First relayer question

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Yuki
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Re: First relayer question

Post by Yuki »

I used reaper for a while but you can probably get a better crafted double axe for cheap. If you're looking for a weapon feel free to message me in game. I got a bunch of decent starter weps I will just give out to new players.
sidc
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Re: First relayer question

Post by sidc »

memowolf wrote:
Tue Sep 24, 2024 5:29 pm
Already added spell channeling, luck, night sights and lower requirements to it.

Joking aside. Thanks for all of the advice. I did see about maxing STR, DEX and all but I already have 228 DEX with current gear. So I wanted like advice on things that would never be wasted. I am guessing

STR 8
Hit points 8

But what should go next. DEX, INT mana regen?

Should I add any hit point regen if I am already using an auto healer?

This is my first "real" relayer made by myself. NPS to avoid making mistakes until now.

FC and other attributes would be the last added so that I may plan correctly and avoid stat caps.
this will be better :

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http://joxi.ru/KAxbMVGf1Mn8Em
Before using RelayDeed apply 50% Damage increase on weapon
Pennywise
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Re: First relayer question

Post by Pennywise »

good to know, didnt think about base like that, thx :wink:
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Wil
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Re: First relayer question

Post by Wil »

sidc wrote:
Sun Sep 29, 2024 9:48 am
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http://joxi.ru/KAxbMVGf1Mn8Em
Before using RelayDeed apply 50% Damage increase on weapon
Two things to note:

1. Physical resist (like on that weapon) reduces the effect of Reflect Physical Damage. When you're up against something that can't 1-hit you, this is undesirable.

2. You can use the sharpening stone to add 50% Damage Increase at any time, before or after relayering it.
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Johnny Warren
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Re: First relayer question

Post by Johnny Warren »

sidc wrote:
Sun Sep 29, 2024 9:48 am

this will be better :

Image
http://joxi.ru/KAxbMVGf1Mn8Em
Before using RelayDeed apply 50% Damage increase on weapon

{My opinion beyond this point is aimed towards later game, and given this is about your first relayer, ignoring my advice here is alright}
This one has 18 physical resistance AND 18 DCI which lowers its value by a lot, i personally think it is actually unusable and is worth nothing (which sucks because it's almost an epic relayer base, but like dispel and HLA, phys resist and DCI can ruin a good looted relayer base). If the physical was a different resist it would be better. The 0 DCI path is also used by many top geared players. You don't want physical for 2 reasons:

As Wil stated its works against your RPD later in the game. DCI is also bad because of this. If you proc with DCI you reduce your damage output for the next Xseconds. If they ever got rid of insta heal, DCI might be good. But while we have "invul mode enabled" you really don't want any DCI either.

Secondly, early in the game SoT gives big physical resist. So u can get all your physical resist that is needed from a SoT. I would look for a high resist base with no physical resist, you will appreciate it in the long run. Keep in mind most end game players roll with 0 additional physical resist, the stat reduces damage so it's not a good one.

Adding DI is usually not worth it, even if you have your own sharpening stone to use. 2 BCs and you have max DI. You can't get any more value, so I would tend to ignore DI as it will naturally Max itself as you get stronger. If you have no DI I could see that spending the gold to get someone to sharpen your relayer would be worth it.
JOHNNY WARREN!
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Deorum
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Re: First relayer question

Post by Deorum »

200 or 300 EDs is something I'd gladly spend on a deed to reset points on a Relayer. I think they used to offer those as auction items a long time ago, didn't they?
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Wil
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Re: First relayer question

Post by Wil »

Deorum wrote:
Mon Sep 30, 2024 7:55 pm
200 or 300 EDs is something I'd gladly spend on a deed to reset points on a Relayer. I think they used to offer those as auction items a long time ago, didn't they?
Most likely the game does not keep a record of the original stats on a leveled weapon. When a point is applied, that is the weapon's new stats. If this assumption is correct, then it is not possible to program a relayer reset deed because that stats to which it should reset are not known.
Garamore
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Re: First relayer question

Post by Garamore »

Also about to make my first relayer - should stamina be on every relayer? The guide says yes but other posts say no

https://docs.google.com/spreadsheets/d/ ... 1995548953

I was following the above but if I add stamina I need to take something away - is it an issue if my relayers add up to 494? (i,e will i regret it later) I cant seem to find a way to take stamina and get it to add to 495.
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Wil
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Re: First relayer question

Post by Wil »

Garamore wrote:
Sun Oct 06, 2024 2:10 pm
Also about to make my first relayer - should stamina be on every relayer? The guide says yes but other posts say no

if I add stamina I need to take something away - is it an issue if my relayers add up to 494? (i,e will i regret it later) I cant seem to find a way to take stamina and get it to add to 495.
The guide (https://www.uoex.net/wiki/Relayer#Getting_Started) also explains why you should have stamina on every relayer. It's not a problem if you have a point or two left over. By the time you have a full set of relayers, you'll have maxed every attribute that can be maxed even if you assign the attributes in the guide to every relayer. The only reason not to is if you plan to intentionally stop making relayers before you have a full set.
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