they stayed FOTM too long, either way I'm not missing Bushido, Chiv OR parry one bit. I also highly recommend you aim for gear to bring you to 780 skill cap with nothing less than 100 real in a skill, it's doable.

What I'm ultimately finding is that gear trumps skill, the better the gear the less need you have for Bushido/Chiv/Parry mechanics and you don't need to put INT on the gear or character, you'll end up with around 65 mana with 11 real int with mad regen/leech.
Title: Re: Sampire V2.0
Post by: 12TimesOver on January 18, 2016, 09:08:45 AM
Sounds fun!

Personally my reason for playing a samp is to 1v1 against higher level bosses (peerless, champs, etc). How is your template doing against, say, Dreadhorn or similar?
Title: Re: Sampire V2.0
Post by: Gemviper on January 18, 2016, 05:36:19 PM
Haven't tried Dreadhorn with it yet, I've been testing it at the Tokuno champ spawn solo. Clearing the waves with poisoning and resist is easy, 1st wave I just aggro all the mobs and kill them with 1 whirlwind. Wave 2 I do the same except I don't stand in the goo that drops from kappas, it drains life fast if you have 5-6 of them dropping it at your feet(ie:whirlwind, move a couple tiles, repeat). Wave 3 is also simple though I try to avoid fighting more than 2-3 of the revenant lions at a time, I start injecting poison on those from my double axe via mastery ability and I start to notice that resist skill kicks in, they lower your stats a lot but resist shortens the duration. Poisoning them also forces them to cure instead of cast at you as often. The lesser Hiryus are straight up physical damage, you can fight as many of those at a time as you want but if 2-3 lions sneak into the fray you feel it. Wave 4 is the same as wave 3 but I pay closer attention to singling out the Oni's without too many Hiryu's around when I can. That sounds counter intuitive to what Sampies do(more targets is better etc) but I don't care if you're using god mode, a bunch of hard hitting spells at once drops anyone.

Serado is a straight up toe to toe, he hits hard but doesn't hit fast enough to kill me before I can heal, usually. When he connects hard your bandage timer starts so he basically has 5 seconds to finish you off at most, he needs you to miss during those 5 seconds or life leech kicks in and you're fully healed. Cursing the weapon helps but is usually overkill. I swap out an Axe built for him that has snake slaying and no area hit or elemental damage, for the rest I go with a cold elemental, cold area double axe with reptile slaying. None of my axes have SSI since I hit cap with 180 stam + 10 SSI + 150 str so they leech 81% instead of 62% and none have stam leech. The 10 SSI is on my ring but you could go with a 5 SSI ring and the ranger's cloak to lower the PIA factor of finding the best +10 SSI ring. If you're REALLY lucky you'll score a +30 DI instead of +25 DI on the ring too and you can enhance the DI from 40 up to 50 on your wep and get the other 20 from something like a Soldier's Medal talisman to hit 100, 3 slots and done. There is a sliver doom reward ring, forget the name, that has 75% DI so it *could* be 2 slots to 100 DI but I couldn't make it work without coming up short on something.

I'll test on the others soon, I like to build suits dedicated for individual spawns. I can tell you that gear matters, even the 75% resist to physical instead of 70% is noticeable. That last 10% you squeeze into a suit feels like it makes 50% of the difference.

I'm done with Bushido and Chiv, and maybe even parry I think. I wouldn't be surprised if they secretly nerfed the combo behind the scenes since they were so overdone. I get around just fine with recall scrolls in my old style runebook(new style is bugged still) and double attempt bandage cures work just fine if vamp form doesn't clear the poison first.
Title: Re: Sampire V2.0
Post by: Gemviper on January 18, 2016, 07:16:35 PM
Another update, testing never ends. The short amount of time reduction that resisting spells gives to curse/weaken isn't very useful when I am constantly fighting the same time of mob over and over, they keep casting it so I'm essentially cursed/weakened all the time anyway. It has benefits on the boss but I took it off to try poison with Focus Attack from Ninjitsu, instead of double strike primary ability from my double axe which is a huge mana drain.

The result, I was surprised to actually feel a different with how much extra I was leeching back. Instead of having an 81% chance it's 100%(actually well over 100%, my weapon says it's above 121%) so you leech on every hit. The Hit Area spell benefits too, 50% is max imbuable but that goes up a lot too, mine goes off a lot now. If your weapon has only 62% leech chance because of SSI on it this still brings it near 100% for one hit. It costs 1/3 of the mana compared to double strike and has a damage increase instead of the 10% penalty on DS.

The best part, you never fizzle it at 67.5 and rarely fizzle it at 60, which is also enough to boost leech chance to 100%. You can park it at 60 skill on your template and not need much extra skill to cover everything. If you fight a boss without this you have to hope you don't miss and if you hit you have to hope you pass the leech check, with this you leech every hit.
Title: Re: Sampire V2.0
Post by: 12TimesOver on January 19, 2016, 05:48:26 AM
Wow, very cool. The Tokuno spawn is a pretty good test IMO, some heavy hitters in there.

Enjoying reading about your testing!
Title: Re: Sampire V2.0
Post by: The Ghost on January 19, 2016, 08:23:13 AM
Nice summary and reading,  thx.

Where did you put all those skill.  Must put all those on Jewlery.  How is your HCI and DCI?  You must have it on the armour him self.
- 120 swords
- 120 tact
- 110 anat
- 100 necro (for vamp form)
- 110 healing
- 120 music
- 120 provo

What was your skill for the last test.   curious to see the Focus attack.
Title: Re: Sampire V2.0
Post by: Gemviper on January 20, 2016, 10:42:35 AM
I have 50 skill on the jewels, 20 using mark of travesty in the head slot and 10 tactics on the talisman(soldier's medal) for a total of 800. The hardest part was the jewels and making sure I hit at least 100 real skill for each skill slot due to how the "extra" bonus is applied at 100 skill or above. example: Tactics at 80 real + 40 from items = 120 but the damage bonus for being at 100 skill or above does NOT get added so 100 real + 20 from items does more damage. It might take a while to find the perfect jewels, expect to pay a fortune on them. You also need to have 260 max stats to hit 150 str and cap speed @ only 15% SSI(zero on wep) with a double axe, 230 won't cut it. Naked 125 Str, 123 Dex, 12 int works. With suit aim for 150 str, 180 stam, 60-70 mana and 15% SSI on armor/jewels. If you can't hit that drop stam to 150 and go for 35% SSI or just accept a 1.5 swing speed and dump the extra stam into mana for a bigger pool.

DAMAGE: There are two things to remember, all damage is based on these two factors. Fall short in either and you will not do max damage.

#1 - Base weapon damage + skill modifiers + DI on items all raise the damage total you see in your status bar, the cap is 4x base damage. ie: a double axe with a minimum base damage of 15 can only be made to hit for 60 min damage with modifiers, skills and item DI.

#2 - Multipliers: Abilities like enemy of one and slayer mods etc can combine for a 300% (3x) damage boost. That damage boost is applied to the BASE weapon damage. example: my double axe with skill modifiers and DI on items is at 60 min damage so when 300% multiplier is applied that becomes 180 min damage. You never see hits that big because all creatures resist some of the damage but you can come close on some monsters if you reduce their defense, target their weakness etc.

If you do not hit the 4x base damage via skill modifiers and DI on items then the 300% multiplier will not allow you to reach max damage no matter what skills you choose! Look at your weapon's BASE damage and make sure your damage is 4x that when you equip it BEFORE casting any spells or abilities that would boost it(CW, EoO etc). Simple enough? 4x base damage + 300% damage bonus = two separate things you need to cap.

EXTRA damage: Assuming you hit the 4x base damage from skill modifiers and DI on items AND you hit the 300% damage multiplier via slayers or abilities then there is still a way to increase total damage output further. Poisoning for example, poison ticks are extra damage and increase your total output a bit. Provoke skill is another example, you do your damage and the damage done by other creatures is extra. Poison would be better on single targets and provoke requires multiple targets so you need to consider playstyle too.

Hidden damage: If you get all of the above worked out, which is no small task since it all decides what you put on your weapons, you can increase the damage more by reducing resistance to your output. If you don't have SSI on the weapon you can have HLD, for example. All of the damage output in the world doesn't matter if you can't hit or if it's resisted at a high rate. If you can work it out so that you hit caps without a slayer or SSI(or even DI) then you can add more hit properties for greater effect. HLD is one such property that is nice to have. Focus attack makes it better.

Skill modifiers: Anatomy, Lumberjack, tactics and base strength all boost damage, you need enough of these combined with your suit's total DI(100% max) to hit 4x base weapon damage. To test if you've got enough look at your weapon's base damage, equip it and see if you have 4x that in the damage box of your status bar without anything else being cast or used.

edit: my HCI is 45% and my DCI is currently 40%(I have 75% phys resist due to enhancements which lowers DCI). I'm aware of the bushido parry dynamics and the argument that you need to DCI, or very little to combat Chiv effects, but without Parry you need more.

It's all actually really fun, if not extremely expensive, to test. I'm finding that it's actually best to work on your suit to hit the 4x base damage before figuring out how you want to hit the 300% bonus cap from your abilities, slayer etc. There are a LOT of skill combo's and slayer type effects that allow you to hit the 300% cap so you might do well to focus on which combo gives you the most hidden damage for your playstyle. If you didn't hit the 4x base damage from suit DI + skill modifiers then you can't hit max damage, even with the 300% bonus. Considering ALL of the above it seems to come back to tamers being top of the food chain since they don't need much defense on their suits and so can focus on getting the most from everything else.

Tamer/bard should, theoretically, be capable of causing the most damage to a single enemy if other creatures are nearby. Tamer with range attack and bushido or chiv should top charts on single target fights and anything with whirlwind should top charts where there are multiple enemies. That's for PvM, PvP is an entirely different beast.

I'd love to hear opinions on how I could improve champ spawn results further. Right now I'm trying to see if I can switch to Halberd for my whirlwind and use focus attack as single target, the SS of 4.0 is a challenge but the base damage output is interesting, 18-19 vs 15-17 on the double axe. That converts into 72-76 base damage vs 60-68 on the double axe. Factor in the 300% bonus and you're looking at 216-228 damage per swing vs 180-204 on the double axe, a 20% increased min damage per swing. I'm not sure I can shoehorn enough SS on there via suit stam and would have to add SSI to the weapon to hit 1.5 SS. Is that worth losing a hit effect? Not sure yet.

If it can be pulled off it would be badass(and look badass). With the right mods vs boss you'd be doing double strike damage each hit, and getting double strike leech, without using double strike.

I'm starting to think that a "sampy" build was simply easier to reach max damage with by people who didn't understand all the intricacies but there are many possible ways to do the same damage without a sampy build, and those are much less expensive.
Title: Re: Sampire V2.0
Post by: savestheyday on March 30, 2016, 03:58:03 AM
Gemviper:

Any updates on how your testing is going?  Your posts are so detailed and informative!  As a newly returning veteran I'm living vicariously through your reports and learning a TON.

Thanks!
Title: Re: Sampire V2.0
Post by: Gemviper on June 12, 2016, 03:30:33 AM
I shelved my Sampire, I found that UO devs are onto the template and was always running into problems. I found it also took extreme gear to maximize and it was limiting in playstyle.

OK, OK, and I got distracted by my idoc thief... so much fun!
Title: Re: Sampire V2.0
Post by: Aurorsar on April 21, 2017, 05:27:28 PM
great info .. i need to try this out
Title: Re: Sampire V2.0
Post by: Black Widow on February 26, 2018, 06:51:12 AM
My Swords Samp has also been shelved for a while. I have several different templates, never had a whammy....
Was wondering which weapon type has the most success at Fel spawns..
Title: Re: Sampire V2.0
Post by: The Ghost on February 26, 2018, 07:08:16 AM
FOr me a Whammy is good for single monster.   I still use my sampire alot., not that the tamer have a few new option aswell.
Title: Re: Sampire V2.0
Post by: Black Widow on February 26, 2018, 02:54:24 PM
Thanks Ghost...
I think I'm ready to start pvping again.. I need to feel out the market for a good pot chugger and heal script though...
Title: Re: Sampire V2.0
Post by: valen2.0 on February 27, 2018, 05:42:54 AM
Godricks tends to do well in pvp.
Title: Re: Sampire V2.0
Post by: Piller on October 27, 2022, 05:54:34 AM
Finally found a topic I can contribute some knowledge.  After a 15 year break and having to start fresh I needed to make gold. I made a tamer because thats what you did 15 years ago. Then I started watching videos and reading on the samps.

Samp stands for Spending All My Platinum

As you guys relook at your samps there seems to be 2 schools of though on a few things. I will put short answers here. 

Solo Champ Spawn Samp:
120 Swords / Tactics / Parry / Bushido / Resist / gm Necro 80 Chiv

I accomplished this with crafting ring/bracelet with +15 resist/parry giving me the 60 extra pts.
Bad thing you lose 4 slots on jewelry.

You want a minimum of 180 stam and 30 ssi. So to add these mods you will want the tinker legs and the shoulders from the current deciet event to get 10 ssi from both. Then you only need 10 ssi on 1 piece of jewelry.

Minimum is 45 HCI 100% DMG 30% SSI (with 180 stam) <20 or >35 DCI (google this) as much LMC as possible (over 30 gets really expensive)

You want to accomplish all the above without using your weapon. Reason being if you do not have SSI or dmg on weapon you can add much more powerful mods.

If you need DMG + ssi on weap you can imbue this:
Mana leech
life leech
Stam leech
SSI
Dmg

With max damage you can make:
Mana leech
life leech
stam leech
Slayer
Dmg or ssi

Without dmg or ssi you can make
mana leech
stam leech
life leech
Slayer (or lightning/harm)
hit area (amazing in spawns)

I have to run to work tonight I will list my suit and how/why i did what i did. Currently I can solo and spawn in 30-40 min except Rikki i can clear to him quick but he is a pain in the ass to solo and takes forever.   
Title: Re: Sampire V2.0
Post by: gimlet on October 27, 2022, 07:50:59 AM
I'm glad to see some action in this old thread!
Title: Re: Sampire V2.0
Post by: Gaderian on October 27, 2022, 11:24:40 AM
Baldielocks has posted about doing Rikki solo in about 20 minutes with his best around 17 or a little less. He focused on counter attack and low DCI. I think he also has double slayer (weapon + talisman). If you haven’t tried those options you definitely should.
Title: Re: Sampire V2.0
Post by: Piller on October 27, 2022, 01:36:06 PM
Baldielocks has posted about doing Rikki solo in about 20 minutes with his best around 17 or a little less. He focused on counter attack and low DCI. I think he also has double slayer (weapon + talisman). If you haven’t tried those options you definitely should.

Doing rikki solo is possible, I have done it once. its a hit and run fight. There are samps made to sit and tank, unlike the build I posted above you would have healing and anatomy for a tank samp. The reason I dont do it is exactly what you said boss takes 17-30 min when in that time I can complete a whole undead/rat/deamon spawn. 

Title: Re: Sampire V2.0
Post by: Piller on October 27, 2022, 01:37:44 PM
we do have a decent dressed tank samp in my guild if we get time ill pop rikki and see how his build does and report results.

The template I speced out was solo start to finish speed champ spawns
Title: Re: Sampire V2.0
Post by: Gaderian on October 27, 2022, 07:46:42 PM
Clearly you misunderstood what I wrote when adding to this thread and encouraging you with more information and tactics. The champ spawn that ends with Rikki is possible solo complete in 16-21 minutes average with the correct build and tactics. I was not saying that he did only the boss in that time.

Analyzing his run, and he could have shaved off even more time. There is some RNG stuff that happens and getting a perfect run when the RNG is in your favor does account for the lowest possible times. Still, much faster than you indicate.

See the following that he posted:
http://www.scriptuo.com/index.php?topic=15953.msg123933#msg123933 (http://www.scriptuo.com/index.php?topic=15953.msg123933#msg123933)

He gave lots of details on how to accomplish this that I can point to those resources with you if you wish. I already brought up some of the necessary tactics, but there are even more details on how to accomplish it.
Title: Re: Sampire V2.0
Post by: Piller on October 29, 2022, 06:47:41 AM
Clearly you misunderstood what I wrote

you would be 100% correct. Just watched the video an skimmed the article looks like I need to revisit this guy today and go more in depth into the knowledge he shared seems to be a great write up. Thank you for sharing