Questions:
What is the Dex cap again? I couldnt find in on the wiki. Could someone show me the link or reference it again? If i remember correctly, was it 45ish and 30 of it can be from Artifact. If it after 45ish, will dex not go up or does the affects not matter? And if there is an artifact dex cap; does that affect artifact with their tag removed? How are those items treated?
Swing Speed Increase: We all know that you cannot swing faster then 1.25 sec. So many people feel SSI on a relayer is useless at a certain point. However, is there any truth behind SSI does help you when your stamina is cut down to lets say 10% of Stamina. We know at that point, that you will NOT be attacking every 1.25second. Isnt this when having a large boost to SSI does help you? Let say I have 10% Stamina but I have 300% SSI. Wont the SSI of 300% be enough to keep me swinging at 1.25second or atleast help maintain attack speed?
(yes I know a quick Divine Fury will get be back to full stamina, so why bother) However, there are times when you are fighting a mana leech and stamina leech creatures that can wipe out your regren supplies faster then you can kill it. So to me, knowing that SSI does matter, helps me. Thank you in advance.
-Kenekeo
Sorry for all the questions, but if you are doing relayers, I believe you will understand my certains.
Dex and SSI in terms of relayers and caps?
Re: Dex and SSI in terms of relayers and caps?
1) there is no true dex cap. There are caps per item and soft caps that make it worth less after certain amounts.
The wiki I believe had information from OSI where you could only have say +25 dex total for all your gear, but that isn't true here at all. The item caps are +8 from level weapon deeds, +8 from tinkering jewelry, +10 per rare jewelry drops. Some artifacts may have higher than +8 from their base stats.
The soft caps I mentioned eariler are from 1 attack per 1.25 seconds and 220 dex to get instant bandages.
Dex can still go higher, and can help out for if you lose some stam like you mentioned to keep attack speed up.
2)Yes, although I am not sure exactly what the swing speed formula is (I could probably find it if you're really interested). I believe people just put lesser value on it because it hits a soft cap like dex does. It's not worthless, just not worth as much.
The wiki I believe had information from OSI where you could only have say +25 dex total for all your gear, but that isn't true here at all. The item caps are +8 from level weapon deeds, +8 from tinkering jewelry, +10 per rare jewelry drops. Some artifacts may have higher than +8 from their base stats.
The soft caps I mentioned eariler are from 1 attack per 1.25 seconds and 220 dex to get instant bandages.
Dex can still go higher, and can help out for if you lose some stam like you mentioned to keep attack speed up.
2)Yes, although I am not sure exactly what the swing speed formula is (I could probably find it if you're really interested). I believe people just put lesser value on it because it hits a soft cap like dex does. It's not worthless, just not worth as much.
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Re: Dex and SSI in terms of relayers and caps?
As said, there is no hard cap on Dex. However the amount needed to maintain instant bandages is much more then the amount needed to to result in stamina to swing any weapon at 1.25 with no Stam Increase therefor it's not worthwhile to add Dex to your build past the amount needed for instant bandages. (May need more for a Yumi, don't know I haven't checked, not my main weapon)
In my opinion the same is not true for Stamina, adding stamina above 215 will result in you being able to take more stamina loss from damage before your swing speed will drop below 1.25 therefor allowing you to use DF less. Remember it's your Stamina determining swing speed not Dex directly.
As for SSI, yes it does help you maintain capped swing speed when below max stamina. It still follows the normal swing speed formula at any stamina amount.
From Stratics:
Swing Delay seconds = Floor((Weapon Speed - Floor(Stamina/30)) * (100.0 / (100 + Swing Speed Increase % item bonus))) / 4
So if you have a spear that your normally need to run at 200 Stam to swing at 1.25 with Zero SSI. If you added only 35 SSI to your build you could then be dropped to 100 Stam and still swing the weapon at 1.25.
Not useless by any means, now would I rather focus on SSI instead of SDI/RPD and more Str/HP? Not at all, but you only need 1 resist relayer at first, perhaps two in the end so you have a slot or two that you won't use a Titans/Bonecrusher in to put say a Berserker's Maul or something to take care of your SSI.
In my opinion the same is not true for Stamina, adding stamina above 215 will result in you being able to take more stamina loss from damage before your swing speed will drop below 1.25 therefor allowing you to use DF less. Remember it's your Stamina determining swing speed not Dex directly.
As for SSI, yes it does help you maintain capped swing speed when below max stamina. It still follows the normal swing speed formula at any stamina amount.
From Stratics:
Swing Delay seconds = Floor((Weapon Speed - Floor(Stamina/30)) * (100.0 / (100 + Swing Speed Increase % item bonus))) / 4
So if you have a spear that your normally need to run at 200 Stam to swing at 1.25 with Zero SSI. If you added only 35 SSI to your build you could then be dropped to 100 Stam and still swing the weapon at 1.25.
Not useless by any means, now would I rather focus on SSI instead of SDI/RPD and more Str/HP? Not at all, but you only need 1 resist relayer at first, perhaps two in the end so you have a slot or two that you won't use a Titans/Bonecrusher in to put say a Berserker's Maul or something to take care of your SSI.
Re: Dex and SSI in terms of relayers and caps?
Actually that ticks to seconds conversion is wrong... Dunno exactly how to convert weapon speed ticks into seconds of delay.
I think I've done this before trying to quantify how much SSI was "enough" and ended up saying "Screw it, I swing this thing at cap even after taking a bit of damage, I'm ok with it."
I think I've done this before trying to quantify how much SSI was "enough" and ended up saying "Screw it, I swing this thing at cap even after taking a bit of damage, I'm ok with it."
Re: Dex and SSI in terms of relayers and caps?
Thank you guys both. It truly helps determine my relayer options.
To add what DJ said; yes focusing on RPD is good, but it easy to hit the 105% cap. Its good to know that SDI is unlimited and that SSI does matter. After a few relayer HP, Mana and stamin regren pass 30 isnt worth it. So you can spend points on other things. Just trying to figure out what those other things are
.
Leaning towards restance or whatever. Any suggestion would be great. (assume that you already caps in DI, RPD, DCI, HCI, and all regren at max). Where would you spend points?
To add what DJ said; yes focusing on RPD is good, but it easy to hit the 105% cap. Its good to know that SDI is unlimited and that SSI does matter. After a few relayer HP, Mana and stamin regren pass 30 isnt worth it. So you can spend points on other things. Just trying to figure out what those other things are

Leaning towards restance or whatever. Any suggestion would be great. (assume that you already caps in DI, RPD, DCI, HCI, and all regren at max). Where would you spend points?
Re: Dex and SSI in terms of relayers and caps?
hp/stam regen have a noticeable increase until 50s.
Pretty much after a few relayers you don't have too much more to max out
Pretty much after a few relayers you don't have too much more to max out
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Re: Dex and SSI in terms of relayers and caps?
With all cappable things capped, after SDI and the normal things are added, Stam inc, LRC, FC/FCR perhaps in anticipation of replacing goc pieces?
Re: Dex and SSI in terms of relayers and caps?
+V's chart from a while back, which isn't around anymore sadly, showed that all regens have a diminishing return around 33.Adrias wrote:hp/stam regen have a noticeable increase until 50s.
Pretty much after a few relayers you don't have too much more to max out
After all char stats/regens/RPD/Spdmg, you'd want DCI (need 65%), HCI (70%, but only if you get hit by HLA, otherwise 45 is fine), LMC (20% comes from GoC pieces), FC/FCR (3/4 from GoC).
No real need for LRC, especially if you have relayers. Not like you use many regs, or like you cannot afford them. Don't add SSI to a weapon, too many points for it to be worthwhile.
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Re: Dex and SSI in terms of relayers and caps?
That chart is actually what I was referring to. It showed noticeable gains until low-mid 50s for hp and stam regen. MP regen stops around mid 30s if you have 120 focus and meditationDevlin wrote:+V's chart from a while back, which isn't around anymore sadly, showed that all regens have a diminishing return around 33.Adrias wrote:hp/stam regen have a noticeable increase until 50s.
Pretty much after a few relayers you don't have too much more to max out
Taming Bod Thread: http://uoex.net/forum/viewtopic.php?f=8&t=2943
Fletching Bod Thread: http://uoex.net/forum/viewtopic.php?f=8&t=3271
Fletching Bod Thread: http://uoex.net/forum/viewtopic.php?f=8&t=3271