There's a monk trundling round Mist Harbor with a cart with a couple of UAC outfits for sale.
Looks to be 4x gear, with the expensive variety being damage weighted, but I haven't got a positive test on why they won't bless yet.
New outfits on 10/15/2012 01:21 PM CDT
Re: New outfits on 10/15/2012 02:45 PM CDT
>Looks to be 4x gear, with the expensive variety being damage weighted, but I haven't got a positive test on why they won't bless yet. - Rathboner
A pair of black onyx-studded gauntlets are 4x (+20), somewhat damage weighted (5 pts) hand coverings and are non-blessable due to the weighting. Based on pricing and description, I would imagine that the black onyx-studded boots are also 4x SDW.
Mark
A pair of black onyx-studded gauntlets are 4x (+20), somewhat damage weighted (5 pts) hand coverings and are non-blessable due to the weighting. Based on pricing and description, I would imagine that the black onyx-studded boots are also 4x SDW.
Mark
Re: New outfits on 10/15/2012 03:34 PM CDT
Re: New outfits on 10/15/2012 06:11 PM CDT
Re: New outfits on 10/15/2012 06:52 PM CDT
Re: New outfits on 10/15/2012 06:59 PM CDT
I actually went ahead and did a little testing. With my crude tests I found that on a 107 jab to the chest of an orc I did 6 dmg (1 +5 weighting) and my feras flared and turned him into a pile of ash. So at the moment you get full damage weighting and I assume half the flare chance. No clue the flare chance on feras with UAC nor do I care to find out. Not sure if this is a bug to not half the dmg weighting though. I was looking for a Crit weighted weapon and another Dmg one to test if CW and DW both work 100% and if two DW items are added or averaged.
It seems a little broken to not average the weighting when you put it in combination of other things but for the moment I'm not complaining. If I could only get the bard to 12 for dual air-flares with a DW gauntlet!
Daemon Ranger
It seems a little broken to not average the weighting when you put it in combination of other things but for the moment I'm not complaining. If I could only get the bard to 12 for dual air-flares with a DW gauntlet!
Daemon Ranger
Re: New outfits on 10/15/2012 07:57 PM CDT
Re: New outfits on 10/16/2012 09:15 AM CDT
>I don't see how the flare frequency on a weapon has anything to do with the lack of a flare on the UAC gloves. Armor accessories, yes. Not so much here. I believe the weapon acts independently from the gloves but I've been wrong before. ~Galenok
It doesn't act independently. UCS compatible brawling weapons are technically not weapons when used with jab, punch and grapple attacks. You are always striking the target with your hands/feet.
Any special properties, whether worn or held, of UCS gear are affected by the number of items that have a special property. An e-bladed weapon will have a normal flaring rate only if the hand coverings and any off-hand weapon have no special properties.
If you combine e-bladed gloves with an e-bladed UCS brawling weapon, the flare activation rate for each is halved. Normally, e-bladed gloves flare once per 5 strikes at a regular interval (1st, 6th, 11th etc.). When combined with an e-bladed weapon, the activation rate is both halved and randomized but will still average 1 flare per 5 activations. In other words, the e-bladed weapon will only activate (scintillating light message) 5 times, on average, per 10 swings and flare once per 10 swings. With e-bladed gloves and 2 e-bladed weapons, each item will flare once per 15 swings, on average.
If you combine two e-bladed weapons that would normally last for 100 swings each, the number of swings doubles before the e-blading wears off. The e-blade will last for 200 swings.
The net effect is you'll have the same frequency (1 flare per 5 strikes) using one, two or three e-bladed items. Bear in mind that this is UNARMED combat and weapons are not meant to give you an advantage.
Mark
It doesn't act independently. UCS compatible brawling weapons are technically not weapons when used with jab, punch and grapple attacks. You are always striking the target with your hands/feet.
Any special properties, whether worn or held, of UCS gear are affected by the number of items that have a special property. An e-bladed weapon will have a normal flaring rate only if the hand coverings and any off-hand weapon have no special properties.
If you combine e-bladed gloves with an e-bladed UCS brawling weapon, the flare activation rate for each is halved. Normally, e-bladed gloves flare once per 5 strikes at a regular interval (1st, 6th, 11th etc.). When combined with an e-bladed weapon, the activation rate is both halved and randomized but will still average 1 flare per 5 activations. In other words, the e-bladed weapon will only activate (scintillating light message) 5 times, on average, per 10 swings and flare once per 10 swings. With e-bladed gloves and 2 e-bladed weapons, each item will flare once per 15 swings, on average.
If you combine two e-bladed weapons that would normally last for 100 swings each, the number of swings doubles before the e-blading wears off. The e-blade will last for 200 swings.
The net effect is you'll have the same frequency (1 flare per 5 strikes) using one, two or three e-bladed items. Bear in mind that this is UNARMED combat and weapons are not meant to give you an advantage.
Mark
Re: New outfits on 10/16/2012 07:26 PM CDT
Except that with those ratios you sorta have an advantage because you can get 2-3 flares to go off on one swing with a "worse" normal attack. Still not sure why weapons actually make you attack worse since they technically raise your DF which means you should be doing more damage.
Daemon Ranger
Daemon Ranger
Re: New outfits on 10/16/2012 10:37 PM CDT
>Except that with those ratios you sorta have an advantage because you can get 2-3 flares to go off on one swing with a "worse" normal attack. Still not sure why weapons actually make you attack worse since they technically raise your DF which means you should be doing more damage. - Daemon Ranger
You have an increased DF but it's not free. You pay with a reduced multiplier modifier which reduces your endroll. You are trading a -5 MM penalty for each .025 DF increase. Since UCS criticals are based on the endroll and not raw damage, you are sacrificing higher potential critical ranks for, at most, a very slight raw damage increase. You will often have less raw damage with the higher DF because of the lower endroll.
Mark
You have an increased DF but it's not free. You pay with a reduced multiplier modifier which reduces your endroll. You are trading a -5 MM penalty for each .025 DF increase. Since UCS criticals are based on the endroll and not raw damage, you are sacrificing higher potential critical ranks for, at most, a very slight raw damage increase. You will often have less raw damage with the higher DF because of the lower endroll.
Mark
Re: New outfits on 10/16/2012 10:49 PM CDT
I really don't understand why they made UAC crits dependant on endroll and not raw damage. Physical, Ranged and bolt attacks all work off damage so it just seems odd to me they would make it work more like a CS spell than an AS attack. Doesn't that mean armor is less effective against UAC then though or does it still use some sort of crit divisor?
Daemon Ranger
Daemon Ranger
Re: New outfits on 10/17/2012 05:35 AM CDT
At the moment I don't think any player understands just how UAF crits are determined well enough to analyse the detail of how they are different, but the reason why they are different from weapons is that its UNARMED combat. Using heavier weapons isn't supposed to give an advantage. Think Popeye vs. Brutus. Chugging spinach is the key, not holding the pointier stick.
Re: New outfits on 10/17/2012 02:49 PM CDT
I really don't understand why they made UAC crits dependant on endroll and not raw damage. Physical, Ranged and bolt attacks all work off damage so it just seems odd to me they would make it work more like a CS spell than an AS attack. Doesn't that mean armor is less effective against UAC then though or does it still use some sort of crit divisor? - Daemon Ranger
It's an entirely new combat system with both similarities and differences to AS/DS and CS/TD combat. With AS/DS mechanics you can, with sufficient DS, make yourself invulnerable to weapon damage. Unarmed combat mechanics work in such a way that it is extremely difficult to near impossible to prevent a successful strike, short of incapacitating the attacker.
Armor is a primary factor in determining critical rank outcomes with AS/DS combat. It plays a role in unarmed combat but it is secondary to the main factors, endroll and positioning. Positioning determines the range of criticals. Decent (tier 1) caps at rank 5, Good (tier 2) caps at rank 8 and excellent (tier 3) is uncapped with maximum criticals of rank 11. Endroll, along with other factors, determines the critical rank within each range. There is randomization but I'm not sure how that functions with UCS. I do know that it is different from AS/DS crit randomization since it is possible to repeatedly obtain the highest critical rank within a range. With AS/DS mechanics each possible critical rank outcome has the same probability of occurring. A maximum rank 9 critical will only result in a rank 9 outcome 20% of the time.
Mark
It's an entirely new combat system with both similarities and differences to AS/DS and CS/TD combat. With AS/DS mechanics you can, with sufficient DS, make yourself invulnerable to weapon damage. Unarmed combat mechanics work in such a way that it is extremely difficult to near impossible to prevent a successful strike, short of incapacitating the attacker.
Armor is a primary factor in determining critical rank outcomes with AS/DS combat. It plays a role in unarmed combat but it is secondary to the main factors, endroll and positioning. Positioning determines the range of criticals. Decent (tier 1) caps at rank 5, Good (tier 2) caps at rank 8 and excellent (tier 3) is uncapped with maximum criticals of rank 11. Endroll, along with other factors, determines the critical rank within each range. There is randomization but I'm not sure how that functions with UCS. I do know that it is different from AS/DS crit randomization since it is possible to repeatedly obtain the highest critical rank within a range. With AS/DS mechanics each possible critical rank outcome has the same probability of occurring. A maximum rank 9 critical will only result in a rank 9 outcome 20% of the time.
Mark
Re: New outfits on 10/17/2012 03:14 PM CDT
Re: New outfits on 10/17/2012 05:18 PM CDT
Re: New outfits on 10/17/2012 09:54 PM CDT
>Frankly, I think you're better off using endroll than damage; speaking as a weenie-wielder (dagger on the Thief) I can't count the number of times I've been blown away by the size of the endroll, but... underwhelmed by the damage.
This is precisely the reason for the current setup. Given the same endroll, KICK may do four times the raw damage that JAB does (an example number; don't read too much into the specific value), but that doesn't mean that KICK should have a fourfold crit rank advantage as well. The two attacks have entirely different purposes and work with entirely different crit tables. Ideally, I would prefer the same system for weapons as well, but it would be rather impractical to go back and design new crit tables for every single weapon type in the game.
This is precisely the reason for the current setup. Given the same endroll, KICK may do four times the raw damage that JAB does (an example number; don't read too much into the specific value), but that doesn't mean that KICK should have a fourfold crit rank advantage as well. The two attacks have entirely different purposes and work with entirely different crit tables. Ideally, I would prefer the same system for weapons as well, but it would be rather impractical to go back and design new crit tables for every single weapon type in the game.
Re: New outfits on 10/18/2012 04:37 AM CDT
>Ideally, I would prefer the same system for weapons as well, but it would be rather impractical to go back and design new crit tables for every single weapon type in the game.
It suits weapons, as long as the weapon is supposed to be a weapon. The current table where it really fails is entangle. Thrown nets, and the critter entangle attack. The entangle table really ought to be done away with and critters that use it switched to UAC, and something else done for nets.
Critter grasps your head and twists it all the way round, giving you an entirely new perspective on entangle attacks!
It suits weapons, as long as the weapon is supposed to be a weapon. The current table where it really fails is entangle. Thrown nets, and the critter entangle attack. The entangle table really ought to be done away with and critters that use it switched to UAC, and something else done for nets.
Critter grasps your head and twists it all the way round, giving you an entirely new perspective on entangle attacks!
Re: New outfits on 10/18/2012 01:17 PM CDT