Item Bonus Caps and Intensity Ranges

Name says it all
User avatar
Quantrax
Grandmaster Scribe
Posts: 90
Joined: Mon Mar 09, 2009 3:43 pm

Re: Item Bonus Caps and Intensity Ranges

Post by Quantrax »

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?.
Ruewyn
Master Scribe
Posts: 61
Joined: Wed Aug 05, 2009 11:50 am

Re: Item Bonus Caps and Intensity Ranges

Post by Ruewyn »

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.
User avatar
Licos
Elder Scribe
Posts: 124
Joined: Wed Jun 18, 2008 9:55 am

Re: Item Bonus Caps and Intensity Ranges

Post by Licos »

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."
Kaervas
Elder Scribe
Posts: 113
Joined: Thu May 07, 2009 1:26 pm

Re: Item Bonus Caps and Intensity Ranges

Post by Kaervas »

Ruewyn wrote: Dex bonus: 16 (57 with artifacts)
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.

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.
Ruewyn
Master Scribe
Posts: 61
Joined: Wed Aug 05, 2009 11:50 am

Re: Item Bonus Caps and Intensity Ranges

Post by Ruewyn »

Thanks, Great info Kaervas. Curious how much Str you have, since you do quite abit more damage then i do with a halbard.
Kaervas
Elder Scribe
Posts: 113
Joined: Thu May 07, 2009 1:26 pm

Re: Item Bonus Caps and Intensity Ranges

Post by Kaervas »

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
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 )
So the 300% that was mentioned takes into account all the other things that can boost your damage by a percentage.
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!
Locked