Archived from groups: rec.games.computer.ultima.online (
More info?)
In article <c5g1ro$k2o$1@reader11.wxs.nl>, Mieke Schotting wrote:
>
> "Cyrus of Sosaria" <cystocot4@cs.com> schreef in bericht
> news:20040412215221.13399.00000306@mb-m18.news.cs.com...
>> >> Hmm..
>> >> Im at the following idea for my fencer/ paladin:
>> >>
>> >> 100 fencing
>> >> 100 tactics
>> >> 100 parry
>> >> 100 anatomy
>> >> 100 chivalry
>> >> 100 healing
>> >> 80 focus
>> >>
>> >> Thats 680, which leaves me another 45?
>> >>
>> >> but... where do you leave your magic resist then?
>>
>> Dump Tactics, first off. It only gives you about a 6, maybe 10% hit chance
>> increase now, and barely affects your damage.(it only gives you an extra
> 1-2
>> dmg at GM)
>> Anatomy increases your damage output, and buddies up with healing for
> cures &
>> resses.
>> Tactics was the first skill i ever GM'd, and it's been with me for a
> loooooong
>> time, and i don't even miss it.
>>
>> That's 100 free points right there you can put into Resist.
>
> Are you sure about this?
> I've been doing some testing with my fencer, what jewelry/ shield to wear
> etc, and I'd trade hit change increase
> for damage anytime.
> Even a shield with 3 % hci, helps.
> I just hate it when I drop some hit chance increase eq, and stand there
> missing 1 out of 2 hits.
> Maybe thats just me, but I rather do a little less damage and hit more often
> then the other way around.
>
> Im not entirely sure I need 80 focus though. Or even 100 chivalry.
>
> Earendil
>
>
Tactics counts for a LOT of damage, and counts for zero HCI as far as
I can tell. Base damage with an Axe, GM anatomy, is 21 - 24. With GM
tactics, 31-35.
Against a dragon, with slayer, EOO, and Cons Weapon (since you have
chivalry I'm assuming you're PVM also), 41 - 54 is damage range
without tactics. With tactics, it's 60 - 79. Without slayer or
chivalry additions it's still a spread of five points.
Pretty big difference, and hardly the one or two points.
That said, I also dropped tactics, but for hiding, not resist, and I
likewise don't miss it a bit. But, you should certainly take the
above into account when deciding to drop chivalry.
Other options are 40 meditation (which gives you identical mana regen
to 80 chivalry) and rely on divine fury for stamina regen, which
clears up an ADDITIONAL 40 points. (85 total)
TO calculate your success rate for chivalry, take (chivalry skill -
minimum requires) X 2 for the percent chance of casting that spell.
Thus, for the hardest paladin spell (Noble Sacrifice), at 100 skill,
has a 70% chance to be successful. At 90 skill, it's 50 percent, and
at 80 skill, it's 30 percent. Most people have chivalry at 100 or
above because of Holy Light, which is useful if you have the mana and
mana regen to utilize it a lot.
So, you have healing for resurrection, I'd take chivalry down to 80 (I
have it at 70 myself), and now you've got 105 points free to play with
without affecting your template hardly at all.
I would actually drop healing and anatomy down to 90 each, and stick
those twenty points into fencing, but that's just me. You'll fail
healing occasionally, and will no longer be able to cure deadly
poison, and take around a 4 - 5% drop in damage (less than a point on
most monsters), but your template would look like:
120 fencing
100 tactics
100 parry
90 anatomy
80 chivalry
90 healing
40 meditation
100 resist
Only gotcha is that meditation requires you to use leather armor, but
a full suit of barbed leather armor only has 5 total resists less than a full
suit of anything else, worst case scenario. The bonus is that you can
use meditation and gain TWICE the mana regen rate you would have with focus.
It's early so hopefully all that information was accurate, I'll look over
it again when I get to work...
Brian K