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Understanding armor and weapons

G

Grash

Guest
I am a bit unclear on exactly how to compare one type of armor and one type of weapon with another.

I'd love to see an overview of how it all works and the things one should be looking for. For example, i understand that 70% resist in all categories is a good thing, so if I have a leather set that gives me high values, is that better or worse that a platemale set of perhaps lower values?

I have the same type of questions with weapons.

I am interested in all types of characters, so lets just assume a warrior type and a caster type.

Thanks.
 

TullyMars

Sage
Stratics Veteran
Stratics Legend
Unless you are looking into imbuing and crafting the ins and outs of armor type are not too important.
In fact for the person wearing it, there are really only two limiting choices you have on the type...
Medable or Non-Medable and Strength Requirement.
For a mage, you would want medable armor which means leather (but not studded) or any armor with the mage property. This allows you to meditate both actively and passively while wearing this.
For a non-mage you probably still want medable but for sake of argument we will assume you can get away without this.
In that case you only have to make sure you have enough strength to wear the item (and hopefully enough strength that you can continue to wear the item after a weaken spell).
It does not matter if it is bone armor, plate armor, chain armor, ring armor, studded leather, dragon armor, etc.
That is just aesthetics.
If you have an all 70+ suit in studded leather vs an all 70+ suit in plate they are equivalent if your character has the proper strength to wear the plate. If you have all 70+ in leather (or with each piece having mage armor property), since that is medable and will not mess with your mana regeneration and such, that is preferable.

Armor in the same classification (med or non-med) is compared using their properties...i.e how much mana regen, how much lrc, how much total resist and the numbers are right there for you to see.

The only other thing you have to watch out for is durability. Low durability will need to be repaired more often than high durability items. But you can compare those numbers just like you compare anything else. And since you can find an item called Powder of Fortifying to increase the items maximum durability, it really doesn't matter. I only bring this up in case you find a piece of armor or suit of armor that is imbued. For once an item is imbued the Powder of Fortifying no longer works on it.

All the rest of the ins and outs of armor are for the number crunchers and crafter/imbuer.
If you get into that you find that when you make plate armor for example the base durability is higher so it will cost less to bring it up to max durability to sell it. Or you find that if you are trying to fit in that perfect piece of armor and you need high poison resist on it, that maybe you should try with ringmail as that has the highest base poison resist.

But for the average player that is buying the stuff they don't need to know much more than previously mentioned.
 
G

Grash

Guest
Thanks for the great overview of armor.

I guess getting the numbers to 70 resist is an overarching factor, followed by the med/non-med issues and durability. So to be clear, a leather set with 70 resist across the board is the same as a platemail with 70, it is just that the platemail is non-medable, has a strength req and is prbably more durable - all with out imbuing.

Now if someone could provide the same type of great overview for weapons, I'd be all set.

Thanks.
 

TullyMars

Sage
Stratics Veteran
Stratics Legend
Weapons are harder to figure out. (Why I originally left it alone, but seeing as no one else has attempted I figure I'll give it a try)
There are many more factors to consider with weapons that include your character and your style of fighting and your other equipment and your skills and the monster you are fighting. The dev team has done a great job of leveling the board on most weapons and each have its advantages and disadvantages.

So let me point out some things to consider.

First, you still have that strength requirement thing so be wary of that.
Then of course you have the skill of the weapon, be it swords, fencing, etc.
There is a property called use best weapon skill that will allow you to try out some weapons that are not in your skill set but if it doesn't have this property, the skill set can be limiting. You also have a property called mage weapon that allows you to use your magery skill as the weapon skill usually with a small penalty (up to 29 points) to the skill.
Then you have one-handed vs two handed. One handed weapons are good for characters that like shields or like to chug potions. Two handed weapons are good for bushido characters as they get an increased chance to parry with those. Again this goes into style and your character. It is not a deal breaker when you find a good weapon but if you are shopping for a nice weapon you of course would want to consider this.

Now also considering the weapon type, you will find certain groups have certain benefits over others. For example, Maces do an extra damage of 3 to 5 points to the victims stamina if a hit is made. Maces also do damage to armor everytime the armor absorbs damage. Axes gain a bonus from lumberjacking.

OK that gets us through some ofthe preliminaries. Now lets look at just the weapon comparisons before we get into additional magic properties and elemental damage types and slayer weapons etc.

Speed is one of the most sought after objectives in weapons. It translates directly into what they call DPS or damage per second. This can be a convulated thing to figure out but luckily stratics has a nice calculator http://uo.stratics.com/content/arms-armor/arms.php You will find what base weapon suits your character best. Note that it might be different for every character depending on many factors. Also that calculator assumes you are at 100% stamina and it might be different for the same character if he loses stamina fast etc.

But this is only the tip of the iceberg for weapons comparison.
The next thing many people consider is the special move. After trying all the special moves see what suits you and your game play. I personally like the whirlwind attack on my weapons as I am constantly found in the middle of 8 monsters and want to deal them all damage.

Ok so have I confused you enough yet on all your choices.
No? Well lets get into damage types.

Against a person with 0 in every armor class area, it doesn't matter what type of damage your weapon puts out, physical, fire, cold, whatever. But of course we don't go against monsters or people with no armor. Each monster you are fighting usually has a weakness, for example undead are prone to fire damage more than any other type. So if you are fighting undead, and are comparing two swords with everything else equal, take the 1 with more fire damage than say physical. Of course if you are fighting a daemon fire damage does you less good than poison damage. So basically a weapons damage type can only be used in a comparison if you plan to only fight a certain type of monster with them.

Thoroughly confused yet?
I will let you digest this, while I compose myself and see if I can explain all the different weapon properties such as slayer property and hit spell properties and hit area properties etc.
 

TullyMars

Sage
Stratics Veteran
Stratics Legend
OK where was I.

Oh yeah slayer weapons. If you are fighting monsters you will need to learn about these. They do double damage against certain monsters or groups of monsters. So a mediocre weapon that is a slayer against the monster you are fighting usually beats a high end weapon that is not a slayer against these monsters. There are lesser slayers which don't take too much to understand, a Lizardman slayer does double damage against lizardmen, air elemental slay double damage against air els. These lesser slayers are not very prized. Then there are the main super slayers! Arachnid, Repond, Undead, Demon, Elemental, Reptile, Fey. They do double damage to a large group of monsters. If you do a lot of hunts you will want one of each of these so you can match up against the monster you are fighting. There are other super slayers but most of those properties are found on talismans and talis are a whole different story which gets into the 300% damage increase cap and such. Decent information for slayers can be found on both stratics http://uo.stratics.com/php-bin/show_content.php?content=30740 and uoguide http://www.uoguide.com/Slayer. Needless to say if a weapon combines a super slayer say like the Undead Slayer with the most common weakness of that group of monsters Fire Damage...it becomes more sought after.

OK another property to be very aware of is Spell Channeling. This allows you to cast spells while a weapon is in your hand. Extremely useful for mages and even useful for fighters recalling into a hot bed of a dungeon area.

OK now we get to all the other properties, hit chance inc, hit leech, lower defense, hit spell, hit area effect, etc. A great chart is actually on uo's official site http://www.uoherald.com/guide/guide.php?guideId=57 and I am sure it is on stratics and uoguide somewhere too. It will give you an idea of the different effects and their ranges. Which properties are best are a personal choice and the subject of debate after debate in many forums. Lets go over a couple here anyhow.

Swing Speed Increase - as I said before the speed of the weapon is one of the most important factors in deciding your weapon of choice. It is figured in that stratics calculator I linked to earlier. SSI on a weapon can take one of those slow weapons and move it up to equal a faster weapon.
Hit Leech - you can have your weapon have a chance to leech a percentage of life (hp) mana or stamina from your enemy and give it to you. Very useful. Now you would think ok this is easy to compare but with the mana leech and life leech you would be incorrect. These leeches maximum are based on the weapon speed so where a halberd can go to 100% life leech a radiant scimitar can only go to 62% life leech but both of them are considered to be maxxed in life leech. Try this guide if you really want to understand that http://www.uoguide.com/Hit_life_leech

Hit Area Effect - this will hit everything in the area with a certain type of damage. It is very useful when you have a fighting style of running in and getting surrounded. You have a chance to do damage to many many monsters around you.

Hit Spell Effect - this is one of the more prized items on a weapon. If for example you have hit lightning at 50% on a weapon, that means 50% of the time you have the chance of your weapon casting lightning on the monster you are attacking. If you factor it in to your total damage, then it can really increase your damage output.

Hit Chance Increase - if a weapon hits more it has more chances to do damage and or fire off its hit spell.

Anyway thats about it for my knowledge without specific questions...I keep reminding myself that I get confused on this stuff as much as the next guy. I am going to say one of the best ways to compare weapons is to test them out. Swing a couple times against a cyclopean warrior and see which one does more damage. Or take it to a ilshenar champion spawn and see how many monsters you kill in say 10 minutes. That is the fun way to test.
Also if you get into imbuing you can learn a lot about weapons and there maxs and imbuing even gives a nice scale rating of 1-500+ (where 1 is nothing and 500 means 5 properties at 100% and close to godly) to compare weapons. But of course because of all the other factors and different properties, sometimes that 350/500 weapon will fit better with your character and style than simply going for that 500/500 weapon.
 
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