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Topics - Mita

#1
General Discussion / Spellweaving quests broken
November 06, 2011, 08:48:26 PM
I have done
Patience quest chain (starts with 20 mushrooms) and
Dicipline quest chain (starts with killing 50 rats in sanctuary)
each 3 times this week.

Upon completing the chain I receive for either npc, they tell me to come back in a few minutes. I never receive any kind of reward. I do not get a spellweaving book.
Heaaalp?
#2
Guides / Ultimate Item List
July 18, 2011, 02:20:05 AM
Post 1: Artifact Locations
Post 2: Quest-Items And Craftables
Post 3: Odd-Item
Post 4: Set Items

 - List uses UOGUIDE.COM as main LINK reference.
 - Intended for equipement and battle supplies only. No decorative items will be added.
 - List will be updated as it comes. Please note, I am taking a couple week vacation in which the list will not be updated. I will be leaving shortly after the posting. Please be patient. I should be back early August to add to the list. In the meantime, feel free to add info on items you know to be pandora-specific.

LIST STATUS :: Skeleton Mode ::
Please feel free to reply on any of the listed items or unlisted ones with the following info:

Name:
Gargoyal:
Displayed:
Imbuable:
Where:
What:
Notes:


Diplayed = If it is displayed in the artifact rooms or not.
Where = Location to find it, facets, regions, etc
What = method to obtain, creatures to kill, etc








==========:: Artifact Locations ::==========

Earring
Neckless
Name: Voice of the Fallen King
Gargoyal: no
Displayed: yes
Imbuable: no
Where: Doom (guantlet)
What: Reward for killing any of the champions.
Notes:

Name: Jackal's Collar
Gargoyal: no
Displayed: yes
Imbuable: no
Where: Doom (guantlet)
What: Reward for killing any of the champions.
Notes:

Name: Torc of the Guardians
Gargoyal: yes
Displayed: no
Imbuable: no
Where: LINK :: Enslaved Goblins Mini-Champ :::: Clan Chitter Mini-Champ
What: Gray Goblin Mage [Renowned] :::: Rakktavi [Renowned]
Notes:

Name: Lavaliere
Gargoyal: no
Displayed: no
Imbuable: no
Where: LINK :: Stygian Abyss Dungeon
What: Slasher of Veils
Notes:

Name: Gladiator's Collar
Gargoyal: no
Displayed: no
Imbuable: no
Where: Abyss Champion Spawn
What: Semidar
Notes: LINK

Name: Ankh Pendant
Gargoyal: no
Displayed: no
Imbuable: ??
Where: Anti-Virtue Dungeons
What: anything
Notes: LINK :: Doing certain champion spawns can obtain these.

Ring
Bracelet

Talisman

Weapon
Shield

Head
Arms
Gloves
Chest
Leggings

Feet
Robe
Shirt
Back
Sash
Belt
Skirt
#3
General Discussion / High Seas page can't read text
July 15, 2011, 07:30:06 PM
-> http://www.pandorauo.com/HighSeas/index.html
Where it says the port and "Shard Info", that light blue on light green is too hard to read. Really, I have to squint my eyes till it hurts. Even then I can barely see it. :(
#4
General Discussion / Is (script) legal?
June 13, 2011, 01:56:28 AM
I built a script for 'Mace and Shield' donating.
Auto:
Tinks spare tink tools and tongs if needed,
restocks from bank,
makes bucklers,
gives to warrior (collection guy)

Collecting resources, like mining/fishing/lumber is fine, but not gold (i.e. hunting/selling)
This isn't really gold though, prepping for gold. It is prepping for an item which could[ be sold, just as if I were to do so with scrolls inscripting. Can I do this afk?

-.- the math says it should take around 40hrs to get 800k points.
#5
General Discussion / Reflecting Physical
June 08, 2011, 02:25:51 AM
"Reflecting Physical"

Capped at 50 (here). It only effects 'Physical' type damage. Doesn't matter if it is ranged or melee or spell. If it is physical, it is 'reflected'.

That said, most aged duelers know not to use weapons with physical damage to avoid such returned damages (or energy for elf resists). So I have two suggestions for the property.
1. Split the caps. PvP cap of 50, but no PvM cap.
2. Either make it effect all (except direct) damage types, or add in new propertise for 'Reflecting Fire/Cold/Poison/Energy'.

 :lol: I used a 105% (normal cap) suit with 44 phy resist on my mage on demise and it just rips through dexers there becuase no one expects it.  :lol:
#6
General Discussion / Imbuing Qustions
June 08, 2011, 01:46:15 AM
Imbuing Questions

1. Does removing a property count towards Imbue Attempt Chance (max 20) ?

2. Does the Damage Increase from exceptional weapon count toward Imbue Weight ?
 - That is, if DI is not an added property, but exists solely due to being exceptional.

3a. Which propertise DO NOT count toward the Imbued Weight AND/OR Property Count?

3b. Are the success rates of those propertise effected by current Imbued Weight?
 - That is, should I add those before ones that do effect the weight for better chances?

4. Where are some of the Ingredients on Pandora?
 - [LINK] Stratics Imbue Ingredients [LINK]
 - I know Pandora differs in some of the ingredient sources. What is where?

5. What can I do to raise Imbue Success Rates? Or is this it?
 - Be a gargoyal.
 - higher imbuing (duh)
 - From Stratics: "The soul forge in the Royal City gives a slight success bonus, and the Queen's soul forge gives the highest success bonus."
 - - - (How does the portable soul forge compare?)



6. I'm totally new to Imbuing... How should I go about making x/x/x/x/x/x/x/x gear ?
 - Like, I want earrings with:
 - - Faster Cast
 - - Faster Cast Recovery
 - - HCI
 - - DCI
 - - Damage Increase
 - - Spell Damage Increase
 - - Strength
 - - Dex
 - - Int
 - - ???

Do I start with earrings I find that have 1/3 cast and start imbuing?
If it has 1/3 cast and 11 HCI, is it better to imbue over for 15% or remove THEN imbue?
Or do I start from a plain 1 FC peice? Or 8/8/8 stat peice...
I don't know. Help?

^_6 I'll write up a complete guide when I'm more familiar with the system myself.
#7
General Discussion / Information Stone/Command?
May 09, 2011, 01:46:52 PM
I think it was you guys who were saying about building a wiki page. Well, could we have a stone (also accessable via command) to serve as a sort of knowledge base in-game?

Maybe something something like below if you want to conserve space and cpu.

---------------------------------------------

Please see our wiki for shard information!
[ wiki link ]
[rules link aka tos]

[Within a scrollable box: other important notes, possibly including shard news/updates]

---------------------------------------------

I mean thats not much to code, but could be worth testing out the usefullness. Would want to put any 'stones' where new players spawn of course. And I say 'stones' becuase new players dont know commands. Old players often dont either.

It might even be nice to have an in-game information room.
... Food for thought...
#8
I have been thinking a lot about stats and how they influence the game, and I think they deserve a bit more influence... I'm not a mod here. So don't go thinking they are planning it. I hope to bring some awareness to the subject is all. If there is support, there is an idea for modding.

As stands, the basic stat choice is:
Str - HP, WeaponDamage
Dex - BandaidSpeed, SP (effects swingspeed)
Int - SpellAI (150+int), MP

So you usually get some one with 150 base str + either maxed dex or int, no matter what kind of character you are.

Although the stats are said to help with skills they are related to, I don't believe that is the case in most situations. Changing that may give more meaning to the choices we make. Strength already has an obvious huge plus - Health. That alone makes it the most important stat. But say your not a fighter... A crafter only benifits from Strength in holding more weight. What stat does he get next? Some dex for the hell of it, and some int for a decent manapool for protection. And if you ARE a fighter? Your choosing between dex (bandaids/swingspeed) or int (spellAI/mp). There is room for most skills to be effected by stats without upsetting the balance of pvp, while inviting incentive to try different stat builds. This would of course invite more players to have a crafter character that is not their main character becuase of the drastic stat-build changes, but really, its not much work, and its a unique way to add some variability to the no-skill-cap system.

I can give a few examples for thought...
Stealth: Added steps (dex/25)
Tailoring: Bonus success rate [after minimum is met] (dex/20 + int/50)
Inscription: Bonus success rate (int/25)
Fishing: Higher 'catch' teir chance...
Mining: Higher ore/stone/gem...
Spells: bonus spell damage [not applied as sdi, to match str's str*0.3 effect] (int / 5)
Spells: take less damage from spells [PvM] (int/20)%
Taming: Success chance bonus (int/50 + dex/100)%
Taming: less chance to anger (95 - (int/10 + dex/25))
Luck: penalty. final luck: (luck / (luck + int))
Spells: stat curses/buffs + (relativeStat/20 + int/25)... curse may drop stats by say... 19str/12dex/16int instead of 8/8/8. Single stat effect spells could have greater influence rates to promte their use over using 'curse'.
etc...

Even if you don't agree with my example amounts... I want to know, would you support having stats give bonuses and/or disadvantages to certain game aspects?
You are also welcome to give further stat-based suggestions.
#9
General Discussion / Caps Listing
April 30, 2011, 03:15:08 AM
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)