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Re: Resist Gains
Posted: Tue May 11, 2010 11:14 am
by Faust
Anti-macro went in shortly before the UOR publish in early '00.
Server Publish Mar 9 2000 10:52AM CST Changes to Skill Gain - http://wiki.uosecondage.com/?title=2000_Patch_Notes wrote:
With skill gain being increased in general, we have made changes to make macroing no longer yield better skill gain results than normal game play.
Skills will generally require human intervention in order to raise them. In many ways, this is similar to raising animal taming (raising animal taming requires you to travel looking for animals to tame) since you will need to use a skill on different items/creatures in order to gain in it.
The following skills will not be affected by this code:
Alchemy
Blacksmithing
Bowyer/fletching
Carpentry
Cartography
Cooking
Inscription
Tactics
Tailoring
Tinkering
Combat skills (Swordsmanship, Fencing, Mace Fighting, Wrestling, and Archery) will only be affected by this code when the character is inside a house.
Re: Resist Gains
Posted: Tue May 11, 2010 4:04 pm
by Dagon
Faust wrote:The early indication from Batlin's work is that the damage argument above is the starting 'chance' for skill gain if I am not mistaken. This means that damage does play a role in the gaining of resist.
Agreed, now that I've seen some of the function it's obvious the damage value is used for chance, but we still don't see yet exactly what significance the damage factor plays (need the code to another function for that), or how Chance is valued related to damage.
Re: Resist Gains
Posted: Tue May 11, 2010 4:13 pm
by Hemperor
Dagon wrote:Faust wrote:The early indication from Batlin's work is that the damage argument above is the starting 'chance' for skill gain if I am not mistaken. This means that damage does play a role in the gaining of resist.
Agreed, now that I've seen some of the function it's obvious the damage value is used for chance, but we still don't see yet exactly what significance the damage factor plays (need the code to another function for that), or how Chance is valued related to damage.
Within the demo, it is the only factor outside of testAndLearnSkill. Essentially, none of our skill gain is correct to the point you have made, getting the factors right is one major step. Resist gaining is probably the most inaccurate out of all skills currently.
Re: Resist Gains
Posted: Tue May 11, 2010 4:40 pm
by Faust
There definitely has to be a few more routines that need to be decompiled but it's quite apparent that it does effect it no matter what the outcome of those routines are in there.
The ( Chance * Advance Rate ) can be very significant since a Chance or technically damage in this case of 1 compared to 40 or 50 would be huge pretty much under any circumstances.
We will see how it turns out when Batlin finishes it though. Definitely looking forward to the finalized results myself.
Re: Resist Gains
Posted: Fri May 21, 2010 11:17 am
by SK II
Actually this MS resist method isnt something that new, I was previously on UOG for 3-4 years, prior to that i was on some other free shards... it was either on the free shards or on OSI when i saw this method first.
must have been 5-7 years ago when i first saw this method of training resist.
Shrugs.
I find part of the fun about UO is messing with the game mechanics. As for increasing the gap between older vet chrs who have gm resist, and newbs who will now have to spend maybe a month FSing them selves... (granted that they have the resources) im not sure what will be best. perhaps increasing that minimum damage would be a good idea, even if it is 2hp per meteor or so should be sufficient.
Re: Resist Gains
Posted: Mon May 24, 2010 4:55 pm
by nightshark
SK II wrote:Actually this MS resist method isnt something that new, I was previously on UOG for 3-4 years, prior to that i was on some other free shards... it was either on the free shards or on OSI when i saw this method first.
must have been 5-7 years ago when i first saw this method of training resist.
Shrugs.
I find part of the fun about UO is messing with the game mechanics. As for increasing the gap between older vet chrs who have gm resist, and newbs who will now have to spend maybe a month FSing them selves... (granted that they have the resources) im not sure what will be best. perhaps increasing that minimum damage would be a good idea, even if it is 2hp per meteor or so should be sufficient.
that's because UOG is (or was, idk anymore) a standard runUO shard that doesn't give a damn about how players are gaining their resist and just uses the default runUO settings for such things. that means nothing in comparison to osi
a month fsing themselves? lol. i gmed resist just fsing myself in 2.5 days. i could've done it faster but i don't live at my computer to constantly restart/restock macros. i have 2 chars with gm resist and 1 with 94, all using the method of simply fsing themselves. the one with 94 got his resist almost entirely from macroing magery.
resist is already 100x easier here than it ever was on osi
Re: Resist Gains
Posted: Thu May 27, 2010 11:36 pm
by nightshark
nightshark wrote:UOSA uses RunUO resist gains to some extent I know. I would PvP on Oceania with 9x.x resist and would gain from people ebolting me. This continued even until I had 98+ resist, before I finally decided to finish off the last few points at trinsic river LLs. Here (like all RunUO shards) ebolt caps at 85.
Also, every shard I played on, my cash cow would be a 50 resist lich slaying dexer. I would earn upwards of a million gold and my resist would never increase beyond 55 or so - reason being that you can gain on this shard when you have basically no chance to resist, on production servers you would only gain from 3rd circle at that level. On this shard, the counterpart character I have (my lich slaying dexer), rocketed up to 70 resist from 50 np. Only reason it stopped raising is that I never get hit by spells anymore.
Oh, just noticed this. Proof that resist gains are whacky here and the caps for gaining off a particular spell should not be using runUO defaults (they are wrong):
http://web.archive.org/web/200003061213 ... tchart.htm
Some things to note:
He casts 4600 flamestrikes from 88.5 magery, and is only at 95.6 when he finishes. On UOSA you would very easily have GMed by that stage. He does not mention whether he only includes successful casts in his calculations for for resist.
3 64.6 67.6 63.8 64.4 1200 Fireballs
Fireball to 67.6 resist. Here it caps at 55(?) I believe. His magery is nowhere near gm at this stage.
5 - - 70.5 79.0 1000 E-bolts
He casts 1000 ebolts while he has 67.6 resist, and DOES NOT GAIN A SINGLE POINT IN RESIST.
9 79.6 80.3 79.3 79.3 500 Lightning
He uses lightning all the way up to 80.3. Here it is not possible to gain from lightning after 65. Note his magery is not even gm.
13 89.6 90.6 87.6 88.5 800 E-bolts
Ebolts up to 90.6 resist. Here it caps at 85. Again, note his magery is not even gm.
Re: Resist Gains
Posted: Sat May 29, 2010 11:25 pm
by hectorc2w
i do remember casting fireballs/lightning in the 60's-70's for resist, i had totally forgotten that. damn.
Re: Resist Gains
Posted: Sat Jun 05, 2010 3:50 am
by Domnu
Yea I remember doing fireball off a statue in Deceit in the early/mid 60s, and then lightning until the mid/late 70s.
Re: Resist Gains
Posted: Sat Jun 05, 2010 4:18 am
by Loathed
i remember doing bladespirit under a wing of a placed tower, and standin on the wing and gaining to gm resist within a few hours. it was patched during our accuracy era, they got patch notes on it, tho they don't specify how folks were doing it. well that's how it was done.
Re: Resist Gains
Posted: Sat Jun 05, 2010 7:33 am
by Izual
I have to agree.
I know for a fact all spells gained resist, at any level, especially in large amounts.
I specifically remember in '98, my buddy and I used to go to Wind and gather all the Mage NPCs in town, attack them, standing on the wall, and letting them cast everything they had. Which was mostly Fireballs, Lightnings, Magic Arrows, Harms, Poisons, Energy Bolts, Explosions & some Flame Strikes
We got to 86 resist (which was uber back then). There was only 1 person on Lake Superior that had GM Resist at that time.. Ultimatus.
After that we could sit there and take at least 6 Energy Bolts back to back and resist them all, and just *Bow* *Clap*Clap*Clap*
Re: Resist Gains
Posted: Sat Jun 05, 2010 8:57 am
by Sandro
stat-loss 80.0 - 100.0 resist in just shy of 26 hours..
even faster than it was before you guys changed it ;/
Re: Resist Gains
Posted: Sat Jun 05, 2010 1:53 pm
by nightshark
Sandro wrote:stat-loss 80.0 - 100.0 resist in just shy of 26 hours..
even faster than it was before you guys changed it ;/
out of interest... was that 26 hours just 1 character casting FS?
Re: Resist Gains
Posted: Sat Jun 05, 2010 3:25 pm
by Pascal
Loathed wrote:i remember doing bladespirit under a wing of a placed tower, and standin on the wing and gaining to gm resist within a few hours. it was patched during our accuracy era, they got patch notes on it, tho they don't specify how folks were doing it. well that's how it was done.
Haha I remember this bug!
Would work with energy field as well

Re: Resist Gains
Posted: Sat Aug 07, 2010 12:23 am
by Akriel
so what was the final verdict here? It was obviously patched in, but no one ever stated the findings or what exactly was patched...
How does the additional damage effect chance to resist/skill gain?