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Regarding UO Playguide updates...

deadite

Sage
It's My Birthday
Stratics Veteran
Stratics Legend
Jeremy,

THANKYOUTHANKYOUTHANKYOUTHANKYOUTHANKYOU

That is all.
 
G

Guest

Guest
You are welcome
(I only have about seven more years of back updates to work through... sigh.)
 

Theo_GL

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
While you are at it - is there any hope of actually having a full list of the craftables/weapons?

Weapons List does not include anything from SE or ML.

In addition, listing all the ML craftable recepies and the mods on the items (like 15% Harm on a Wounding Assassin spike) is needed.

Thx.
 
G

Guest

Guest
The weapons page, as of half a minute ago, has accurate swing speeds, strength requirements, and has a column for entitlements. It does not yet have the SE or ML weapons - that'll take a bit more doing on my part.

I'd like to make a Heartwood page with all the quests and their possible reward recipes - that's the plan. It requires me getting dev help, though, so I'll have to wait for an opportune moment. (Why does the crafting gump not have tooltip info for the crafted item? Beats me...)
 
F

Fayled Dhreams

Guest
Just a thought Theo GL ...
Your "first pass test" of runic results ... shows you have some skill at thoroughness ...

Create a rough draft list for Jeremy to cross check against ?

Just saying ...
just as well now ... instead of after ..
IF theres any errors to be caught ...
good faith effort to catch before ... a posting...

than doubling back to edit out ... any minor details missed ...
 
G

Guest

Guest
I'm not sure that's correct, SirBolo, but the leeches are insanely confusing at best. I'll run it by Leurocian again.
 
G

Guest

Guest
The effect isn't cast on every successful hit. It is the chance that a successful hit will leach, so if you have a 57% mana leech, you receive mana from 57% of your successful swings (ie: swings that make contact) (or rather... you get a 57% chance of leech with a successful swing
)
The amount leeched is dependent on several other factors.
 
G

Guest

Guest
OK, checked it with Leurocian, and updated the page again - Flutter is correct, it's NOT every hit, but the displayed percetage is the chance to fire on hit - however, SirBolo, your description of the amount leeched seems to be correct.

Incidentally, did you know that Stamina Leech doesn't leech stamina at all? Rather odd...
 
G

Guest

Guest
None of them are really "leeches" more like stat replenishers...
 
G

Guest

Guest
Oh, life leech and mana leech do actually leech - that is, remove hps/mana from the target. Stamina, however, doesn't.
 
G

Guest

Guest
Ok this has not been my experience.
(even though this may be how it's "supposed" to work)
*blinks*
Is this workin for everyone else?!
 
K

kennykilleduo

Guest
<blockquote><hr>

Ok this has not been my experience.
(even though this may be how it's "supposed" to work)
*blinks*
Is this workin for everyone else?!

[/ QUOTE ]


I never noticed it worked ( never really paid attention ) , but have seen my stats raise.
 
G

Guest

Guest
<blockquote><hr>

Ok, wait... they don't. *glares at the bloody leech code*

[/ QUOTE ]*glad this couldn't be used as proof that she's crazy*
 
I

imported_athos_uo

Guest
<blockquote><hr>

OK, checked it with Leurocian, and updated the page again - Flutter is correct, it's NOT every hit, but the displayed percetage is the chance to fire on hit - however, SirBolo, your description of the amount leeched seems to be correct.

Incidentally, did you know that Stamina Leech doesn't leech stamina at all? Rather odd...

[/ QUOTE ]
No, according to the explanation of pub42 and MrTact, it works as follows:
this post

<blockquote><hr>

MrTact VIP
Designer/Engineer, UO Live
Failed Guitar Hero
Re: List of Changes on TC9 - Pub42
#6788784 - 08/21/06 11:39 AM
<blockquote><hr>

Right now my warrior arjuna who averages 7 to 22 damage a hit (he's not a paladin or samurai) leeches about 3 points at best from weapons when a leech goes off.


[/ QUOTE ]
Here's the skinny. Right now, a mana leech's potential gain is 40% of the post-resist damage. The chance attached to the property is the chance of it going off each swing. The new way it works is, the property goes off every time you swing. Also, the chance has been scaled based on the speed of the weapon. The fastest weapons should be about the same, but slower weapons will actually show up with a higher % than previously possible.

The flip side of that is, the % now represents the maximum amount of health/mana that you get from the swing. The actual number is generated randomly, from 0 up to your leech %.

Here's a concrete example to clarify. Let's say you currently have a katana with 50% mana leech. That's an item property intensity of 25 (since % chance is 2xintensity). Let's say you do an average of 15 points of damage. The base mana yield is going to be 40% of that, or 6 points.

Currently, every other swing (subject to the vagaries of the random number generator) you will get 6 mana, period.

Under the new method, your % chance may change a bit. Katana has a base swing speed of 2.5 seconds. To get the new % chance, multiply the speed in seconds by the intensity: 25 x 2.5 = 62% (dropping fractions). So every swing will generate 0-62% of your base mana yield (that's 6 mana, remember).


[/ QUOTE ]
According to his explanation, HLL and HML goes off on every hit and the max amount leeched will be (HML * 0.4 * given damage ). So, it can happen, that the HLL or HML goes off but the amount leeched is 0.

I understand how it works as above.

And there have been no explanation of "OK, checked it with Leurocian, and updated the page again - Flutter is correct, it's NOT every hit, but the displayed percetage is the chance to fire on hit." I never heard of this explanation.

And MrTact has stated:"The new way it works is, the property goes off every time you swing. Also, the chance has been scaled based on the speed of the weapon.

Was this statement bad? Or is this chaned since pub42 without any notification?
 
G

Guest

Guest
MrTact is incorrect, which is odd, because he apparently wrote the code. There is a long bit of code dealing with the chance for the effect to go off, based on weapon speed and SSI, which results in the percent chance to proc that is displayed in the tooltip.

Now, at this point I hate this system enough to believe that it actually turns players randomly into mongbats; if anyone has any test results that indicate that it fires on every hit, I'd certainly listen.
 
K

kennykilleduo

Guest
<blockquote><hr>

Now, at this point I hate this system enough to believe that it actually turns players randomly into mongbats

[/ QUOTE ]

Jeremy you are starting to scare me , I think Draconi needs to have a talk with you..Err nm , fire and craziness don't mix...
 
I

imported_athos_uo

Guest
<blockquote><hr>

MrTact is incorrect, which is odd, because he apparently wrote the code. There is a long bit of code dealing with the chance for the effect to go off, based on weapon speed and SSI, which results in the percent chance to proc that is displayed in the tooltip.

Now, at this point I hate this system enough to believe that it actually turns players randomly into mongbats; if anyone has any test results that indicate that it fires on every hit, I'd certainly listen.

[/ QUOTE ]
Chrome and Gray@Izumo have already tested this.

But their test results include of cource the case of leeched amount=0. But MrTact explained that the amount leeched will be [0- ( damage * 0.4 * displayed HML value ]. So, we cannot distinguish two cases, one case that the effect didn't go off, and the other that the effece went off but leeched amount = 0.
 
G

Guest

Guest
Upon further consultation: Athos is correct, I am incorrect, and I also have a headache. :p
 
G

Guest

Guest
In less confusing news, Armor and Shields are coming along nicely. Still need to add headgear to the armor page, and obviously I need to find a place to actually list the darkwood set bonus, but it's getting there.
 
S

Sabbath

Guest
<blockquote><hr>

Upon further consultation: Athos is correct, I am incorrect, and I also have a headache. :p

[/ QUOTE ]
You are in an unenviable position, milady.
 
I

imported_athos_uo

Guest
<blockquote><hr>

Upon further consultation: Athos is correct, I am incorrect, and I also have a headache. :p

[/ QUOTE ]
I have no intention to make you have headache, but...please take care of yourself!
 
C

Cowgoesmoo

Guest
<blockquote><hr>

Upon further consultation: Athos is correct, I am incorrect, and I also have a headache. :p

[/ QUOTE ]

Just to clarify what Athos has said. Hit mana and Life leach fire every hit. Hit stamina does not. It fires based on the % displayed in the item property (Flutter explanation).

None of them actually "Leach" anything from your target.

The mana leach from Wraith form DOES leach from the target.

Not sure about life leach from Vampire form but I don't believe it "Leaches" anything either. Not sure which method it use actually or maybe a totally different one.... *shrugs*

The leach code you were looking at is probably still being used by the stamina leach property. Suggestion : make them all use the same and archive the old unused code.

Can you estimate how many people you would need to hire to go though the code base and do that to all the unused code???

Be careful looking at the code to much you will end up like Wilki and be transformed into a designer.
 

Sir_Bolo

Sage
Stratics Veteran
Stratics Legend
UNLEASHED
<blockquote><hr>

Upon further consultation: Athos is correct, I am incorrect, and I also have a headache.

[/ QUOTE ]

Then you need to get another headache and correct the corrected Playguide


Suggestions for the re-corrections:

Hit Mana Leech - Each time the weapon hits, it will do its normal damage. Then the weapon restores up to 40% of the displayed percentage of the damage dealt as Mana to the weapon's wielder. The amount of Mana gained is further multiplied by the displayed percentage. Note: No Mana is actually removed from the target.

Hit Life Leech - Each time the weapon hits, it will do its normal damage. Then the weapon restores up to 30% of the displayed percentage of the damage dealt as Hit Points to the weapon's wielder. The amount of Hit Points gained is further multiplied by the displayed percentage. Note: No Hit Points (beyond the actual weapon damage) are actually removed from the target.

Note: it is an unfortunate proven fact that the majority of the population is unable to apply even simple maths such as multiplying two percentages to solve a problem like this. Any hard numbers will therefore be meaningless for most of the players (except for stat junkies like me and athos_uo
). I still think that a simple description getting the facts right is better, something like: "If your weapon has a higher displayed percentage it will leech more on average".
 
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