Item Bonus Caps and Intensity Ranges
Re: Item Bonus Caps and Intensity Ranges
I am also curious about the luck and where it caps out at. Also in their list it shows swing speed at 30? If that's 30% are you sure that's right? The headband of power alone gives you that so have i wasted points in lvl'd bow?.
Re: Item Bonus Caps and Intensity Ranges
Item Caps
Damage Increase: 300% Max (Includes Spells)
Defense Chance Increase: 45%,
Dex bonus: 16 (57 with artifacts)
Faster Cast Recovery: 6 (you can go higher but 6 reduces it to 0 so no more is needed)
Faster Casting: 4
Hit Chance Increase: 45%
Lower Mana Cost: 40%
Lower Reagent Cost: 100%
Luck: Needs to be Tested
Mana Regen: This is uncapped, but has a diminishing value
Reflect Physical Damage: 105%
Spell Damage Increase: This is uncapped for Player Vs. Monster (PvM), but capped at 15% for Player Vs. Player (PvP)
Swing Speed Increase: Swing Speed can be increased to the cap of 1 attack every 1.75 seconds
This info has been on the Wiki for sometime now. The issue I have noticed is the damage increase (300%) is not correct, and seems to cap at 100% as others have noted. My testing as well seems to cap it at 100%. Any word from the admin on this issue?
I should add, my "testing" is what the damage cap says on the status gump (which could be displaying incorrectly). I have not done testing on actually damage done during combat.
Damage Increase: 300% Max (Includes Spells)
Defense Chance Increase: 45%,
Dex bonus: 16 (57 with artifacts)
Faster Cast Recovery: 6 (you can go higher but 6 reduces it to 0 so no more is needed)
Faster Casting: 4
Hit Chance Increase: 45%
Lower Mana Cost: 40%
Lower Reagent Cost: 100%
Luck: Needs to be Tested
Mana Regen: This is uncapped, but has a diminishing value
Reflect Physical Damage: 105%
Spell Damage Increase: This is uncapped for Player Vs. Monster (PvM), but capped at 15% for Player Vs. Player (PvP)
Swing Speed Increase: Swing Speed can be increased to the cap of 1 attack every 1.75 seconds
This info has been on the Wiki for sometime now. The issue I have noticed is the damage increase (300%) is not correct, and seems to cap at 100% as others have noted. My testing as well seems to cap it at 100%. Any word from the admin on this issue?
I should add, my "testing" is what the damage cap says on the status gump (which could be displaying incorrectly). I have not done testing on actually damage done during combat.
Re: Item Bonus Caps and Intensity Ranges
I can confirm the max damage increase at 100% as well. I wonder if the person who was nice enough to provide this information was including special moves and ninjitsu/bushido skills.
"Lead me not to temptation, I can find it myself."
Re: Item Bonus Caps and Intensity Ranges
I never understood this part. 16 for the non-artifact cap makes no sense because even with non-artifact jewelry you can have 10/10/8/8 on ring/bracelet/necklace/earrings.Ruewyn wrote: Dex bonus: 16 (57 with artifacts)
As for the damage cap, I did some very cursory testing.
As a test, I have four pieces of gear which grant damage increases:
Halberd (58%)
Stormgrip gloves (25%)
Headband of Power (15%)
Random statted ring (23%)
With just a plain Halberd I deal 55-59 damage on the character status gump. Attacking a target with zero to all resistances, I dealt either 56 (yes, 56, not 55) or 59 damage per strike, consistently. Not really sure why it wasn't dealing any of the in-between numbers.
With just the magical Halberd equipped, attacking a target with no resists, status gump damage rose to 66-70. This is roughly accurate (adding 58% of the halberd's base damage ranges, 18-19, to the minimum and maximum damage ranges works out to +10.44min and +11.02max).
Attacking the same target I dealt either 66 or 70 damage with each strike.
I then equipped the Stormgrip gloves, so my overall damage increase went from 58% to 83%. Status gump damage rose to 70-74.
Attacking the same resist-less target I dealt only 70 or 74 damage.
I equipped the Headband next, rising to 98% damage increase. Status gump damage increased to 74-78, but this also included a 1 damage increase from gaining 10 Strength.
Yet again, damage on the target was as the status sheet listed, 74-78.
Finally I equipped the ring. This takes me to 121% damage increase.
This is where the character sheet starts to show some inaccuracy, it only changed to 74-79.
My damage on the target reflected this exactly, I only dealt 74 or 79 damage per swing.
This means physical damage increase, at least, caps at 100%.
If it was capped at 300% then in this case I would be dealing roughly 78 or 83 damage as the lower and upper limits because of the extra 21% increase.
@ Licos
That is a very good point, I am going to try and test with one specific weapon special move, Crushing Blow.
Crushing Blow, as defined on UOguide, should grant a 50% damage increase which still operates under the 300% cap (their words, not mine - I assume 300% is how it is on OSI currently).
If Crushing Blow cannot take you over 100% damage increase here, it is nigh worthless since reaching 100% is not very hard at all.
Re: Item Bonus Caps and Intensity Ranges
Thanks, Great info Kaervas. Curious how much Str you have, since you do quite abit more damage then i do with a halbard.
Re: Item Bonus Caps and Intensity Ranges
219 fully unbuffed, without the possible 8 strength on a leveled weapon (my halberd doesn't have any of the SP on it assigned yet).
For the purposes of the test, I went from 173 to 183 Strength when equipping the Headband of Power, a boost of 3% damage increase (0.54 to 0.57 damage with a halberd, which probably got rounded up on the status gump).
Oh, and I found something very interesting which clears the problem up:
http://www.uoguide.com/Damage_Calculations
http://www.uoguide.com/Damage_Increase
Strength, Lumberjacking (if applicable), Anatomy, Tactics, and then spells that increase your damage such as Divine Fury, and special abilities like Crushing Blow.
For the record, this is the passive DI% that you get from the following stats:
130 Anatomy = 70%
130 Tactics = 87.5%
120 Lumberjacking = 34% (note: to certain axe type weapons only)
100 Strength = 35%
150 Strength = 50%
200 Strength = 65%
250 Strength = 80%
300 Strength = 95%
So it's surprisingly easy to reach the 300% overall Damage Cap now that I've got it written out in front of me.
I guess I won't see any visible increases from Crushing Blow unless I lower my strength score or use under 100% of DI from items.
On a brighter note it's better that this stat is easily capped since it means more gear slots are free to balance all the other stats!
For the purposes of the test, I went from 173 to 183 Strength when equipping the Headband of Power, a boost of 3% damage increase (0.54 to 0.57 damage with a halberd, which probably got rounded up on the status gump).
Oh, and I found something very interesting which clears the problem up:
http://www.uoguide.com/Damage_Calculations
http://www.uoguide.com/Damage_Increase
So the 300% that was mentioned takes into account all the other things that can boost your damage by a percentage.Damage Increase, or DI, increases the damage you will do on a successful melee or ranged hit. It is applied before the targets resist (100% poison damage will still do 0 to a 100% poison resist target).
It can be found naturally on weapons and jewelery. It ranges in intensity from 1 to 50% on weapons, and 1 to 25% on jewelery. It is capped at 100% from items.
Total Damage Increase is capped at 300% ( all the above + abilities, spells, buffs )
Strength, Lumberjacking (if applicable), Anatomy, Tactics, and then spells that increase your damage such as Divine Fury, and special abilities like Crushing Blow.
For the record, this is the passive DI% that you get from the following stats:
130 Anatomy = 70%
130 Tactics = 87.5%
120 Lumberjacking = 34% (note: to certain axe type weapons only)
100 Strength = 35%
150 Strength = 50%
200 Strength = 65%
250 Strength = 80%
300 Strength = 95%
So it's surprisingly easy to reach the 300% overall Damage Cap now that I've got it written out in front of me.
I guess I won't see any visible increases from Crushing Blow unless I lower my strength score or use under 100% of DI from items.
On a brighter note it's better that this stat is easily capped since it means more gear slots are free to balance all the other stats!