nocturne7saint wrote:I keep hearing of people without pets doing 300 plus damage per hit with their weapons.
how do they pull this off? someone said it had something to do with bushido and chivalry, or maybe necromancy
i do admit im working on my mistvale armors and items. i have 125 str 125 dex 50 int base.
how are people pulling off this insane damage? i do maybe 60 per hit.
As you'll have seen from the replies, there are lots of factors that determine how hard you swing for, and it can take a long time to build yourself up to the point where you deal 300 damage per swing. There's no one thing that will get you to your magic number, you need to kind of understand everything, and then start to build it all up.
To me, it breaks down into 3 points: Your Weapon, Your Character, and Your Opponent.
Your Weapon:
Your weapon will have base damage stats. I'll use the double axe as an example, because that happens to be my weapon of choice. Its base damage is, I believe, 15-17. This number will be multiplied based on factors in the "Your Character" bit below. We'll call this Melee Damage
Get to know your weapon's abilities, because they will greatly affect the damage you can deal. For example, a Double Axe comes with Double Strike and Whirlwind. Whirlwind is obviously great for wiping out multiple foes at once, but in terms of dealing high single target damage, Double Strike can be absolutely incredible, if coupled with the right Hit Spells.
There are various Hit Spells, and people have their preferences (and different spells will affect different monsters in different ways) but you'll often see Hit Lightning, Hit Fireball, Hit Harm on weps. With every swing of your weapon you have a percentage chance of using those spells. So let's pretend it's Hit Lightning 50, Hit Fireball 50, and Hit Harm 50.
The way Double Strike works is, you get the chance of 2 hits in one swing (you're not guaranteed to hit either, that is based on your character's skills/hit chance stats) but for the purposes of this, let's say you get 2 hits on your one swing. The first hit will do its normal Melee Damage plus give you a 50% chance of Lightning, 50% chance of Fireball, and a 50% chance of Hit Harm. Then, in the same swing, the weapon will do 90% of its regular Melee Damage (the deal with Double Strike is that the second hit only deals 90% melee damage) and give you a 50% chance of Lightning, 50% chance of Fireball, and 50% chance of Hit Harm.
So, in theory, in one swing you could do 2x Melee Damage, 2x Lightning Spell Damage, 2x Fireball Spell Damage, and 2x Hit Harm Spell Damage. 8 hits in one swing (you could, of course, lower the percentages on your spell hits, and throw in Magic Arrow and give yourself a chance of 2x Magic Arrow, too). So - if you were lucky - you could get 8 hits in one swing (10 if using magic arrow).
How much damage each of those 8 swings does is down to Your Character's stats and Your Opponent's stats.
Your Character:
The amount of damage you deal is based on a few factors.
The first thing to understand is that there are 2 types of Damage Increase. There is a stat called "Damage Increase" and then there is a sort of behind-the-scenes damage increase which is calculated based on some of your character's other skills and stats. I'll explain this below.
Damage Increase Stat: There is a specific "Damage Increase" stat on your character (you'll find this stat on weapons/items and relayers), so you can build yourself up a suit that has lots of Damage Increase. However, this specific stat is capped at 100%. It does what it says - it increases your Melee Damage by 100%.
That other, covert, damage increase is on your character, is
uncapped, and is based on the following:
Strength: This is calculated as
(Strength x 0.3) + 5. So, your strength of 125 would be
(125 x 0.3) + 5 =
42.5. (Note: UO seems to round down, so this would be 42 Melee Damage increase.)
Anatomy: This is calculated as
(Anatomy Skill / 2) + 5. So if you get your Anatomy skill up to 130, that would represent a further Melee Damage increase bonus of 70.
Tactics: This is calculated as
(Tactics Skill / 1.6) + 6.25. So, if you get your Tactics skill up to 130, that would be an additional 87 Melee Damage Increase
Lumberjacking: Using an axe? You get a Lumber damage increase bonus, if so. It's calculated as
(Lumberjacking Skill / 5) + 10. So, get it up to 120 and your Melee Damage increase will go up by a further 34.
On top of the Melee Damage, you can also increase how much damage the Spell Hits are doing on each successful swing. This is affected by the below:
Spell Damage Increase: SDI is literally a percentage increase in the amount of damage your spells do, either cast with your magery skill or upon a successful weapon spell hit. This is uncapped, so my advice is, get this as high as you can when you're levelling weapons for use as relayers. If you level a normal wep, you can get 20 SDI, and some special items may go higher (e.g. The Jewel of Winter has 30 SDI).
So, I think the base damage for the Lightning spell is in the range 6.9 - 8. Your SDI skill will increase that. But it will also be increased by:
Evaluating Intelligence: Calculated as
((Evaluating Intelligence * 3) / 100) + 1. So 120 Eval Int = a multiplier of 4 (so, 400%)
Inscription: You'll get a further 10% spell damage increase bonus if you get to GM or higher in Inscription.
Intelligence: You get an extra percentage equal to 10% of your total intelligence. So your 50 Int would get you a further 5% spell damage bonus.
I'm pretty sure that's all of the "Your Character" stuff, so the last thing is...
Your Opponent:
Whoever you're fighting against will have various resistances - to Melee Damage and to Magic Damage - and everything I've described above will be calculated BEFORE the resistances of your opponent are taken into account. Something that's high in energy resist will be hurt less by your Hit Lightning, something with high Cold resist will be less damaged by your Hit Harm etc.
Skills like Discordance are fantastic for lowering the resists of your opponent, and thus ensuring you deal more damage. Likewise, Enemy of One makes you much more damaging against the one Monster Type you used it on.
Buffs:
Other posts in this thread have already listed these, but just know that spells like Consecrus Arma, Bless etc can give you a temporary buff which will increase your damage. Likewise, if you drink a Strength potion, it will change the result of the above-described Strength-to-Damage calculation, and so a Strength potion can also lead to an increase to your damage.
Once you understand all the other calculations I've described, you'll be able to work out how to deal the big damage.
What To Do Next:
There are some "quick wins" for you, here, to make yourself as damaging as possible, even before you get into the worry of dropping big money on stat scrolls, relayers etc.
1) Get your Anatomy skill as high as you can (Max 130)
2) Get your Tactics up as high as you can (Max 130)
3) Get your Lumber up as high as you can (Max 120)
4) Get your Evaluating Intelligence up as high as you can (Max 120)
5) Get your Inscription to 100
6) Get your Discordance up as high as you can (Max 120)
7) Get your Chivalry up as high as you can (Max is 120 with elixirs, but worry about going beyond GM later)
Get to know what Weapon Abilities you like, and get a wep to suit you.
You can start to think about getting your Strength and Intelligence up higher once you get more money and buy stat scrolls, but I'd definitely do all of the above asap.
SO LOOK - you'll see there is no quick way to get to the 300 HP Damage Per Swing goal. You have a lot of work to do, but it's a lot of fun getting there.