Ideal stats for Hally Mage

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Re: Ideal stats for Hally Mage

Post by LKP »

archaicsubrosa77 wrote:
Trust me spread stat is how they fight on [UOGamers] Hybrid...and even though Hybrid is commercial and gimmicky you learn new ways to fight so you can get back to core here...
You can't go by Hybrid stats when you're talking about T2A. I wrote the book on playing a tank on Hybrid and stats are used very differently:

- HP is calculated differently. HP = Str/2 + 50; therefore, 10 Str yields 55 HP... 80 Str yields 90 HP, not 80.

- There's no insta-swing. The arm delay is substantial, and it changes the timing of everything.

- Most players don't use tank mages. They use mages with stun punch and alchemy. The stun punch consumes 15 stamina, so they like to have 45 stam for 3 attempts.

There are several other subtle differences but above all else, you've got the Mindblast formula, which does damage based on the difference between the target's highest and lowest stats. A character that's 100/100/25 takes up to about 50 damage from this spell. If he's buffed/debuffed appropriately (111/100/14) it can do 60 damage, easily killing in two hits. A character that's 80/100/45 takes minimal damage from it.

Oh, and mana regeneration is VERY int-reliant there. Int's more important than med, as I said before. I said I don't know if that formula's active on this shard, but it's definitely used there.

Outside of PvP, there are lots of differences between the two shards too. It's a bad place to do your testing for anything UOSA specific, and if you're going to study the PvP there, you need to be aware of the difference in mechanics.

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Re: Ideal stats for Hally Mage

Post by archaicsubrosa77 »

There is Alot of differences in pvp...such as defensive wrestling other special attacks etc.
But where I was alluding to was the stat distribution apart from all these things. Let's look at some points.


1.)No matter where you play you have three levels to keep track of, hits stamina and mana.

2.)It's common here to min-max the strongest of these while making the odd stat negligible.

3.) The Odd stat in generic builds are usually targeted and exploited. Mana Vampire might not do much to a mage but can be the difference between a recall and death against a dexxer for example if you noticed he just G-healed.

4.) Most people see their hits as essential...because that detemines the fight should it be depleted to zero. But is not the only factor. A well played thief without resist can survive dumps and synchs. Exploit that thiefs mana or bring him to a halt by reducing stamina to zero however and his fate is closer to being sealed. Stopping the means for one to heal or continue to stay in motion is the best way to deliever combos that can guarantee death.

So by this reasoning having a more balanced build though you might feel it a disadvantage can have serious advantages you would not normally have to exploit the others weakness. If you managed to boost your stam to 65 for example you will have more chances to apply DP against a dexxer to hinder his bandage heal causing him to stop to drink a pot/and or cast greater heal or drink another pot to heal allowing time to set a combo or depleting his mana so you could gauge what he wont be doing in the near future.

The same goes against mages especially when you are in an attack last spam against one another, being able to get more hits in then the other mage with your katana allows more chances to DP to hasten stam loss and causing alot of interrupt until remedied...so you can be assured his next few actions will be to either drink a refresh or click several food items giving you a moment to engage your next plan of offense in safety of mind.

All three levels Hits, Mana, and Stamina play a role in a fight...being negligent of any of these can cost you. If for some reason your stam falls twenty points it will not slow your stride, as much as in the case of having twenty five dex where then it will be a serious disadvantage.

It's up to you whether or not you agree or not, I myself have found this to be the case nearly always.

What good is being GM resist if you never have a chance to swing your weapon at regular intervals. Your hits and mana are not the only things you should be keeping an eye on. It's funny people go to such extremes to protect themselves that they neglect the means in which they induce damage. If I am hitting you two or three times to your every one, your ten hit points are not going to save you.

If you want to run more then PVP or PK then yes...25 dex may be suitable for you.

If for some reason your mana got depleted because you were humiliated by having to mini-heal spam...instead of letting you and your adversary regen mana and count pauses for hally cycles...you can lay in with your kat soon after exchanging hally blows and put him instead in an awkward position himself for being so rude...as he was probably harming his little heart out as you were trying to regain composure. Being the swing of the Katana is now faster then wrestling...he would be a fool to only rely on his hally and would be forced to follow suit disadvantaged.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.

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