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Topics - Gemviper

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31
General UO Chat / Early bod observations post pub 95
« on: November 03, 2016, 05:41:18 PM »
I've been on test a while checking out the new system, and it's a lot different than the current one...

- Bods no longer give rewards(like PoF, Hammer etc), they all give points
- Each bod gives a choice of receiving full value(ie: 25 pts on a small iron 20 buckler bod) for turning in or partial value(0.125 pts) for banking the value instead
- Banking pts value looks locked at 5% of the total turn in value
- If you choose to take the full value of the bod you MUST spend those pts before the NPC accepts another bod from you
- If you choose to bank the 5% offer you can carry those pts over into the value of another bod
- example: PoF is on the rewards menu for 425 pts. If you do a bod worth 425 pts you can pick PoF with that one bod, no need to bank the pts
- Each craft has it's own rewards menu so if you plan on doing all types of crafting bods the pts do not pool together
- I did a valorite normal small 15 and got 850 pts for it, a valorite hammer on the menu is 1200 pts, so the top end items will require you to bank at least some bods
- The 6 hr timer remains, and it still accumulates up to 3 bods at a time. Likewise you get another new bod for every bod you turn in.

If PoF is what you are after then any bod you have which gives more than 425pts is in effect a PoF bod. A copper runic is 650 pts. I don't have a chart of which bods are worth what yet but will work on it. It's taking me a bit to wrap my head around the new system, it's not like the current system at all.

I can see that they took care to mess up scripters a bit during turn in. If you bank everything you lose 95% of the point value so banking a 450pt bod instead of taking PoF as a reward will be a huge loss in gold value. When you sort your bods there will not be any more "PoF" book or "hammer" book etc, since it's all about pts you'll set waypoints instead... like "425+" for any bod that gives PoF and "650+" for any bod that gives a copper runic etc. Those bods can be instantly turned in for those rewards on the spot without banking pts. Anything below 425 looks like it would be best to bank.

My take: I like the system. Tinkerers can make a 250 PoF holding keg and there are other various nice perks. As for running tons of bod runners on all accounts and all servers to make this work, no longer needed. Why not? Because you don't need mass amounts of bods anymore to get the rewards you want. You don't need to churn and hope for a PoF bod for example. Sure you can run lots of accounts for more bods but having just 1 smith standing at the forge turning them over will end up with the same number of rewards over time. Every bod suddenly has value.

What does it mean for scripters? It means you don't need a lot of bod "runners", you need a lot of bod "finishers" that are actually completing them. Gathering is no longer the focus, more won't get you better rewards vs someone with just one smith who is doing every bod. I'm wondering if the REAL value in the new system will be to mine the ore and sell it instead, there will probably be an increased price on materials soon. Likewise it may be better still to just turn in the ingots for cleanup pts and buy other stuff on the cleanup menu.

FYI: Dyes are not in the bod rewards, those must be from the yearly artisan fair which runs Dec 1 to Jan 1.

32
Scripting Chat / Issue with locked down items, what's going on here?
« on: October 27, 2016, 11:53:52 PM »
Sitting at an idoc, script looping through the watching for the house to drop phase. No commands are being given, the script would not loot a slither at this point if it's sitting beside the character... it's firmly in do nothing mode while watching the sign. It's not leaking through anything else, I'm 100% positive of that.

The house next door is public but I haven't stepped on it so none of the items appear on my screen. Another player runs into that house and clicks on and uses a crystal portal, which is of course locked down. The script launches to life and expertly runs to the front of the house and all the way to the portal and tries to grab it. Fails, obviously, and then sits there STILL in watching the sign mode.

This puzzles me because the script would not ever run at a locked down item, if fact I can't make it try to pick one up no matter what I do, so why would it run over there at all? The house never fell so why would the script DO anything at all yet?

I know what you're thinking, bugs in the script, but for one minute entertain that there might not be. Do locked down items occasionally not appear with the locked down text on them, even momentarily? Do house signs vanish and re-appear instantly faster than the blink of an eye sometimes? I had two accounts running, is it possible that the scripts were somehow interacting even if being run for different characters?(shared info between them?).

I've never had it happen before last night, and not since and as far as I can tell the script is fine. Has anyone else ever experiences similar glitches they couldn't explain with a script that otherwise had never done something before(not repeatable) ?? Just trying to wrap my head around it. I have a video of it via FRAPS recording, I notice that the second account also lurches forward but stops at the same time, as if the sign fell but that account didn't go into looting mode, it reset into watching mode.

Just.... weird. Any ideas?

edit: there was another regular there with his 5 accounts and 20 packhorse all, I'm assuming, also watching the sign, could that have caused an in game issue which could have triggered what I described?

33
Jokes! / Wishing Well
« on: October 26, 2016, 05:53:07 PM »
My mother-in-law fell down a wishing well the other day.

I was amazed, I never knew they worked!

34
General UO Chat / Public Service Announcement re: IDOC finding
« on: October 22, 2016, 09:11:30 PM »
Keep Britannia Clean!

Hey guys. It's no secret that idoc hunting via script is a bit out of hand lately. TONS of people are doing it right now and that's fine. I just want to say that if you want to keep on doing it to try and be a little smarter about it, pls. This is in reference to a particular script not from this site, but it applies to any rail type finder... pls stop doing what you see below(if you are) before Mesanna gets the bright idea to turn off pathfinding from the game or some other method to appease the non-scripters who complain.

example: Notice the house sign is even mocking you, it's that widespread right now! The runes on the ground have a datestamp(hour+minute+second) that are signature to a particular script, look...


- Players are checking out the runes the script marked and when they find it to be fake they drop the rune, try trashing it so it's not obvious?
- Players are not adding any type of fake sign control to their scripts, see a simple example on how to below
- Maybe even change the datestamp to simply say condition and only mark a time on runes from Greatly houses?

People have been screaming about scripters and IDOCs for a long, long time but the number of people doing it now(thanks in part to automatic finding scripts) is making it a problem, imo. Lets not make it easy for Mesanna to decide it's time to break these scripts, and possibly take out others at the same time? Removal of pathfinding, for example, would break both the finders and the looters of a good number of scripters.

Simple fix to ignore most standard fake house names and engraved signs would be, in the checkhouse2 sub about 2/3 of the way down there is a
Code: [Select]
if condition IN #propertyjust replace it with something like
Code: [Select]
if condition IN #property && Name: , #spc , Condition: notin #Property && Engraved notin #Propertyto avoid marking any engraved sign or sign starting off with "Name: Condition:" which is on most of the fake idocs. Note that the word engraved will also ignore any IDOC if the owner name is engraved or if the name contains the word but the fix is intended to get most fakes as easily as possible.

You can also replace "set %runetext Slightly , #spc , #time" with just "set %runetext Slightly" to get rid of the datestamp on whichever condition you change. That datestamp is telling enough that even I could figure out which script is doing it  ;)

Oh, and to the guy who runs that script at least once a day and sometimes twice(you get hung up on my steps every time, lol)... it takes 5 days to decay from start to finish so... why? This wasn't meant to preach or offend, it's more of a request that you not be that guy who ruins it for everyone... IDOCs are a sensitive subject :)

35
General UO Chat / You know you're a script junkie when...
« on: October 21, 2016, 10:57:45 PM »
You know you're a script junkie when...


... and 100% of them have been modified over time and your newest stuff is 100% your own from scratch.

A big thank you to all of you here for all your help, and to EasyUO and Stealth(which is also most you guys too), for reading my long winded posts and incessant questions along the way, it's been much appreciated.

TM, I couldn't find that script you suggested via PM the other day but it just motivated me to write my own. I ran it this morning with huge success so my posts should be getting a little shorter and my questions a little fewer.  ;)

Writing scripts has become as much fun as playing UO... uh oh! My toolbox is full but I'm sure I'll be in it trying this or improving that for some time, thanks to all of the great people here for helping me reach my scripting goals.

36
Player Templates / Time for a new template, a couple questions...
« on: October 19, 2016, 01:49:36 AM »
I have a good idea of what I want to build and it's likely going to cost me a mint on reforge alone since I need 5 pieces with no bonus resist to two types of resist per piece, not even arms lore bonus. They need to compliment each other and they need a very specific overcap reforge. Yes, I looked on VS in case some legendary was better, without luck.

Before I start, a couple of questions.

STATS: In PvP it's pretty common to get hit with curse, even with 120 resist. If I manage to overcap both Str and Dex on my suit to past 25, say to 38 or so, and I get hit with curse will the overcap kick in to keep my stats at close to cap still? ie: if I have 125 str + 38 str on armor and get hit for a 13 str debuf am I still sitting at 150 str or does the game ignore the original amount past 150 str and lower me to 137 str?  I don't have the suit to test this yet and wondered if anyone knows for sure.

Magic Reflection Spell: Since DCI, Parry etc do nothing to protect from a mage I'm considering making Magic Reflect part of the template. It lowers Phys resist by 20% and the phys cap by 5% but I can account for the 15% str on gear. My question is does the +10 to every other resist count in the damage mechanics as being above 70(they would all be 80) or would the extra 10 each all be wasted if they go beyond 70? I know resists past 70 on gear don't apply unless your resists are lowered by a spell or whatnot but is magic reflection different?

I did some testing with two characters on test shard. A character with zero skill casting magic reflect on himself via scroll receives 8 "spell circles" of reflect back at the mage. If a mage opens with curse and then poison, for example, both will bounce back to the mage and the magic reflect holds. If he casts two lvl 4 spells however, or a lvl 2 and a lvl 6 etc, the reflect falls off as do the resists. I couldn't test to see if the 80 resists were acting like 80 resists or just 70 resists, again I don't have the right suit made yet.

FYI - A Character with 99.9 magery and 99.9 inscription also only gets 8 spell levels of reflect, it's not until you have 100 magery and 100 inscription do you get the bonus up to 15 spell levels. No magery or inscription required for 8 levels but you need both at 100+ to get 15 levels. Also, the cooldown on recasting looks like it's about a minute long and you can't cast a level 5 scroll with 0 magery.

I've been looking all over the net for info about over cap stats and magic reflect mechanics with mostly conflicting results. If you've messed with this and figured it out let me know pls.

Thx.

37
Player Templates / Update on Defense Chance Increase, caps etc.
« on: October 18, 2016, 03:04:18 AM »
The literature on uo.com and stratics says the cap is 45%, but the data doesn't seem updated. For example the cap goes to 50 while in ninjitsu white tiger form but the guides say little to nothing about it. Likewise I can lower resists in favor of more DCI but if the cap is 45% what's the point? I understand that raising it to 70(or 75 in white tiger form) will protect me from a lower defense spell, I will still be at 45-50 DCI, but are the calculations on chance to avoid being hit based on the 45% cap or my actual cap? Or somewhere in between.

I'm particularly interested in PvP but PvE info also welcome, what's the deal with DCI now? I vaguely remember Mesanna saying something about a change to how it works sometime this year but can't find the post now.

Anyone know?

38
One of the most tiresome things I find about selling items on vendors is having to pull up the vendor search out of a gump and manually type what I am looking for, and then waiting for what feels like an eternity on every search. I suppose the wow search addons have spoiled me but if I want to search I'd rather click on the item itself and click search, or some variation of that.

In WoW you just drag the item to the auction house window and it will price an item competitively based on the current price of other items currently on the auction house. Likewise you can drag and drop an item and have all the results grouped to show you the lowest price available.

In UO I'd settle for an easy way to get the search function to get going on a price search. I really don't see why you have to type anything at all. Is it possible for a search script to let me click on a search button, target the item I want to look up and have the vendor search go from there, no typing required?

39
General UO Chat / Maps that include static housing, still possible?
« on: October 13, 2016, 10:56:09 PM »
I'd like to see an interactive map(moves when I do) in game that includes houses that STAY on the map. The in game minimap only shows nearby houses. UOAM is dead, I did get it running but the housing only shows for nearby places on my comp. Here is a screenshot of what I'd like to see, including the zoom out if possible. Does it exist still?

http://i.imgur.com/1ra8Jao.jpg

I've been messing around trying to get this to work for a year now, lol. No luck yet.

I did this for UOAM but it didn't work - http://uorforum.com/threads/uoam-making-houses-show-up.9579/

I'm thinking there has to be another way to display static houses I run by on an interactive map?

40
Scripting Chat / What's the skinny on pre-chest fishing loot?
« on: October 06, 2016, 06:33:31 PM »
I'd like to get as much pre-chest loot as possible while fishing up chests, mostly for the turn in points of those items. Does anyone have any working tips/tricks to share to maximize how much pre-chest loot you get?

- Does having low fishing skill help by, in theory, making it harder to pull up the chest?
- A dredging hook seems designed to give you more loot, or at least the barnacle covered variety of said loot which is worth more pts
- Does fishing right on top of the co-ordinates make the chest come up faster as opposed to staying 30-45 degrees away?
- Does luck play any role in how much, or how little, pre-chest loot you fish up?

Thanks in advance for any guidance on pre-chest loot.

41
Scripting Chat / Slayer spellbook switcher?
« on: October 06, 2016, 04:28:46 PM »
I've looked to see if this exists yet and found only scripts to make slayers, not to switch to the right slayer spellbook in combat. Does such a script exist? If not, what would be the best way to automatically key off the target of any offensive spell to make sure the right spellbook was equipped? I'd need it to evaluate the target in some way so a list of default monsters won't work. ie: if doing an EM event the boss may have a special name and/or not have stats found on any list.

Anyone have experience with automatically switching to the right spellbook? Chiv archers have it easy with consecrate, mages need a bit of help!

42
Player Templates / Non-tamer massive single target damage?
« on: October 06, 2016, 08:21:05 AM »
Hello,

I'm about to get into events again and, last I remember, you need to put out a crazy amount of damage quickly to have a chance at the EM drop most of the time? I also remember most people bring in a tamer variant of some sort along with one(or more) support characters to keep the pet alive so they can sit back and crank out more damage(spells etc).

I'd like to go in solo on a range character without a support character or pets(unless summoned). If possible I'd like to do it on a 6x120 toon with 100% real skills, no skill from items.

- Poisons are out, most EM bosses are immune
- Barding is out, not much use at an event since others will AOE any provoked creatures

Besides that which archer or mage (or mixed) template can pump out the most single target DPS quickly given the above criteria? My first thought would be archer for the synergy of things like healing since I have anat already and a velocity bow since I won't be the tank along with chiv to make sure I'm using the right slayer... did I just answer my own question or is there a way to do even more damage?

I'm not a fan of the typical ABC archer template for events because without being able to honor the boss before it gets damaged bushido becomes useless and people are fast to get on the boss. I'm also thinking that one of the magery lines(necro?) can pack more punch?

I'll be making multiple of this character and transferring them to other shards so would prefer getting the best template I can for events right off the bat. thx.

p.s. if this event list is accurate I have a few weeks to get this done - http://uo.com/events/

43
General UO Chat / Possible to hear sound when UO is minimized?
« on: October 05, 2016, 06:59:06 PM »
I occasionally need to minimize my browser to, you know, get some work done but I'd like to still hear UO sounds when I do that. Is there a way to minimize the game but still hear the sound?

44
General UO Chat / Wrestling and Parrying Question
« on: June 25, 2016, 01:45:40 PM »
Can a mage have 120 wrestling and a spellbook in one hand and 120 parrying with a shield in the other hand and still get the full benefits of Wrestling AND parrying? Curious to know if having the shield in the off-hand negates the wrestling combat rating. If it does that renders my defense useless and turns 45 DCI into a waste of mods. I don't think the shield interferes with wrestling but wanted to check before I suit up, anyone know?

There's a ton of posts online about which is best for a mage(parry vs wrestling) but I specifically want to know if you can use both, thanks.

120 stealth
120 ninjitsu
100 hiding
120 parrying
120 resist
120 wrestling
60 Magery(20 real, 40 from items, no LRC on suit... recall from books and mark scrolls is enough)

Purely defensive toon with all 70's resist, cap health regen, 25 hit increase and 50 DCI while in white tiger form or insane regen while in dog form. legendary resist/parry/wrestling. The toon needs to occasionally stand in the fire in an unfriendly archer heavy environment, nothing else. He's bait for my thief, the defense is to buy a few seconds :)

A full virtue armor set takes care of all 70's resist and is blessed so costs nothing on death. Same with Hephaestus for a shield. Cincture, cloak, talisman etc are also blessed with no durability rating... only the ring/bracelet cost anything to insure, perfect for a toon who's only purpose is to look afk.

45
Player Templates / Dust off your Chiv Archer!
« on: April 30, 2016, 07:58:27 PM »
I finally got around to 'fixing' my ABC archer (archery + bushido + chivalry) and I am extremely pleased with the results. He can now take down some stuff that he could not before, and he's suddenly fun again. This is what I changed...

- Goodbye Bushido

I was done with honoring everything anyway but it turns out this was a good move.

- Hello Poisoning

There is some Karma loss when you apply poison to a target but if you're fighting anything at dragon level and above you still gain after a kill, more than you lose for poisoning. Dragons cure themselves and might not be the best example of when to poison, it was just an example.

- Hello Resisting Spells

I soulstone poisoning in favor of resist where/when needed, like in Doom the template now looks like this:

- 120 archery
- 120 tactics
- 120 anatomy
- 120 chivalry (timers last longer, damage increase is 15% instead of 5% at 100 etc)
- 120 Healing (4 second heals with a cure check every 2 seconds = hard to kill)
- 100 poisoning with 20 focus OR 120 resisting spells, as needed

I didn't do the 'lower a bit of this for a lil' of that' game and tested the above with straight up real skill, none of them from gear. The result was that the template could have ALL of the important archer stats. 70's resist, 100% DI, 150 hits, 45% HCI/DCI, 30% LMC, 2/4 FC/FCR etc. I ignored LRC and INT bonus but I did stuff extra DEX on the suit which let me lower the base DEX 10 points and still hit 150, which I placed in INT. I also used the Chiv III mastery to give me 15 more INT. With 120 Chiv the Consecrate Weapon lasts 11 seconds and I could use weapon specials easily, without running out of mana. I did spend 360M on the suit, including buying a Slither, but that's not mandatory.

The Magic!

With 180 Stamina and 55% SSI OR 210 Stamina and 35% SSI the ideal bow becomes the Elven Composite Longbow with a 3.75 second swing rate. You will hit the 1.25 second cap with these and though each hit might be for a little less than a composite bow the total damage per second (DPS) is a good 8 pts higher vs the 1.5 the above gives for composite bows. Adding velocity to the bow gives you another 10 pts DMG on average if you're properly keeping your distance. Adding lightning adds another 22-25 damage on average.

Poisoning comes in here - The secondary special for the elven longbow is Serpent arrow and at 60 poisoning you are poisoning the target with the 2nd highest poison possible(without needing to apply or even carry poisons). At 100 poisoning you have a chance to apply the occasional lethal poison too, game over when that happens as even a cure fails often. I did tests for comparison and the above does more damage than your typical composite bow spamming AI with perfection from Bushido... and you're not having to push as many buttons either.

Playstyle: Obviously this template requires the target to be vulnerable to poisons but it's also viable if you swap poisoning to resist spells. It's on the weak side for killing multiple targets at once though you can use a bow with an area effect and/or use the fire shot archery mastery for another way to hit multiple targets. Use the occasional 'force arrow' special of the elven longbow too for extra stopping power, if that hits with velocity it drops health fast. If the target it vulnerable to poisons I feel this is stronger than the bushido equivalent, and it's even otherwise. I think the devs tweaked the damage output of Bushido too but that's for another thread.

6 skills instead of 7, all at max real level, frees up the suit slots to reach the caps... that's important with a bushidoless archer in my opinion.

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