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Topics - Biza

Pages: [1]
1
General UO Chat / GM crackdown on botters?
« on: April 25, 2018, 11:01:06 PM »
Top post from mesanna listing ban numbers?? Are they actually going to try to stop this after 20 years?

https://uo.com/2018/04/19/16426/

 :police: :police: :police:

2
General UO Chat / Publish 97 pet training boot camp
« on: July 13, 2017, 12:43:43 AM »
*Update****
A lot of this information is out of date as the pets slots/rege/skills do not function the same anymore. Pre 98 pets that are non tokuno still benefit from bushido/ninj but later pets do not.. I will update this when they get pets worked out.


Pub 97 has added a vast system for customizing pets. Some pets are much more powerful than others. Utility and ability are also two things to consider when building a pet.

Warnings:

Don't waste power scrolls, try out a trash pet with the skills you want first. Copy over to TC and see if adding abilities works.
Beware, Slot jumping is real at the moment. Training a 2 slot mare in str and hp can jump him to a 3 or even a 4 slot in one training bracket. Seems like strength and hit points are the two biggest culprits as they dictate an animals power. Train skills>resists>stats in that order. Some pets do NOT follow the written rules by uo.com. For instance pack beetles can NOT have 2 special abilities. You are limited to one special ability/aoe/special move, a magical ability such as rune corruption, and poisoning. Be sure to test pets before spending money on them!!!
Currently you can not add to skill/magic caps unless the creature already has that skill. Before a recent patch it was possible to add 120 parry to you're pet before you hit 100 wrestling. Now it is no longer possible or shouldn't be.

Stats
Stats no longer affect a tamed creatures pools. Strength no longer increases hps, int-mana or dex-stam. None of the pets will gain hps from the bless spell. Strength is currently the strongest stat. Most pets are capped at 700, it is possible to get a hiryu with 1410 strength and after taming it will end up with 705.

Strength:
By far the most important stat, strength directly increases the amount of "white" damage a pet is capable of. Being expensive to add it may take away from other areas but is very worth it. 700 strength cap for most tameables above 1 slot.

Dexterity:
Increases a pets movement speed. coupled together with stamina it increases a pets white swings to roughly 1.5x a second, it can also enhance certain physical hitting abilities such as whirl wind. Too cheap not to max. 150 max dex can be added with training.

Intelligence:
As of June 5th 2017 I concluded my testing of int. Really not worth putting ANY points into it as far as I am concerned. I maxed Int out on a nightmare and The only changes I saw were about 1-2 dmg on flamestrike and a very very small amount of mana regen. Points are better spent elsewhere. 700 is also the max trainable cap.

Hitpoints:
Extremely costly, and not as important as you would think, even on a tank pet. My battle Cu solo tanks navery, rooftop and entire level 6 chest spawns with 650 hps. If you will invest NOTHING into defense and everything into attack well then you need a tank anyway and shouldn't worry about maximized hps. I aim for 600+ when building general purpose pets. I believe 1100 hps is the max that can be added to most pest.

Stamina:
Too cheap not to max, same as dex goes it adds to swing speed and some moves such as defensive special abilities. 150 is the cap here as well.

Mana:
Depending on what the pet will be doing this can generally be left alone, the points are far better spend on mana regen and 120med/focus. 1500 mana on a test nightmare and I just got a longer initial burst period at the start of fights. Mana regen trumps the points you would spend here. However 500 +/- 150 is a good bar to aim for. 1500 mana can be added to the pets total mana pool with training.

HP regen:
Very worthwhile to maximize this if the pet in training will be taking damage. Coupled with evasion abilities or gm+ parry this stat can enable you to forgo vetting a pet even under heavy fire. Most of my pets have this stat max'd. 20 hp regen max.

Stamina regen:
If you know that the build will be finished with low hit points (500 or less range) This stat can actually be useful. If you're pet takes big hits his stamina pool can be diminished to even 0. Recovering from near death can also make this stat useful. I generally have enough hps to avoid. Chivalry can help with this as casting divine fury will restore lost stamina. This can be waived in favor of upping med/focus to 120... More on that later. 30 stam regen max.

Mana regen:
This should be added after testing a pets build, Not too much but not too little. Keep in mind that ALL moves/abilities uses some form of mana. Run out of it and watch the dps fall. 30 mana regen max

Base damage::
Max it no exceptions. This is just raw almost free damage. Forgetting to max this can lead to a useless pet.

Resistance:
Resistance to all damage types, greatly increases a pets capability to soak damage. Comes with an individual cap of 80 per that can not be exceeded even if the pet itself can (cus can have 85 energy/cold but must come naturally) and a hard cap of 365 that includes every resist added together.

Physical:
Almost every mod in the game hits for some portion of physical damage. With most mobs at 100% Max it to 80

Fire:
Daemons, dragons and lava elementals, oh my. Max this one as well

Cold:
Some peerless and several named bosses hit this damage type, Minimum 65

Poison:
One of the least important resists a popular method is to max all other resists and leave this one at 45, very few monsters hit pure poison damage, but the ones that do will dick punch you're pet so its best to have a standby pet with max poison resist (Rune beetles have a 95 cap)

Energy:
Same as cold minimum 65 for general purpose pets

Skill caps
Increasing a pets skill caps can greatly improve performance, damage, and versitility. even with lower poison resist my pet can tank dread horn due to his insane legendary skill build. You must have the actual skill on the pet in order to use a Pscroll and a Pscroll MUST exist and be inside the tamers backpack to increase the cap. So no 120 poison for you.

Combat skill caps

Wrestling:
Wrestling is what i like to call a double advantage increase, not only does it increase a pets damage due to hit chance but also decreases a monsters ability to hit the pet thus making him more tanky. Thirdly if you only have 100 wrestling and the pet dies it may go to 99.9 thus causing parry to fall off and not benefit the pet until he hits 100 again. So at LEAST 105 on any and all pets you plan on using. 50 points per level 200 points at +20 also increases a pets ability to avoid getting hit by certain "Physical abilities like AI"

Tactics:
Adds not only to regular damage but also some special moves like armor ignore/rune corruption. Math puts you're tactics against a monsters adding or subtracting to damage done. Therefore lower tactics means that the pet will get hit harder, so this also increases the pets tankyness. 50 per 5 on this as well but well worth it

Anatomy:
Raw damage, cheap to add and very effective. some where near a 15% damage output increase at 120 and only cots 5 points per 5.

Parrying:
Directly increases a pets ability to avoid damage, couple this together with a 120 bushido and you will see a insanely significant increase to the pets avoidance. This is how my cusidhe solos rooftop/navery/most champs and peerless bosses with little to no healing.

Healing:
I did add this to my Cu as well, only usefull for Cus and Sabertooths. May not want to spend points here as it takes an eternity to get to 120.

Magic Skills
Magic skills make up the bulk of our pets skills abilities, some are far more important than others

Magery:
I am very torn on magery, it does add a decent damage boost but in my opinion should not cost 50 per 5. Pets do not fizzle as of this moment therefore it only slightly increases the damage of spells (Only tested on 3 nightmares) Once the pet is able to cast the spell it has a 100% chance as far as i can tell. Though this may need more testing. Huge mana pool, high mana regen pets should bring this to 120

Evaluate Intelligence:
adds a significant boost to magery spells damage, if the pet is a pure mage pet this skill should be considered. it also boosts the positive buff and negative buff spells such as bless and curse.

Magic Resist:
Too cheap not to use on endgame pets, works in the same way as our characters. Because curse/weaken/paralyze is annoying and can lead to death I would recommend putting this to 120 on all serious builds.

Meditation and Focus:
I lumped these together because if you raise one you may as well raise the other. Adding 120 to both gives you 3 mana regen and 2 stamina regen ON TOP of what gm levels give you. If you do the math skilling both of these costs you 40 points vs mana and stam regen costing over 60. It also exceeds the caps of stam and mana regen. Also adding 120 to both of these I have found that I need to spend 0 points in stam regen even on most lower hp pets.

Necromancy:
I have yet to add a pscroll to a pet so i can not comment of damage increases, I will update this as I test however it is safe to assume it does the same as magery. If anyone on here would like to PM me their findings I will add them.

Spirit Speak:
Same as above

Spellweaving:
same as above

Mysticism:
Same as above

Chivalry:
Behaves the same as a players increased cap, pets have no karma from what I can tell and it does not seem to effect it. I have yet to try to train Chiv on a negative Karma pet if its even possible I do not know. Increasing this to 120 is cheap and very worth while but be warned, you will need to discord the pet in order to sanely level it past 103. at 115 the pets gains will slow to a crawl even while discorded. I have made it to 118.6 at this time. The benefit is overhwelming. Coupled together with AI cus are hitting for around 350 to 400 word of death level damage on full hp mobs

Discordance:
The higher the skill the higher the chance and the greater the loss of stats, also worthwhile and cheap. This is a part of my "dueling cus" setup. handy if you have a tamer that cant afford the skillpoints in disco and also you can perform the satyr trick from the safety and comfort of the home (go CEO turbo crafters!!!) as long as the pet is within range the target stays disco'd for ever. Leveling this can also be a beotch without another disco tamer or bard or satyr trick.

Ninjitsu:
I have yet to increase the skill cap on ninjitsu but from testing frenzied whirl wind built Beetles I can tell you the higher the skill the more damage they deal. Cost is heavy for adding the skill to non natural ninjitsu pets. only pets native to tokuno can learn the magical skill, so in order to train on all other pets you must spend 100 points on a special move that gives it, and 500 points for the skill grand totals are 600 points and you do NOT get the special moves, more on this in the advanced guide.

Bushido:
If you put bushido on the pet this is a VERY valuable skill to cap at 120, it costs nothing and compliments 120 parry VERY well. You will see a HUGE evasion difference in the pet. Does not mater if the pet is native to tokuno or not, you will always get the passive defense increase from bushido. If you spent the 600 to get it why not spend an extra 20 to make it legendary?

That concludes my basic tamer startup, I will add in the few skills that I have yet to test later. I will aslo be doing a writeup on the best way to up the slot count in the following days.

Drop a message if you think of anything or can correct me on my findings.






3
General UO Chat / Juka bows
« on: July 12, 2017, 11:12:51 PM »
Is this still a relevant item in the game? I know you can still get them *minus the name. I tried today to runic reforge one and ended up with crap. Is this still worth doing? Haven't found any valuable information from the last 5 years. I think styg abyss changed a lot of crafting things. If its still a viable option to get a decent bow could some one either point me in the right direction or possibly explain it here?

4
Site News / EUO is gone, where will you go now?
« on: December 02, 2015, 05:21:15 AM »
Just wondering where people are heading now, how many will leave ect.

TBH if EUO goes down that will be the end for me. I wont bother with stealth or relearning other coding languages as this game is decaying at a pretty alarming rate already. My interest in the simplistic way EUO works is what kept me here in the first place. I am not a programmer nor do I wish to be. I enjoy crafting and making things by hand. metalworking, wood ect. I think ill start by posting my projects here for people to see, maybe even learn or get an idea from.

What about you?

5
Bug discussion / Unhandled exception
« on: November 18, 2015, 05:14:25 PM »
Getting a error whenever I try to start suo app, get the error as soon as the program launches.

Finding it very difficult to script without this insanely awesome program.

Not sure what changed on my PC. I ran it one day and the next I got this.

Spoiler: show
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at ᝈ.ᡙᙊ(Byte[] ᙂ)
   at ᝈ.ᝮ(Process p)
   at ᝈ.គ()
   at ᝈ..ctor(RichTextBox debug)
   at ᙘ.ᙢ()
   at ᡪᙂ.ᙢ()
   at ᥾.ᣈᙊ(Object ᙂ, EventArgs ᙄ)
   at System.Windows.Forms.Timer.OnTick(EventArgs e)
   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
ScriptUO
    Assembly Version: 1.0.3592.26639
    Win32 Version: 1.0.3592.26639
    CodeBase: file:///C:/Users/Matt/Desktop/ScriptUO_v239.exe
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5491 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5492 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
zip
    Assembly Version: 0.0.0.0
    Win32 Version: 1.0.3592.26639
    CodeBase: file:///C:/Users/Matt/Desktop/ScriptUO_v239.exe
----------------------------------------
ScriptUO
    Assembly Version: 1.0.3592.26639
    Win32 Version: 1.0.3592.26639
    CodeBase: file:///C:/Users/Matt/Desktop/ScriptUO_v239.exe
----------------------------------------
Microsoft.VisualBasic
    Assembly Version: 8.0.0.0
    Win32 Version: 8.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
ICSharpCode.TextEditor
    Assembly Version: 0.0.0.0
    Win32 Version: 1.0.3592.26639
    CodeBase: file:///C:/Users/Matt/Desktop/ScriptUO_v239.exe
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5485 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5483 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

6
Script Debug / Issues with context menu
« on: November 11, 2015, 08:35:58 AM »
So when I open the character context menu (for insurance, titles menu ect) by clicking on my character I get

all info in container info down to #contkind

After that its just normal_gump yc yc 0. I want to use exevent popup to bring up the gump in my script yet I need the ID of the player context menu. Is this not added in to euo? or is something broken on my end? If anyone has the ID that would be just grand as well.


7
New member introductions / Hail! ... Do we still say that?
« on: October 13, 2015, 12:10:54 AM »
Hello, im the biz and I have returned from a long, long LONG break.

I started playing UO in 1998 and I still have the CD and box! My friends talked me into making a return so here I am!

Scripting this game changed my life, I work on automation for a living now. I wish I could remember my old user/email but those are long gone now.

When I quit playing the thief was my favorite, Valorite was the ultimate armor set, and Trammel was frowned upon. Now stuff has resist and stats and even skill points on it! What a change... Although it seems my thief is a little useless right now :(

Cant wait to crack my knuckles and dig back in, like riding a bike.

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