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Community => Guides => Topic started by: An Evil Llama on April 07, 2013, 09:20:04 AM

Title: caps
Post by: An Evil Llama on April 07, 2013, 09:20:04 AM
I checked Pandora Wiki and search, find absolutly nothing. What is actual caps right now?
Title: Re: caps
Post by: Voxpire on April 07, 2013, 10:10:46 AM
What caps?
Title: Re: caps
Post by: Walker on April 07, 2013, 10:44:26 AM
I think he's referring to all the caps in the game. While some are easy to figure out because they cap on the mystats page, there are some that aren't so straightforward such as HP/Stam/Mana caps and their regens. While I would provide you with this information, everything I know is hearsay from multiple different sources that all gave me different information.

If anyone does answer his questions then help me out and answer mine. Can the HCI and DCI reduction from lower attack/defense be offset by stacking more HCI and DCI or does it lower the actual cap? I'm thinking it lowers the cap but it would be nice for actual clarification.
Title: Re: caps
Post by: Voxpire on April 07, 2013, 11:21:47 AM
As far as I know, there are no real caps on Hits/Stam/Mana, you can literally stack it as high as you want with whatever items you can find; for example a robe with +1,000 Bonus Hits, would still give you the full +1,000

As for your HCI/DCI question; I'd have to look at the math used for it, but it should be written to reflect OSI, so if you can find information on UOGuide it's probably accurate.
Title: Re: caps
Post by: zaxarus on April 07, 2013, 11:22:45 AM
To your question:
HCI can be maxed over cap (75 is cap) and it comes in effect when the formula is applied by causing a Hit Lower Attack effect on you. With DCI i am not sure but i assume there is a reversed effect (HLD)? Since it is also applied in your chance to parry...

Caps of Regenerations is 18.

225 is cap of Int/Dex/Str
Title: Re: caps
Post by: zaxarus on April 07, 2013, 11:24:45 AM
Quote from: Vorspire on April 07, 2013, 11:21:47 AM
As far as I know, there are no real caps on Hits/Stam/Mana, you can literally stack it as high as you want with whatever items you can find; for example a robe with +1,000 Bonus Hits, would still give you the full +1,000

As for your HCI/DCI question; I'd have to look at the math used for it, but it should be written to reflect OSI, so if you can find information on UOGuide it's probably accurate.

On Pandora there must be a HP cap, cause i have 187 and it won't get higher. (To HCI/DCI, see my other post^^)
Title: Re: caps
Post by: Voxpire on April 07, 2013, 11:54:31 AM
I've seen players with more than 187 HP, think the max I've seen was 210 but don't hold me to that.
Title: Re: caps
Post by: zaxarus on April 07, 2013, 11:57:55 AM
Ok, that's strange, because i know for sure that i should have more than 187 HP and i also know about some other people who should...
Title: Re: caps
Post by: Voxpire on April 07, 2013, 12:19:15 PM
Doesn't 187 seem like a rather random number to you?
Title: Re: caps
Post by: Horns Nigel on April 07, 2013, 12:23:38 PM
I will have to look when I get home, but I could swear I saw mine at 192?.....Nigel
Title: Re: caps
Post by: zaxarus on April 07, 2013, 12:32:59 PM
Quote from: Vorspire on April 07, 2013, 12:19:15 PM
Doesn't 187 seem like a rather random number to you?

Of course it does. But ask Empato for example, he also told me he cannot raise above 187...^^
Title: Re: caps
Post by: zaxarus on April 07, 2013, 12:34:21 PM
Quote from: zaxarus on April 07, 2013, 12:32:59 PM
Quote from: Vorspire on April 07, 2013, 12:19:15 PM
Doesn't 187 seem like a rather random number to you?

Of course it does. But ask Empato for example, he also told me he cannot raise above 187...^^
Edit 1: It's Empati^^

Edit2:
cap on HP Increase is 24, so the number isn't random at all.
Title: Re: caps
Post by: Emerist on April 07, 2013, 01:22:58 PM
Quote from: Vorspire on April 07, 2013, 12:19:15 PM
Doesn't 187 seem like a rather random number to you?

It does kinda.... but it's true I made a new character on my account and set it to cap strength (225) gave it all the +HP stuff and it stopped @ 187. even when I was still able to raise another 10+.
I have been reading this post and adding it to the wiki under player race's. As I would think that would be first place someone would look for this info. If anyone could post if the cap for mana and stamina are they 187 to. Plus is ssi cap 75% ? along with hci dci.
Ty for more wiki info everyone.
Title: Re: caps
Post by: zaxarus on April 07, 2013, 01:23:56 PM
Sorry for tripleposting, can't find Edit button...

HP Cap must be 187:

225 Str, +30 Statscroll, +35 HP Increase (capped at 25!) gives me 187, same for Gargs btw.
Title: Re: caps
Post by: Thatperson on April 07, 2013, 02:12:41 PM
yes hp is capped at 187, thats 225 str + 25 hpi (which is max) no-one can ever have more than this, even with bless or potions your str will still be at 225 and any hpi above 25 does not count
according to uoguide hci can be overcapped to nullify hla but it does not state whether dci does the same.
Title: Re: caps
Post by: Thatperson on April 07, 2013, 02:16:20 PM
btw i dont think there is a cap on mana and stamina increase, i have 273 stamina, i know people with nearly 290 so i think you can just pile it on but maybe i just havnt reached far enough :]
as for ssi mine shows 75 in [mystats, im told the cap is 60 but vor said this is a soft cap, though im not sure what that actually means
Title: Re: caps
Post by: Horns Nigel on April 07, 2013, 02:29:27 PM
Yeah ny Ssi is also 75.....Nigel
Title: Re: caps
Post by: Voxpire on April 07, 2013, 02:39:26 PM
A soft cap is a value that you can attain up to, and exceed.
Any value higher than the soft cap will not be used in a calculation and is often negated.

A hard cap is a value that you can attain up to, but can't exceed.
You aren't usually able to exceed this value by normal means.

I was talking to Kon and we're looking in to un-capping a few things, it's just an idea at the moment, but we'll make sure to get your input about it before making any changes to things like damage caps, stat caps, etc.
Title: Re: caps
Post by: Thatperson on April 07, 2013, 04:31:00 PM
i will say i think the pvm cap for crit hit might as well be turned off, i now have it on everything i can possibly put it on except my weapon and tali and the total is 27% (2% over cap).. if i had it on my weap and tali it would be 33% so id say might as well make it so you can just pile on as much as possible for pvm.
Incase your thinking about raising hit point cap tread carefully, too big of a health bar will make pvp very difficult, 187 seems quite a random number but i think its just right really, maybe square it off at 190 hehe :)
Title: Re: caps
Post by: An Evil Llama on April 08, 2013, 10:56:41 AM
I will update first post with all global caps writen in topic. How about resillience and critical chance?
Title: Re: caps
Post by: zaxarus on April 08, 2013, 11:19:29 AM
Caps:

Resilience: 100 (if u max it, it is on 105 --> 15 per Item)

Critical Hit: 15 PvP, 25 PvM (if u max it, it is on 27 --> 3 per Item)

Title: Re: caps
Post by: An Evil Llama on April 08, 2013, 12:41:40 PM
Okay, next. What cap of str/int/dex increase from items?
Title: Re: caps
Post by: Saturn on April 08, 2013, 05:27:30 PM
*cough* taken from Mita's post *cough*

Most (not all) of the properties and their normal caps are listed below. What I want to know is: What are the caps / changes on Pandora? If anyone can confirm these caps or refute them I would appreciate it. :D

Resists:
- 70/70/70/70/70*
- Energy Caps at 75 for elves.
- Beast forms can and do alter resists. I'm too lazy to look those up. xD
- Curse temporarilly sets caps to 60 each. It does not remove 10. It lowers your cap. :)

Bandage Speed
- 2.00 sec (at 180 dex)
- formula for self heal is ( 11 - 0.05*Dex ), capped min at 2.00

Battle Lust
[taken straight from UOGuide.com]
"Significant damage received from opponents will be added to the attacker's Battle Lust, causing them to do more damage to all opponents the attacker engages. This damage bonus is further modified by how many opponents the attacker is aggressed against.

The damage bonus is 15% per opponent, with a cap of 45% in PvP and 90% in PvE. Battle Lust is gained every two seconds and decays at a rate of one point every six seconds."
- It is largely useless in PvP (with 15% max for 1v1 dueling) compared to other properties.

Blood Drinker
- 100% damage from each bleed 'hit' transfers to the user as hp. (It heals you)
- Only works with the special move Bleed, and NOT splintering weapon.

Casting Focus
- Cap 12
- Chance that a spell which has been interrupted will NOT be interrupted.
- GM Inscription adds 5% which does not count toward cap.
- - Works like protection, but with no cast penalty and instead only has a chance to avoid interruption.   

Damage Eater Kinetic   
Damage Eater Fire   
Damage Eater Cold   
Damage Eater Posion   
Damage Eater Energy   
- 30 each
- You are healed this percent of the damage dealt to you (of the eater type) AFTER recieving damage.

Damage Eater
- 18
- Same as other eaters, but for all types of damage.
- Does not stack with other eaters. Instead, which ever is higher is the eater % used.

Damage Increase   
- 100 from items
- 300 total
- Tactics / Anatomy / Strength  DO NOT COUNT TOWARD CAP

Damage Modifier   
- Applies after DI

Defence Chance Increase   
Hit Chance Increase
- 45
- 70 to counter Hit Lower Defence/Attack
- 90 DCI to counter Divine Fury's -effect.

[Stats] Strength, Dexterity, Intelligence
- 150 Base
- 225 Indivisual Cap
- 335 Total (all stats) Base Cap   
Str
- Determines: Hit Points, Damage Increase (not subject to cap), Weight Limit   
Dex
- Determines: Stamina Points (swing speed bonus), Bandage Speed   
Int
- Determines: Mana Points, Spell Damage for some spells, Mana Regeneration (not subject to cap)

Enhance Potions   
-50

Faster Cast   
- 4
- affects Magery, Necromancy, Chivalry, Ninjitsu, Bushido and Spellweaving
- Protection Penalty (-2) applies after Cap check (lowers cap to 2)
- Essence of Wind can give a penalty to the target


Faster Cast Recovery   
- 8
- affects Magery, Necromancy, Chivalry and Spellweaving
- Thunderstorm can give a penalty to the target

[HIT SPELL]
Hit Area Physical   
Hit Area Fire   
Hit Area Cold   
Hit Area Poison   
Hit Area Energy   
Hit Curse   (no longer available)
Hit Dispell   
Hit Magic Arrow   
Hit Harm   
Hit Fireball   
Hit Lightning   
- 50 from loot and craft, except for artifacts.
- Only 1 may appear on a weapon at a time from loot or crafted.
- - This can be raised to 2 through Imbuing.

[HIT LEECH]
Hit Fatigue   
Hit Mana Drain
- 50 from loot and craft, except for artifacts.
- Chance to drain 20% of the target's current stamin(fatigue) or mana(mana drain).

Hit Leech Hits
- 50 from loot and craft, except for artifacts.   
- - The number serves to functions: (chance to activate) AND amount recoverd.
- Recovers:     (Damage * 40% * 1%)     to     (Damage * 40% * HML%)

Hit Leech Stamina   
- 50 from loot and craft, except for artifacts.   
- - The number serves only: (chance to activate)
- Recovers 100% damage to stamina.

Hit Leech Mana   
- 50 from loot and craft, except for artifacts.   
- - The number serves to functions: (chance to activate) AND amount recoverd.
- Recovers HP:     (Damage * 30% * 1%)    to    (Damage * 30% * HLL%)

[HIT EFFECT]
Hit Lower Attack   
Hit Lower Defence
- 50 from loot and craft, except for artifacts.
- lowers target HCI/DCI by 25 (does not stack)

Hit Point Increase   
- 25
Stamina Point Increase
- no cap   
- Parrying is affected by stamina.
- Swing speed is effected by stamina. (see swing speed)
Mana Point Increase
- no cap   

Hit Point Regeneration
- 18 from items
- 0.1 per second for each point
   
Stamina Regeneration
- 24 from items
- 0.1 per second for each point
- Vampiric Embrace adds 10 (unsure if counted as item bonus or if it stacks)
- Focus adds .1 per second per 20 skill.
   
Mana Regeneration   
- 18 from items
- Becuase the formula for total mana regeneration adds all bonuses before rounding, the decimal amounts are being included. =)
- Deminishing results from items. Below are some example amounts and bonus per second:
- - At 1, the item bonus gives + 0.1000 per second.
- - At 2, the item bonus gives + 0.1973 per second.
- - At 5, the item bonus gives + 0.3905 per second.
- - At 10, the item bonus gives + 0.6081 per second.
- - At 18, the item bonus gives + 0.8620 per second.
- Int adds .1 per second per 40 int.
- Medditation adds .3 per second per 40 skill.
- - Medditation 100 or more adds 10% to the medditation and int bonuses.
- - - 120 medditation adds 0.9900 per second. =)
- Focus adds .1 per second per 20 skill.
- Effectively, your cap is

Lower Mana Cost   
- 40
- effects all spells and special moves
- Does NOT effect inscription mana cost.

Lower Regeant Cost
- 100 (total)
- 20 per item
- effects all spells and special moves
   
Luck   
- 2600
- Deminishing results
- - Effects become less noticable after around 1,000 luck, but still influence property count and intensity, as well as many luck-influenced systems (such as doom).

Mage Armor
- Negates mediation penalty.
- Makes 'mediable'. That is, one can meditate while wearing.
- - Meditation adds 1 mana regeneration per 10 skill points. Wearing a single peice of armour that is not mediable will cancel this bonus.
   
Mage Weapon
- Substitutes Magery as the weapon's combat skill type.
- - Must have sufficient skill in weapon's regular skill in order to use special moves.

Mana Burst
- Effects Unknown

Mana Phase
[taken straight from UOGuide.com]
"When one of Mana Phasing Orb charges is used, next two mana checks become free, until you do damage or attempt to use mana."
- largely ineffecient due to charges being used.

Rage Focus
[taken straight from UOGuide.com]
"Rage Focus is an item property found on some items that causes the damage inflicted to start off below -20% normal but steadily rises until it can surpass the 300% damage cap with a +20% bonus. In effect, initial damage is lower than normal, but eventually reaches a point where the attacks are higher than otherwise possible before the cycle ends and then begins to repeat. "
-  PvP effects vary by play style. Good for combining high damage combos near high end of cycle.

Reactive Paralyze
- Chance to cast magery spell paralyze on attacker on a sucessful parry.
- - 100-120 parry (with or without bushido) has a 30-36% parry chance.
- - If you do parry, there is a chance to activate Reactive Paralyze.

Reflect Physical Damage   
- 50 total
- 15 per item
- Reflects only physical-type damage, regardless of delivery method (melee/range/magic)

Self Repair
- 5, ectept for certain artifacts
- Imbued items lose this property if existant and cannot be imbued on.
   
Slayer   
- Deals more damage to mobs of the given type, and less to mobs of the opposite type.
- Super Slayers get less bonus, but effect more types of mobs.
- Specific Slayers get the best bonus, but effect less types of mobs.
- Spellbooks with Slayer has a greater effect than weapons.
- Only 1 may appear on a weapon at a time from loot or crafted.

Soul Charge
- Some of the damage done to you is added to your mana.
- This does not reduce damage or move damage to your mana. You still recieve full damage.
   
Spell Channeling
- Allows spells to be cast while holding a weapon.
- Comes with a -1 faster cast penalty, which can be negated if the weapon also has a faster cast property on it. In such case, no cast effect will be visible.   

Spell Damage Increase   
- PvP 15
- PvM No Cap
- +10% for gm inscription for certain magery spells, which does not count towards the PvP cap.

Splintering Weapon   
- 50 from loot and craft, except for artifacts.   
- - The number serves only: (chance to activate)
- Effected target will bleed (like the special skill bleed).
- This effect STACKS with bleed, as well as extending the special move's durration if executed durring splintering weapon effect.

Swing Speed Increase   
- 60
- Can swing at minimum once per 1.00 sec.
- - every 30 stamina lowers speed 0.25 sec
- - SSI is applied after stamina bonus
- - - Thus, the formulas for swing speed is = (WeaponSpeed - StaminaBonus) * SSI Bonus
- - - Simply put, SSI helps more on slower weapons than it does on fast weapons.

Velocity
- 50 from loot and craft, except for artifacts.   
- - The number serves only: (chance to activate)
- Works like Harm, except that damage is increased for every tile away from the target.
- - Every square away is +1 damage.



- Taken from my personal database and modified with my current Pandora knowledge. -



*edit* HPR / MPR
*edit* Bandage / ReflectPhy / Stats
*edit* Mage Armour / Mage Weapon / FC / FCR / [HIT SPELL] / [HIT LEECH] / [HIT EFFECT] / LMC / LRC / Luck / Reflect Physical / Self Repair / Slayer / Soul Charge / Spell Channeling / velocity / Casting Focus / Splintering Weapon
- Thought I should fill in some of the blanks and expand information on some things. ^_6
*Edit* Casting Focus / Damage Eater (+specifics) / Hit Fatigue & Mana Drain / Reactive Paralyze / Regeneration Specifics / Battle Lust / Velocity / Rage Focus / Blood Drinker / Splintering Weapon / SSI / Resists
- Some more mechanics added (and 1 mistake fixed sorry!)
*Edit* Bandage Speed
- People had said anywhere from 200 to 250 was 2.00, but the formula suggests 180.
*Edit* Stats
- Wanted to give a little info of each stat's important effects.
*Edit* Luck Cap added
*Edit* Spell Armor Ignore removed (proved inaccurate)
Title: Re: caps
Post by: Emerist on April 08, 2013, 07:36:35 PM
Thank you guys so much ! Hope this was you where looking for on the wiki it there now.

http://www.pandorauo.com/wiki/index.php?n=PandoraLore.StatAndOtherCaps

Now it there for everyone to find.  :)
Title: Re: caps
Post by: Walker on April 08, 2013, 08:43:29 PM
I do not hit the 2 second bandage speed until 205 dex on my gargoyle. Anyone know a reason for this?
Title: Re: caps
Post by: Dwarvey on April 08, 2013, 08:56:34 PM
It's the same for my human. I just keep my Dex to that level to get it
Title: Re: caps
Post by: An Evil Llama on April 09, 2013, 12:50:05 AM
DCI/HCI 75%. didnt looked below there :)
Title: Re: caps
Post by: An Evil Llama on April 09, 2013, 12:51:08 AM
SSI 75%, SDI for pvp 25% i think.
Title: Re: caps
Post by: Emerist on April 09, 2013, 01:44:16 AM
Quote from: An Evil Llama on April 09, 2013, 12:50:05 AM
DCI/HCI 75%. didnt looked below there :)

Is that 75% in place of the 40% cap or is that for the counter ?
Title: Re: caps
Post by: An Evil Llama on April 09, 2013, 02:30:37 AM
75% cap. You should get 100%+ for counter hit lower effect's
Title: Re: caps
Post by: zaxarus on April 09, 2013, 06:14:49 AM
Yes. As i said: HCI will be counted beyond the cap (of 75) if you get hit by a Lower Attack effect.
Title: Re: caps
Post by: Empati on April 09, 2013, 12:59:35 PM
Hp Cap definitely 187 for this shard.also this hp very low now.because you can add all hits effect on wep so you need luck for win duel with this hp.double strike now king of the pandora ability.i try this in game.one kal vas flam + double strike (with yumi bow)=1 kill(taking more than 187hp) :)i dont use curse spell on my enemy.yumi double shot ability taking 108 mana(i dont care about this because i am using mana potion).also double axe better from yumi:)because axe double strike abiltiy taking little mana:)this system new off course need some fix.so i think hp cap need more than 187.thy for everythink :)
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