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sliptongue69
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Post by sliptongue69 »

This isn't really a thorough test, but here's how far I've gone:

Enkel:
15% SDI
115 Eval
120 magery

Casts 5 flamestrikes doing 24-26 damage each on Beelzebub with 70 Fire Resist.

Beelzebub:
26% (15%) SDI
115 Eval
120 Magery
GM Scribe

Casts 5 flamestrikes doing 26 damage each on Enkel with 70 Fire Resist.

I see no 10% SDI there.

http://uo.stratics.com/content/skills/inscription.php
http://guide.uo.com/skill_23.html

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Red Squirrel
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Post by Red Squirrel »

The difference is actually really small. You'll really just hit the higher damage % more often, thats what it seems to do. so if FS is 20-25 damage then you might do 23-27.

I'll take a better look at it when I get home though, maybe it is in fact broken.

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sliptongue69
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Post by sliptongue69 »

That makes sense, but definitely isn't worth 100 skill points. :-/

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Post by Red Squirrel »

Yeah its not really, in most cases. It will make a biger difference in pvm when you got double slayers, but for pvp its not as big. I DID see someone pull off 55 damage on 70 fire resists, but really not sure how. Probably 120 mage 120 eval 100 insc max sdi and max int.

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dprantl
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Post by dprantl »

Red Squirrel wrote:Yeah its not really, in most cases. It will make a biger difference in pvm when you got double slayers, but for pvp its not as big. I DID see someone pull off 55 damage on 70 fire resists, but really not sure how. Probably 120 mage 120 eval 100 insc max sdi and max int.
That would be Apocalypse, but I don't remember pulling of 55dmg FS on a player ever. But yeah, 60% SDI, GM scribe and double slayers is very nice :D

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Red Squirrel
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Post by Red Squirrel »

Yeah was actually zorak on Demise that had pulled off such a high damage FS. But demise damages for magery are probably off. They tend to buff mages and necros. If you think wither here is bad, they buffed it on demise for pvp.

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Post by Death »

sliptongue69 wrote:That makes sense, but definitely isn't worth 100 skill points. :-/
That 10% is a stacking bonus though. Where there's an item cap in pvp (Think it's 15%) that 10% is an added skill bonus that is not under the effect of the item cap (So in other words, it should stack on the 15 for a total of 25%). Unless red changed something, I assume it works the same way, thus giving a decent bonus.

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sliptongue69
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Post by sliptongue69 »

Death, my point was that Beelz has 26% (where 15% is max in item SDI in PvP) in item SDI and the GM scribe. I don't see the 10% considering Enkel can hit the same damage range.

Demise has more players, so when you get guilds like R.W it's nice to have a decent area damage spell.

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Post by Red Squirrel »

Yeah it does stack with the SDI item property. But lets say you do 100 damage without it then you do 125 damage. For something thats 10 then its about 13. I've found that int actually has a huge effect on spell damage too.

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Post by sliptongue69 »

Have any idea where to find GetNewAosDamage()? Finding that would tell you what is affected.

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Post by Red Squirrel »

This is the code for it here:

Code: Select all

		public virtual int GetNewAosDamage( int bonus, int dice, int sides, bool playerVsPlayer, double scalar )
		{
			int damage = Utility.Dice( dice, sides, bonus ) * 100;
			int damageBonus = 0;

			int inscribeSkill = GetInscribeFixed( m_Caster );
			int inscribeBonus = (inscribeSkill + (1000 * (inscribeSkill / 1000))) / 200;
			if(inscribeBonus>10)inscribeBonus=10;
			
			damageBonus += inscribeBonus;

			int intBonus = Caster.Int / 10;
			damageBonus += intBonus;

			int sdiBonus = AosAttributes.GetValue( m_Caster, AosAttribute.SpellDamage );
			
			// SPELLWEAVING: SDI Bonuses
			sdiBonus += ReaperFormSpell.GetSDIBonus( m_Caster );
			sdiBonus += ArcaneEmpowermentSpell.GetSDIBonus( m_Caster );
			
			// PvP spell damage increase cap of 15% from an item’s magic property
			if ( playerVsPlayer && sdiBonus > 15 )
				sdiBonus = 15;
			damageBonus += sdiBonus;

			damage = AOS.Scale( damage, 100 + damageBonus );

			int evalSkill = GetDamageFixed( m_Caster );
			int evalScale = 30 + ((9 * evalSkill) / 100);

			damage = AOS.Scale( damage, evalScale );

			damage = AOS.Scale( damage, (int)(scalar*100) );

			return damage / 100;
		}
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dprantl
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Post by dprantl »

Red Squirrel wrote:This is the code for it here:

Code: Select all

		public virtual int GetNewAosDamage( int bonus, int dice, int sides, bool playerVsPlayer, double scalar )
		{
			int damage = Utility.Dice( dice, sides, bonus ) * 100;
			int damageBonus = 0;

			int inscribeSkill = GetInscribeFixed( m_Caster );
			int inscribeBonus = (inscribeSkill + (1000 * (inscribeSkill / 1000))) / 200;
			if(inscribeBonus>10)inscribeBonus=10;
			
			damageBonus += inscribeBonus;

			int intBonus = Caster.Int / 10;
			damageBonus += intBonus;

			int sdiBonus = AosAttributes.GetValue( m_Caster, AosAttribute.SpellDamage );
			
			// SPELLWEAVING: SDI Bonuses
			sdiBonus += ReaperFormSpell.GetSDIBonus( m_Caster );
			sdiBonus += ArcaneEmpowermentSpell.GetSDIBonus( m_Caster );
			
			// PvP spell damage increase cap of 15% from an item’s magic property
			if ( playerVsPlayer && sdiBonus > 15 )
				sdiBonus = 15;
			damageBonus += sdiBonus;

			damage = AOS.Scale( damage, 100 + damageBonus );

			int evalSkill = GetDamageFixed( m_Caster );
			int evalScale = 30 + ((9 * evalSkill) / 100);

			damage = AOS.Scale( damage, evalScale );

			damage = AOS.Scale( damage, (int)(scalar*100) );

			return damage / 100;
		}
wtf? Whoever thought this up: (1000 * (inscribeSkill / 1000)) is a moron coder. My 8 year old niece knows that's redundant. In fact, that entire line could be written as: inscribeBonus = inscribeSkill / 100; Or is there some kind of hidden rounding going on or what?

Also, that means that with 100 inscribe, the inscribeBonus = 1. You would need an inscribe skill of 1000 to be able to achieve an inscribeBonus of 10. Or does GetInscribeFixed( m_Caster ); return the actual skill * 10?

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sliptongue69
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Post by sliptongue69 »

[quote="dprantl
wtf? Whoever thought this up: (1000 * (inscribeSkill / 1000)) is a moron coder. My 8 year old niece knows that's redundant. In fact, that entire line could be written as: inscribeBonus = inscribeSkill / 100; Or is there some kind of hidden rounding going on or what?

Also, that means that with 100 inscribe, the inscribeBonus = 1. You would need an inscribe skill of 1000 to be able to achieve an inscribeBonus of 10. Or does GetInscribeFixed( m_Caster ); return the actual skill * 10?[/quote]

Owned. RunUO coders are so dumb at math.

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Death
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Post by Death »

sliptongue69 wrote:Owned. RunUO coders are so dumb at math.
That's not as bad as some of the scripts. 50 lines that can be written in 10 that do the same thing.

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Red Squirrel
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Post by Red Squirrel »

Yeah like the DF arty drop code. That code is horrid. I rewrote it because I could not stand it. Its like 1000 lines to drop an arty when I can do it in like 10, and that includes the line to send the arty chance message.

As for the formula, I thought the same, but the value actually is different if you do it short form. The way that formula works is having 50 inscribe is like only 2 bonus, 75 is like maybe 6 then 100 is 10. It exponentially goes up.

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Post by sliptongue69 »

Why not just do:
int inscribeBonus = inscribeSkill / 10;

That way GM scribe = 10% SDI and 50 skill = 5% SDI etc.

GG on finding that bit of code, btw. I tried looking about, but haven't played in code in years so I got lost. :P

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Post by Red Squirrel »

Yeah I might just totally change it up. The original purpose was not for it to work that way but tbh it makes more sense that way.

And yeah code can be hard to find in runuo, some stuff is all over the place. I've gotten used to it over the past months / nearly a year that I've been working with it. You should see the crafting system. I want to cry every time I see it. Enough spegatti code to make Italians go WTF.

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Post by Death »

Red Squirrel wrote:Yeah I might just totally change it up. The original purpose was not for it to work that way but tbh it makes more sense that way.

And yeah code can be hard to find in runuo, some stuff is all over the place. I've gotten used to it over the past months / nearly a year that I've been working with it. You should see the crafting system. I want to cry every time I see it. Enough spegatti code to make Italians go WTF.
I love some of the comments in the code. Like skeletal dragons dropping barbed hides there's this comment:

//Where are they hiding these? :P ;).

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Post by Red Squirrel »

hahaha yeah

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Post by sliptongue69 »

Red Squirrel wrote:Yeah I might just totally change it up. The original purpose was not for it to work that way but tbh it makes more sense that way.
Awesome. So it'll get changed to my way? :D It even has a line afterwards that'll adjust for 120 scribes too.

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Post by Red Squirrel »

Actually the 10 max was specifically for 120 scribe. 120 scribe is strictly for the craft use bonus, but has no effect on SDI.

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Post by sliptongue69 »

You mean GM scribe, where 120 is just for craft?

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Post by Red Squirrel »

Yeah GM scribe is all you need if you use it strictly for SDI but for craft then 120 will help. This is mostly for making spellbooks as I think the rest has close to 100% or 100% chance. So its not really worth getting 120 if you don't craft with it.

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Post by rdx »

i remember when playing on other shards (not only demise) that scribe did enough bouns to notice the difference (like 30 dmg ebolts instead of 28 dmg), really those small points are very important

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Post by Nosferatu »

on demise i kill almost anyone with 1 combo on the field.. as long as they arnt smart, omen curse.. omen para.. explo,fs,omen, painspike.. usually the omen hits for the fs dealing 45+ damage every time and the painspike hits for about 25-28 while the explo does about 30-35.

so yeah demise damage resistance isnt too good.. =]

and yes these are vs 70 fire resist opponents.

yet of coarse the omen curse omen fs lowers the base resist to all 60 than the resist spells to 50 and or 70 depending on their scrolled skill or not.

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