So I am very close to having able to make my sword of prosperity relayer.
what would be the perfect stats to spend the level up stats on?
so far I'm thinking str 8 dex 8 sdi 20% stamina increase 8, not sure about what else to put there.
perfect stats for a sword of prosperity relayer?
- nocturne7saint
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perfect stats for a sword of prosperity relayer?
blackstone from the ILV guild
- Wil
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Re: perfect stats for a sword of prosperity relayer?
There is no "perfect" SoP relayer because it really depends on the stats you have from your other relayers. In general, you should have all 9 stats listed in https://www.uoex.net/wiki/Relayer#Getting_Started . That'll leave 147 spending points for other things. That same page has suggestions as to what you should and shouldn't spend on (and why or why not), as well as how much you should have across all of your relayers.nocturne7saint wrote: ↑Sat Jun 17, 2023 11:40 pmSo I am very close to having able to make my sword of prosperity relayer.
what would be the perfect stats to spend the level up stats on?
so far I'm thinking str 8 dex 8 sdi 20% stamina increase 8, not sure about what else to put there.
If you're making a SoP relayer for sale, the correct answer is "no points spent."
- Wil
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Re: perfect stats for a sword of prosperity relayer?
I note that a lot of folks leave Enhance Potions off the relayer essential stat list. This is a mistake. I'll explain why.
Enhance potions is uncapped. With it on every relayer, quaffing a greater strength potion can give you a couple -hundred- extra hit points. This is the difference between surviving some of the end-game one-hit monsters... and not.
But it takes spending points, you say. Do the math. You will reach the cap on all the relayer-useful capped abilities after the 10th or 12th relayer, even if you max out enhanced potions. 120% LRC is 20% you didn't need. Regens cap out at something like 5 points per second. You get there with fewer relayers without enhance potions, but it's not like you're going to stop making relayers - you'll want the additional str/dex/int and the other 6 uncapped stats from adding more relayers. So once you're capped, you'll drop relayer spending points into Luck or something because there's nowhere else useful to put them.
On the other hand, you can't go back and put enhance potions on old relayers. So if you want to get the maximum possible enhance potions, you'll end up throwing those away and redoing them. And when you go to sell those old relayers... well, they're faulty because they lack enhance potions, so they won't sell for as much.
So there you have it. Enhance potions. Big upside at endgame. Negligible downside -- just a couple more relayers before you cap out. If you skip enhance potions on your relayer, you've missed a trick.
Regards,
Wil
Enhance potions is uncapped. With it on every relayer, quaffing a greater strength potion can give you a couple -hundred- extra hit points. This is the difference between surviving some of the end-game one-hit monsters... and not.
But it takes spending points, you say. Do the math. You will reach the cap on all the relayer-useful capped abilities after the 10th or 12th relayer, even if you max out enhanced potions. 120% LRC is 20% you didn't need. Regens cap out at something like 5 points per second. You get there with fewer relayers without enhance potions, but it's not like you're going to stop making relayers - you'll want the additional str/dex/int and the other 6 uncapped stats from adding more relayers. So once you're capped, you'll drop relayer spending points into Luck or something because there's nowhere else useful to put them.
On the other hand, you can't go back and put enhance potions on old relayers. So if you want to get the maximum possible enhance potions, you'll end up throwing those away and redoing them. And when you go to sell those old relayers... well, they're faulty because they lack enhance potions, so they won't sell for as much.
So there you have it. Enhance potions. Big upside at endgame. Negligible downside -- just a couple more relayers before you cap out. If you skip enhance potions on your relayer, you've missed a trick.
Regards,
Wil
Re: perfect stats for a sword of prosperity relayer?
was having a conversation in game earlier today along the lines of this topic, i wasnt sure if enhance potions was capped or not as its not mentioned in the stat caps section of the wiki, had someone try and tell me cos theres no pvp on the server that pots are useless, guess that guy just doesnt think that much
- Alamiester
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Re: perfect stats for a sword of prosperity relayer?
enhance potions is all good but if you dont use it it is trash, need a good script that will use pots from a boh when it is needed...
- Johnny Warren
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Re: perfect stats for a sword of prosperity relayer?
Some advice from a nearly 14 year old player here...
Basic relayer advice:
First things first, learn the caps for all stats: https://www.uoex.net/wiki/Stat_Caps
The only stats that MUST be on a relayer are: SDI, RPD, HP, STR and EP. SDI and RPD are the most important stats after big str/hp.
For most early relayers you want to max all the player stats as well (dex, stam, int and mana). You also want to beef up your regens too. Don't stop adding regen to your relayers until you hit the diminishing returns (values can be found here: http://www.uoex.net/forum/viewtopic.php?f=1&t=4688). For early relayers get your FC and FCR up as well. Get your elemental resists up as well (NOT Physical resist - just wear a SoT for now, more on this later). Max your HCI.
On the EP argument: I never added it to any relayers... then spent millions in gold and ED replacing all my old relayers that didn't have EP. The reason is that EP is uncapped, any uncapped stat must be abused. Drinking a greater str pot and jumping your HP by a few hundred points is big game vs many areas (Sgail, tanking spec queen, some Xmas quest areas to name a few). Don't forget that str is a factor in your damage calculation, so jumping your str by 100 or so adds huge damage to every hit. EP is uncapped, abuse that fact, don't be a fool like me and have to spend a few years replacing every relayer because you thought it was too annoying to drink a pot from time to time.
A few things to note. SSI reduces the leeches (all 3) on your weapons and once you have 220+ dex you do not need it anyway so why hinder yourself? Don't add it.
Advanced relayer advice:
This last advice is only for those sitting in the 500+ HP club, but it is worth thinking about early when planning your relayers...
There are some nuances for later relayers. Because you are talking about a SoP this advice doesn't apply to this weapon. Once you are all BC/TH this advice comes in, but I will add it for completeness to this post. Endgame players have their physical resist at a MINIMUM (it's the reason one should never relayer a SoT). There are also strong arguments made for not having any DCI as well (I am too old and tired to replace all my relayers with DCI on them just to remove it, maybe one day I will). The reason is when you are late game you WANT to be hit, as often as possible and as hard as possible. RPD is insane. Like, serious insane. Nobody can do 1k+ damage per hit with a weapon. But your RPD can. Your RPD ends up doing similar damage to your weapons in some situations. In some situations it completely replaces them. I wrestle the benedicts (5 at a time in the halloween boss chamber) to death. I don't even bother equipping my 6x60 bow or 7x60 Dreadsword (brag) because the damage I do with my perfect statted endgame weapons is insignificant compared to the damage my armour does with RPD. Next halloween I'll record some short vids showing me doing, sometimes, 5k+ dmg per hit with RPD. There are loads of other places it helps, watching minos one hit themselves in labyrinth etc is funny. Therefore the following stats should never be on any endgame gear: DCI and physical resist on relayers and HLA on weapons (for the same reason). I would accept some arguments for having some DCI for the heavy hitting non-physical mobs (spec queen etc), but if I had a button that would auto remove all DCI from my gear right now, I would press it.
Basic relayer advice:
First things first, learn the caps for all stats: https://www.uoex.net/wiki/Stat_Caps
The only stats that MUST be on a relayer are: SDI, RPD, HP, STR and EP. SDI and RPD are the most important stats after big str/hp.
For most early relayers you want to max all the player stats as well (dex, stam, int and mana). You also want to beef up your regens too. Don't stop adding regen to your relayers until you hit the diminishing returns (values can be found here: http://www.uoex.net/forum/viewtopic.php?f=1&t=4688). For early relayers get your FC and FCR up as well. Get your elemental resists up as well (NOT Physical resist - just wear a SoT for now, more on this later). Max your HCI.
On the EP argument: I never added it to any relayers... then spent millions in gold and ED replacing all my old relayers that didn't have EP. The reason is that EP is uncapped, any uncapped stat must be abused. Drinking a greater str pot and jumping your HP by a few hundred points is big game vs many areas (Sgail, tanking spec queen, some Xmas quest areas to name a few). Don't forget that str is a factor in your damage calculation, so jumping your str by 100 or so adds huge damage to every hit. EP is uncapped, abuse that fact, don't be a fool like me and have to spend a few years replacing every relayer because you thought it was too annoying to drink a pot from time to time.
A few things to note. SSI reduces the leeches (all 3) on your weapons and once you have 220+ dex you do not need it anyway so why hinder yourself? Don't add it.
Advanced relayer advice:
This last advice is only for those sitting in the 500+ HP club, but it is worth thinking about early when planning your relayers...
There are some nuances for later relayers. Because you are talking about a SoP this advice doesn't apply to this weapon. Once you are all BC/TH this advice comes in, but I will add it for completeness to this post. Endgame players have their physical resist at a MINIMUM (it's the reason one should never relayer a SoT). There are also strong arguments made for not having any DCI as well (I am too old and tired to replace all my relayers with DCI on them just to remove it, maybe one day I will). The reason is when you are late game you WANT to be hit, as often as possible and as hard as possible. RPD is insane. Like, serious insane. Nobody can do 1k+ damage per hit with a weapon. But your RPD can. Your RPD ends up doing similar damage to your weapons in some situations. In some situations it completely replaces them. I wrestle the benedicts (5 at a time in the halloween boss chamber) to death. I don't even bother equipping my 6x60 bow or 7x60 Dreadsword (brag) because the damage I do with my perfect statted endgame weapons is insignificant compared to the damage my armour does with RPD. Next halloween I'll record some short vids showing me doing, sometimes, 5k+ dmg per hit with RPD. There are loads of other places it helps, watching minos one hit themselves in labyrinth etc is funny. Therefore the following stats should never be on any endgame gear: DCI and physical resist on relayers and HLA on weapons (for the same reason). I would accept some arguments for having some DCI for the heavy hitting non-physical mobs (spec queen etc), but if I had a button that would auto remove all DCI from my gear right now, I would press it.
Last edited by Johnny Warren on Tue Jun 20, 2023 1:54 am, edited 1 time in total.
- Johnny Warren
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Re: perfect stats for a sword of prosperity relayer?
meant to click edit button. Sorry