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Wrestling = Anatomy+Eval Int /2

Severe

Sorceror
Wrestling = Anatomy+Eval Int /2

Wrestling is now the same as
Anatomy + Evaluate Intelligence /2 = is "wrestling skill"

like I have 100 Anatomy and 50 Eval Int /2 = 75 "wrestling" skill

Only for defensive usage:

- I cannot disturb the other by using the wrestling skill (need wrestling)
- I cannot stun punch the opponent (need wrestling and anatomy)

But this frees the way for more interesting templates on a mage...
 
A

AlejandroX

Guest
I thought you gained wrestling skill simply by wrestling?
 

Severe

Sorceror
correct :)
But on OSI they made it so that you don´t need wrestling any longer if you only use it for defense.
it´s now:
FORMULA: Hit Evasion = (Evaluate Intelligence + Anatomy + 20) / 2 (with a maximum of 120)
(I forgot to edit in the +20)

You still need it for stun punch and disarm though.
A very detailed overview can be found here:

http://uo.stratics.com/content/arms-armor/combat.shtml
 
A

AlejandroX

Guest
So you could also screw those 2 skill and boost your wrestling by simply wrestling and that would be better right?
 

Severe

Sorceror
heheh well...
I have a healer / mage (anatomy / healing) and the 5 mage skills (that includes wrestling for stun punch)
Now lets say I still want the healing abblities and the wrestle defense options but I don´t care for stun punch any longer... I would drop wrestling (because I have anatomy + eval int)
And then I would have 100 skill points free..
I could take inscription for instance for extra protection.
 
A

AlejandroX

Guest
I agree. And I think we should expand upon OSI's templates as well. :D
 

Spooky

Wanderer
Wrestling

This is a good Idea means mages are a bit more flexable and even dexers when not armed while have a defence chance as will other characters too.
 

Severe

Sorceror
lets say you add inscription instead of wrestling
then it goes like this:

value of effect = (Inscription + Evaluate Intelligence + Meditation) / 4
(bonus value for either can not exceed 75)

Assuming you have GM Meditation and GM Eval:

Reactive Armor: adds a 50 HP buffer. Be warned it is not a complete protection from 50 HP of damage. Some times people will cut right through it and ignore it.
Protection: when cast reduces your chance to get disrupted while casting a spell by 50%. This is very handy to say the least.

Assuming you have GM Meditation, Eval and Inscription:

Reactive Armor: adds a 75 HP buffer instead of 50.

Protection: when cast, reduces the probability of getting disrupted to 25%. It also lowers the chance to be hit in general by about 10%.

On a side note: If you have GM Med, Eval, Inscription, and Wrestling you have a 12.5% chance to get disrupted and a 40% chance to get hit.

Also great to have med warriors now:
fast weapon skill (fencing spear, para blow) (Macing Quater Staff) anat, tact, fencing, eval int, magery, meditation, healing

very lethal templates at the moment
 
A

AlejandroX

Guest
Sounds cool but why inscription over any other particular skill?
 
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