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[UO Herald] FoF: Skill Caps and Braziers

_zigzag_

Sage
Stratics Veteran
Stratics Legend
It's time for this week's Five on Friday! Some of the questions we answered this week are about Skill Caps, Braziers and the Event Moderator Program.

To read the full article, please click here.



More...
 
F

Fox (Europa)

Guest
"When will Concussion Blow ever be balanced?"

There are some changes coming up in Publish 57 that will address Concussion Blow so keep an
eye out for that!
Oh goody, another nerf [/sarcasm].

Fox
 

Saunders

Lore Keeper
Stratics Veteran
Stratics Legend
While new skills have made some templates very crowded I do think it would be a mistake to push the skill cap up to 800. "Having it all" is never a way to make people happy: you have to learn to make choices and adapt.
 
F

Fox (Europa)

Guest
While new skills have made some templates very crowded I do think it would be a mistake to push the skill cap up to 800. "Having it all" is never a way to make people happy: you have to learn to make choices and adapt.
Agreed. The only way I could see a 800 point cap working would be if there was a complicated system of excluded combinations in place, something like you could not take skill X if you already had skill Y.

Fox
 

R Traveler

Crazed Zealot
Stratics Veteran
Stratics Legend
While new skills have made some templates very crowded I do think it would be a mistake to push the skill cap up to 800. "Having it all" is never a way to make people happy: you have to learn to make choices and adapt.
Agreed. The only way I could see a 800 point cap working would be if there was a complicated system of excluded combinations in place, something like you could not take skill X if you already had skill Y.

Fox
I see 800 cap only for price like resist cap loss or stats cap loss. Like:
800 skills = 60/60/60/60/60 resist cap
900 skills = 45/45/45/45/45 resist cap
1000 skills = 20/20/20/20/20 resist cap

or
800 skills = 200+25+5 stat cap
900 skills = 150+25+5 stat cap
 
F

Fox (Europa)

Guest
Concussion Blow is definitely out of line with the damage it can deliver. I think sometimes you can do up to 80 in the right situation.
Well then you would think wrong. The max extra damage you can do with conc blow is 40 on top of the ordinary damage. So unless you happen to go around near-naked and an ordinary blow is doing you 40 damage then 80 just isn't possible.

Say I have a crossbow and it and my char are loaded with DI then the damage will be tops about 65. Then knock, say, 60% off for armor on the target player then the damage will be 26. Add 40 to that and we get a theoretical max of 66. Remember though that this is a max, the lowest is about a total of 27 and the scew is in that direction because of the unlikelyness of the circumstances to give max extra damage.

Fox
 

Alvinho

Great Lakes Forever!
Stratics Veteran
Stratics Legend
Well then you would think wrong. The max extra damage you can do with conc blow is 40 on top of the ordinary damage. So unless you happen to go around near-naked and an ordinary blow is doing you 40 damage then 80 just isn't possible.

Say I have a crossbow and it and my char are loaded with DI then the damage will be tops about 65. Then knock, say, 60% off for armor on the target player then the damage will be 26. Add 40 to that and we get a theoretical max of 66. Remember though that this is a max, the lowest is about a total of 27 and the scew is in that direction because of the unlikelyness of the circumstances to give max extra damage.

Fox
you forget the rune beetle armor corruption, which allows 80+ damage concussion blow
 

BbqLou

Visitor
Stratics Veteran
Stratics Legend
Well then you would think wrong. The max extra damage you can do with conc blow is 40 on top of the ordinary damage. So unless you happen to go around near-naked and an ordinary blow is doing you 40 damage then 80 just isn't possible.

Say I have a crossbow and it and my char are loaded with DI then the damage will be tops about 65. Then knock, say, 60% off for armor on the target player then the damage will be 26. Add 40 to that and we get a theoretical max of 66. Remember though that this is a max, the lowest is about a total of 27 and the scew is in that direction because of the unlikelyness of the circumstances to give max extra damage.

Fox
I get hit with 70+ shots all the time, I'm all 70's too. 65 is the top you say? Is that after Fireball and velocity? 65 from the conc 8 from fire ball and 5 from velocity. 78 damage from a single hit is still a bit much don't you think? Even if it isn't 80, 65 is still a hell of a lot lol.
 

BbqLou

Visitor
Stratics Veteran
Stratics Legend
Is it just me or does it seem like the FOF's are pretty much answering the same damn questions over and over but in different forms.


Who honestly gives a **** about Braziers?
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
Agreed. The only way I could see a 800 point cap working would be if there was a complicated system of excluded combinations in place, something like you could not take skill X if you already had skill Y.

Fox
You can get to 800+ skill points now with the right thf gear. +70 with shadow dancers and burglar's Bandana alone. Add in a couple +15 jewels and be at 820. What about a skill cap at 760 and a hard cap of 800 with +skill items?

It really isn't too far off what many templates are capable of now. I rarely see an archer w/o a headress (+20 Archery) these days. And it wouldnt be too difficult to get +15 or +20 jewels on that template either. Same for necro or magery. Hard cap 800 skill and Imbuing +skill to jewelry (if we can) becomes very fair.

Also I would like to see them do away with the +5 skill bonus per 1st-4th years and just give everyone max at creation.
 

soze

Seasoned Veteran
Stratics Veteran
Stratics Legend
Is it just me or does it seem like the FOF's are pretty much answering the same damn questions over and over but in different forms.


Who honestly gives a **** about Braziers?
It was kinda of lacking this week
 
H

Harb

Guest
I wouldn't assume 800 is necessarily the potential target for a skill cap "relook." Doing so enables doing more character by character, and consequently the potential for further account reduction. I'll be absolutely shocked if a new "higher" cap goes above 750, but 750 does seem about "right."
 
L

Loqucious

Guest
"......... after this is completed we will be reviewing the possibility of increasing the skill cap."

Another REALLY bad idea.
 
D

DHMagicMan_1

Guest
Increase our STABLE SLOTS FIRST!!! It won't unbalance anything and no one will complain that you killed or nerfed anyone else!!!
 
B

Bouche835

Guest
Hey I have an idea while you are increasing the skill caps, please also increase all stat cap so that along with being able to make a plus 900 skill char with items and I have also 150 in str, dex, and intel. I mean what the h-e-double hockey sticks.
 
L

Lord Kynd

Guest
Concussion Blow is definitely out of line with the damage it can deliver. I think sometimes you can do up to 80 in the right situation.
80 points ??? is that all ? lol
my lord, just raise your strength stat so you have more hit points. Vola, now you won't die to one hit :p
 
L

Lord Kynd

Guest
Agreed. The only way I could see a 800 point cap working would be if there was a complicated system of excluded combinations in place, something like you could not take skill X if you already had skill Y.

Fox
i'd rather see them lower the skill cap , say to around 500.
that should solve some overpowering issues :p
 

Cogniac

Grand Inquisitor
Stratics Veteran
Stratics Legend
Concussion Blow is definitely out of line with the damage it can deliver. I think sometimes you can do up to 80 in the right situation.
I get hit with 70+ shots all the time, I'm all 70's too. 65 is the top you say? Is that after Fireball and velocity? 65 from the conc 8 from fire ball and 5 from velocity. 78 damage from a single hit is still a bit much don't you think? Even if it isn't 80, 65 is still a hell of a lot lol.
Woah. JC and Lou agreeing on something.

...Posting in epic thread.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
What if there was an increased cap, but if it included +skill items in that limit?
 
L

Lord Kynd

Guest
What if there was an increased cap, but if it included +skill items in that limit?
ahh, maybe that is a good thing for them to look into.
don't increase the cap, but make it so jewlry , etc skill users have to use those fake skill points towards there cap's.
no wonder some people are over powered, there abusing the cap's with fake skills.
 
U

UOKaiser

Guest
ahh, maybe that is a good thing for them to look into.
don't increase the cap, but make it so jewlry , etc skill users have to use those fake skill points towards there cap's.
no wonder some people are over powered, there abusing the cap's with fake skills.
We are trying to avoid more nerfs here. Balance up. And like ive mention before we were nerf to 6 skills from 7 with out relizing it.
 

Gheed

Certifiable
Stratics Veteran
Stratics Legend
ahh, maybe that is a good thing for them to look into.
don't increase the cap, but make it so jewlry , etc skill users have to use those fake skill points towards there cap's.
no wonder some people are over powered, there abusing the cap's with fake skills.
So if you make +skill items unable to break the 720 cap than whats the use of +skill items?


Just set the natural cap to 760 and the cap w/items to 800. Items get to be important that way and things arent that much different than they are today.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
So if you make +skill items unable to break the 720 cap than whats the use of +skill items?
They'd be reduced to being merely a stepping stone along the way towards developing your skills - a way to avoid having to train those final few points right away, but at the cost of an item mod that could have been something else.

(but this would be in combination with raising the cap - say to 840, so that you would still eventually be able to have a full template of trained skills)

Here's a question I'll throw out ... IF the skill cap does get raised, would people prefer that it simply be increased or have it required a powerscroll-type limit-booster? (eg: a "skill cap +20/40/60/80/100/120 scroll")
 
F

Flora Green

Guest
Is it just me or does it seem like the FOF's are pretty much answering the same damn questions over and over but in different forms.


Who honestly gives a **** about Braziers?
I see no reason to not answer a question pertaining to vet rewards, however, there's no excuse to not have MORE information regarding gameplay in addition to the braziers and cactus issue.

Of course, they could also answer the lesser questions on the boards or have minor updates on the Herald about smaller issues and save the bigger things for the FoF. IMO
 

EDA_GL

Journeyman
Stratics Veteran
Stratics Legend
Too many trammies are pancakes about ' not having enough skill points '
You all are not the brightest crayon in the box.....
I have such a wide variety of characters built around loopholes in the game, grow a pair and lose some points in a skill.:blushing:

Archer damage for their " skill " needs to be looked into, moving shot hits waaaaaaay too often(should be 50% hit rate). A timer of 10 seconds needs to be on mortal strike, and the lovely conc blow weapons need to have the damage turned turned down quite a bit.


If they increase anything, +5 for each year you have played up to 720!
O wait, thats already in. Quit pancakes.

Tell me what the problem is with your specific template, and I can tell you how to fix it to make it still work.
 
C

Chaosy

Guest
No to skill cap increase.

No to concussion blow nerf.

Things are fine the way they are.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
Tell me what the problem is with your specific template, and I can tell you how to fix it to make it still work.
I can't decide if my chef should take camping when when out gathering reagents or item id (which seems a little redundant with taste id). What do you suggest?
 
L

Lore Master

Guest
I really do hope thy increase the skill cap especially considering that new skills are comming out and i am sure they will not be the last skills to come to UO. if you ask me i would like 1000 skill points per character but i doubt they will add that much if they add any skill increase at all. i can imaginer a mule with 1000 skill poiints.
  1. 120.0 Black Smith
  2. 120.0 tailor
  3. 120.0 Imbuer
  4. 100.0 Tinker
  5. 100.0 Miner
  6. 100.0 carpenter
  7. 100.0 Bow Fletcher
  8. 100.0 Lumber jack
  9. 100.0 Cook
  10. 40 Magery maybe a magery ring and braclet too to add magery.
That really only leaves 3 things out Alchemy, Poisoning and Inscription but asking for 1300 skill points probally sounds nuts so i wont ask though that would be the ultimate mule with all those skills. then again if you added legendary music to the lot you could make the best music instruments too making it 1400 with the 40 magery just something to think about.
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
I disagree with having a single do-everything mule - I do like having all the crafting skills, but spread across a number of characters. If you want to be an all-purpose crafter, you should have to devote more than one character on your account(s) to it (or have enough soulstones, but that's really a separate discussion)
 
A

AesSedai

Guest
I can't decide if my chef should take camping when when out gathering reagents or item id (which seems a little redundant with taste id). What do you suggest?
- We should be able to tame pigs and let them point us toward special rare reagents for cooking and alchemy, as long as we keep them happy :)
Sorry about the OT.

Skill Cap increase? Perhaps if there are enough resources for a complete overhaul of the skills/stats system.
Skill gains obviously need to be adjusted by now (granted I understand we are getting some insta-skill scrolls with p57 - which is fine. It does seem to indicate, like golems did, that some skill gains need to be overhauled... of course the Dev.s have said just as much as well.)
Maybe skill abilities and the total cap on skill/stat points should be adjusted too?
I dunno, but I do know the last time any major overhaul like that was attempted.. our spearheading Dev. of that campaign ended up finding another job before a solution was ever adopted (that was back when I suggested we switch back to a base 100 system and each skill / stat / item property ranges back to a 0-100 range, err 0-1000 if you cancel the .1 decimal values, and primarily for 'simplicity's sake' -which includes ease of adoption for the new blood and better ease of understanding for the veterans as well - yeah I was talking major overhaul).
So, if such a thing were to happen, I pledge to donate a flameproof leather cap loaded with magical int/str properties to the Dev.s that hurdle that hurdle.
 
L

luners

Guest
"Are we going to be increasing the skill cap for SA?"

Leurocian answered this one: We want to review and balance the existing templates and skills first, after this is completed we will be reviewing the possibility of increasing the skill cap.
Very good news.
Now I was disappointed at a lot of nerfs of Sampire and dexxor, and I currently have played EQ2 with Shadowknight(necro paladin!).
But if skill caps increases, I will return to UO.

I'll be honest with Leurocian with regard to him.
If skill caps increases, I will take the following skill combination.

120 fencing
120 tactics
120 anatomy
75 chivalry
99 necromancy
44.2 spiritspeak(for 14 seconds duration of Curse Weapon)
120 bushido
120 parrying

total 818.2

Maybe devs will not increase skill caps up to 800, IMO.
At best, it will be 750.
But I dream.

I hear that Epic monsters will appear in SA.
Raid is enjoyable.
10-15 group raiding will need more "power" of characters.
Not only the increase of skill caps, but also itemization.
UO doesn't have specific roles like Tank(Main Tank and Off Tank), DPS(Melee Attacker and Mage Attacker), Healer, Crowd Controller, Debuffer, Buffer.
It is because the flexibility is UO's biggest appeal.
So, on the other hand, I doubt that raid will fit in UO.

Best wishes for devs.

I will watch how things develop.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
I really do hope thy increase the skill cap especially considering that new skills are comming out and i am sure they will not be the last skills to come to UO. if you ask me i would like 1000 skill points per character but i doubt they will add that much if they add any skill increase at all. i can imaginer a mule with 1000 skill poiints.
  1. 120.0 Black Smith
  2. 120.0 tailor
  3. 120.0 Imbuer
  4. 100.0 Tinker
  5. 100.0 Miner
  6. 100.0 carpenter
  7. 100.0 Bow Fletcher
  8. 100.0 Lumber jack
  9. 100.0 Cook
  10. 40 Magery maybe a magery ring and braclet too to add magery.
That really only leaves 3 things out Alchemy, Poisoning and Inscription but asking for 1300 skill points probally sounds nuts so i wont ask though that would be the ultimate mule with all those skills. then again if you added legendary music to the lot you could make the best music instruments too making it 1400 with the 40 magery just something to think about.
I hope this was a joke post... :(
 

Vexxed

Certifiable
Stratics Veteran
Stratics Legend
80 points of dmg with a conc is no sweat.... it pretty much becomes impossible though if they are wearing armor.... Any weaopn can do alot if the right resist is really low...

I'd say expect
20 dmg from bolt / 30 MAX from Conc / 12 lightning / 9 Velocity but that's just what I've seen work out with a Runic crafted Xbow worth 200+ mill.. and that's few and far between...

It's more likely to be..

20 dmg bolt / 20 dmg conc if you time them well / 5 from hit effect on avg (single hit effect xbow) = 45....... That's right there with AI for 35 + light = 45.. and it has qualifying conditions that make it harder to use.... BUt it is Possible with the right gear / setup to hit 70+ but those people and conditions are rare...
 

Wenchkin

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
Question is, if the skill cap is raised, are they going to make it a fixed cap or one we can exceed by using skill items. Because while we can currently reach 800 skill easily with items, if we got an 800 basic cap that could be exceeded, that would impact on balance much more. I don't think a hard 800 cap would be as bad as a potentially 900+ one, but I think we need to know what is proposed before we decide whether we want it. I'm happy with 720 points in all honesty, but I realise I'm probably in the minority with that view.

As for the concussion blow change, I can just imagine the dexer love for tamers now lol. Might I suggest the change to greaters be made for '57 as well? I think taming is overdue for a balance now, several in fact. Greater draggies need to be changed for starters, so other classes feel the balancing is done fairly. The devs have mentioned fixing greaters for a while now, so I think it's reasonable to expect that change to be through. And as a tamer, I want to know where I stand and what changes are coming. No tamer wants to spend time selecting and training a pet and then finding it's changed to something they don't want.

Wenchy
 

Leto

Journeyman
Stratics Veteran
Stratics Legend
"Are we going to be increasing the skill cap for SA?"

Leurocian answered this one: We want to review and balance the existing templates and skills first, after this is completed we will be reviewing the possibility of increasing the skill cap.
No offence but this doesn't sound like a good idea at all!

So first you want to spend a lot of time balancing skills, only to mess it all up again with a skill cap increase? If the skill cap is to be increased that it should be done alongside a balance pass. The two are too closely connected to be treated individually.

Having said that, I don't think we really need a skill cap increase. 720 skill points plus skill bonuses from items already give us quite a lot of flexibility. And skill bonusses are already somewhat balanced since to fit them into your suit you have to sacrifice other mods.
 
E

Evilminion

Guest
- We should be able to tame pigs and let them point us toward special rare reagents for cooking and alchemy, as long as we keep them happy :)
Can't say I'm thrilled about the idea of increasing the skill cap.

Can't say I really care one way or the other about braziers.

But DAMN, now I want one of these pigs. :D
 
L

Lore Master

Guest
I hope this was a joke post... :(
No it is no joke we need more skill points for sure. and for those saying will it be a fixed cap where jewlery doesn't increase the skill cap i really hope not. jewlery should be used to increase the skill cap no matter how high the skill cap is raised if at all. why try to make jewlery useless to a maxed out character that is just wrong.
 

Wenchkin

Babbling Loonie
Alumni
Stratics Veteran
Stratics Legend
It makes no sense calling it a skill cap if you aren't actually capped though, does it? :D

If you can't figure out how to work a useable template within 800 real skill points, I think there's a problem. Skill items don't become useless because you can't pwn the skill cap with them. You can still use them while a character is training, or to change which skills you boosted up to 120 for example on a tamer bard. One day it might be taming skills, the next barding. That still comes up useful to me. Or if you just can't be bothered training...

Wenchy
 
D

Dragon Slave.

Guest
My necro has +60 in skills from Bracers and Crystalline ring. While i'd be ok for a skill cap raise, depending on how many points, I think it would make my jewelry useless if they couldn't be used past the cap. Why would anyone whos played the game for many years with all chars maxed at 720 have use for skill jewelry if it didn't go past the cap.

That said if the cap gets raised, and all your chars skills are at the new cap, you'd have the same issue. Instead of my character being overpowered in skills I can use, i'd dump all my skill jewels for mods. Thats the issue with jewelry and items, you can't have both, but if you kill the skill bonuses, then we'll all have hci, dci, sdi, di, etc on our jewels over skills. As it is now, you have to sacrafice on mods, to get skills.
 

Olahorand

Slightly Crazed
Stratics Veteran
Stratics Legend
No you will not be able to re-deed these items. The reason being these are not deeded items that you can axe and replace, that's why we informed players to hold off picking them if they wanted a choice.
I find this disturbing - even if I have not selected those items.
Where do you expect players to find this information? Is it shown in the selection screen exclusively? Not all players read Stratics, and on international versions of Windows the patch screen still is white and not showing any content.
So instead of blaming players to select the wrong item at the wrong time you should go and fix that stuff for all who selected those items before.
Thanks for listening
Olahorand
 
A

AesSedai

Guest
- We should be able to tame pigs and let them point us toward special rare reagents for cooking and alchemy, as long as we keep them happy :)
Can't say I'm thrilled about the idea of increasing the skill cap.

Can't say I really care one way or the other about braziers.

But DAMN, now I want one of these pigs. :D
- :)
Truffle hunting in UO!
 

LadyNico

Always Present
Stratics Veteran
Stratics Legend
Is it just me or does it seem like the FOF's are pretty much answering the same damn questions over and over but in different forms.

Who honestly gives a **** about Braziers?
Nerf the damn braziers.
 
S

sapphirediablo11

Guest
- We should be able to tame pigs and let them point us toward special rare reagents for cooking and alchemy, as long as we keep them happy :)
What is that... *sniff sniff* do i smell *sniff* a new tamer treasure hunter build :D
 

Maplestone

Crazed Zealot
Stratics Veteran
Stratics Legend
Actually, I really like that truffle-hunting pig idea: a low-end tamable that alters your drop rate of some resource or triggers a spawn.
 

Bomb Bloke

Lore Keeper
Stratics Veteran
Stratics Legend
More skill points = more characters that can do everything = less reason to interact with other players.
 
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