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)
r u sure no cap on hpr?
pretty sure the stat regens are all capped on 18, will double check with maha, who knows everything..
Same as OSI: 18 MR/HPR and 24 SR.
::edited::
I should say, caps from items (which includes forms).
I'll take your word for the regenerations.
Are the Stats (str/dex/int) osi accurate?
and the +max HP/SP/MP ?
Reflect Physical Damage is 50%
I haven't used Essence of Wind or had it used against me yet.
Individual Stat Cap without items: 150
Individual Stat Cap with items and pots: 225
Stat Cap after +25 Scroll: 335
I don't believe the dci penalty from divine fury stacks with HLD, 70 dci should be fine for pvp.
Bandages, 2 seconds at 205 Dex. I forget the rate, something like .05 per 1 dex off of the base timer.
Everything else is correct.
I <3 u already. :lol:
I haven't gotton a weaving book on pandora yet as i came here yesterday. xD
So I can't yet test if Essence of Wind and Thunderstorm effect PvP here.
They did effect PvP on demise and other shards I tried on. So I assume here too.
Also not entirely sure, but I think its -1 FC and -2FCR (before or after caps untested)
I will try to go through and verify all these this weekend =)
*bump*
I know you busy, but I am realllllllly looking forward to that check. :mrgreen:
Still awaiting confirmation. :,(
Edited main post again. Added blank effects and elaborated on most of the other mods.
:geek:
Also,
Does the chivalry faster cast cap change to 2 if magery is over 79.9 ?
Normally, shards have 2/6 cast caps, but 4/6 for chivalry if magery is under a certain limit. Becuase the cast caps have been edited, I don't know if the chivalry cap is effected.
Main Post edits:
"
*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
"
Also,
"
*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!)
"
Also,
fixed the bandage speed time. Didn't like being told 200, 225, 250 depending on who ansered. So I checked the formula and figured it out.
High Seas has been placed in. From the patch releases I read:
Luck capped at 2600
Will be on the lookout for any changed caps.
I've been told from a reliable source that Reflect Physical damage is NOT capped at 50%... Just letting you know this. Though i wont say who the source is, nor do i know wether it is true or not, but i do beleive him, Might wanna double click that or look into it :)
Quote from: "Mita"Damage Increase
- 100 from items
- 300 total
- Tactics / Anatomy / Strength DO NOT COUNT TOWARD CAP
Damage Modifier
- Applies after DI
Just trying to understand this... How can you get to 300 if you're only allowed 100 from items and tact, anat, and str dont count?
Skills and slayer weapons (slayers don't count for item cap)
Enemy of one 50
Bushido perfection up to 100
Super slayer 100
Single slayer 200 I think listed as triple damage
Gotcha, thanks for the reply. I also remembered lumberjacking assuming it still applies.
Lumberjacking is in the same category as strength tactics and anatomy and don't count towards cap
Quote- At 150 or more int, one can perform the special move 'Disarm' while holding a spellbook and casting a spell. The spell being cast will have an Armor Ignor effect, and 'Disarm' will be deactivated. The amount of damage 'ignored' grows with higher Int, and can eventually go past 100%
I got a question to this: if i cast a fireball for example, while activating my disarm ability, then i hit the enemy with 0 fire resist? Is this correct? Sounds very strong to me.
Haha, my bad there lightning. I meant to fix this part. You see, that bit of information I had read from the forums, directly from either xeen or kon, so I took it as true. I tested it thouroughly myself a few weeks back though and it was not working. Not at 150 base int, not with 200+ int. It did not work with different kinds of books, etc etc. It didn't work. So I'm afraid I must retract that part. Sry for the delay there.
*updated*
In uo guide for enhance potion it says.
There is a total cap of 50%. If your character has the alchemy skill, the cap is raised 10% for every 33 skill points you have. At 99 Alchemy the cap is 80%.
So the part about alchemy is true for this shard?
( http://www.uoguide.com/Enhance_Potions (http://www.uoguide.com/Enhance_Potions) )
When it reads ".1 mana per second for every 40 int" does that mean you only get a new .1 every 40 int or is there a linear scale between? I guess I am asking if for example 40 int gives .1 mana regen, does 50 give .125 or do you have to wait until 80 int to get .2 and so on.
Are there plateaus or is it a scale that takes into account each single point? I heard in other UO shards dex for example is in 30s, so 90 dex is the same as 91-119, then 120 you get another boost to speed. Is it like this, or does 91 dex give more bonus than 90 (however miniscule)?
Not sure about the mana thing, my interpretation was it only increased every 40 points you had, but now youve asked im wondering too.
As for Dex, you can see by putting on say a +6 Dex item that both your bandage speed and swing speeds increases (assuming they are not already capped), sorry didnt have any Dex items with just +1 handy, but im fairly sure each point of Dex modifies at least these 2 properties (because the numbers my mods changed by were divisible by 6)
OK that's what I wanted to know. Just making sure I'm not gimping myself with my stat setup. I will admit I didn't test it at all since I know some are more visible than others. Dex would show, but mana regen .025 probably wouldn't show up anywhere if I got +1 int.
.1 mana per 40 Int means 0.0025 mana per 1 Int.
I don`t believe you will notice if there is 0.1 more or less mana per sec or even 1 mana per 10 sec :)