Weapon and Parry Codex: Difference between revisions

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* When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher
* When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher


* For weapons, Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp), that players can randomly trigger when attacking a creature gets below 25% of their hit points, or below 33% of a [[Boss-Type Creature|boss-type]] creature.
* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher


* Parry Finishers are defensive measures that can trigger when a player gets below 33% hit points
* For weapons, Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp), that players can randomly trigger when attacking a creature that is below 25% of their max hit points, or below 33% of a [[Boss-Type Creature|boss-type creature's]].
 
* Parry Finishers are defensive measures that can trigger when the player gets below 33% of their max hit points


* Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.
* Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.


* Players can switch between Finishers as often as they want, at no cost.
** Players can switch between Finishers as often as they want, at no cost.


* Players can only trigger a single Finisher on each mob (i.e. an infinite cooldown), but can trigger a Finisher every 60s on a [[Boss-Type Creature]].
* Players can only trigger a single Finisher on each mob (i.e. an infinite cooldown), but can trigger a Finisher every 60s on a [[Boss-Type Creature]].


** One exception to this is [[Discipline Aspect|Discipline Aspect Armor]], which gives a chance to ignore the finisher cooldown.
** Exceptions to this is are mechanics like [[Discipline Aspect|Discipline Aspect Armor]] or certain weapon abilities
 
** There is also a 5s cooldown between activating Ricochet finishers (Meaning between triggering two finishers on two different creatures)


* If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher
** There is also a 5s cooldown between triggering Ricochet finishers (Meaning between triggering two finishers on two different creatures)


* When a Weapon Finisher triggers, it will resolve the "original" hit as normal, and then afterwards will take that hit's damage and then use that amount as the baseline "Damage" for how much the Weapon Finisher will inflict
* When a Weapon Finisher triggers, it will resolve the "original" hit as normal, and then afterwards will take that hit's damage and then use that amount as the baseline "Damage" for how much the Weapon Finisher will inflict


** Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the "damage"
** Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the "damage"
* Damage for Weapon Finishers are scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon's printed Average Damage


===Finisher Tiers===
===Finisher Tiers===
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* Each Tier of finisher adds 2% more finisher chance
* Each Tier of finisher adds 2% more finisher chance


** The chance for a Weapon Finisher to occur will be further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon's printed Speed
** The chance for a Weapon Finisher to occur is further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon's printed Speed
 
** Damage for Weapon Finishers will be further scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon's printed Average Damage


** Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received
** Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received


* The chance for a Weapon Finisher to occur is further increased by a player's [[Anatomy]] skill:(Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))
* The chance for a Weapon Finisher to occur is also increased by a player's [[Anatomy]] skill: (Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))


==Weapon Abilities==
==Weapon Abilities==

Latest revision as of 02:20, 12 November 2024

Summary

  • Weapon and Parry Codices are a weapon focused player progression system in Outlands, allowing players to enhance their weapon skills by leveling Codex Stances as well as unlocking Finishers and Abilities for their weapon skill.
  • Players are able to craft Codices with the Inscription skill
    • All Codices are Blessed and cannot be stolen
  • A complete list of in-game Codex commands can be found on the Commands page
  • In order to use a Weapon Codex, players must have at least 80 Tactics and 80 in their weapon skill
    • An exception to this is the Arcane codex which requires 80 Wrestling along with Arcane skill
  • All skill requirements are based on the player's printed skill, i.e. Tactics bonus from crafted or magical weapons will not count towards the 80 Tactics requirement.
  • Each character's codex profile is stored per character and not in the item itself, i.e. two characters can look at the same codex and each see their own progress.
    • Players must still have the codex in their backpack to level and use it.
  • Weapon abilities and finishers cannot be trigger on backstabs
Weapon Codices

Arcane

Archery

Fencing

Fishing

Macing

Swords

Wrestling

Parrying

Experience and Upgrade Points

Rank Upgrade Points XP Needed
1 4 20,000
2 8 40,000
3 12 60,000
4 16 80,000
5 20 100,000
6 40 200,000
7 60 300,000
Weapon
Abilities
50 250,000
  • Players gain experience towards Codices by killing creatures with a weapon type matching a codex they meet the skill requirements for.
    • Players can level multiple codices at once, so long as their weapon matches one of them and they have the skills required for all of them
    • The parry codex will gain experience so long as the player has a 2-handed weapon or shield equipped.
  • Each upgrade point takes 5,000 gold earned worth of experience



Stances

  • By Double-Clicking a Codex, players can open their character's Codex Profile menu for that skill
  • On the top half of the codex gump, are the skill's 5 Stances
  • Players can click the Large Button next to each Stance to activate or deactivate that stance
  • Players can Single-Click their Codex in their backpack to see which Stance and Finisher they currently have Activated for that skill
  • There is no cooldown between changing stances, however each stance change will cost the player 3 mana
  • Player's can only have one stance active for each codex, although stances only provide their bonus if the player has the required skills and weapon and/or shield equipped.

Stance Ranks

  • Each Stance can be upgraded with upgrade points up to Rank 7, each rank costing increasingly more points.
  • The Rank of a Stance will impact how powerful the effect it provides to the player is

Stance Auto Renewal

  • Stances in the Codex Hotbar have checkboxes next to each which will allow a player to choose whether or not to AutoRenew the stance, which will attempt to automatically reactivate that stance 10 seconds after activating it
    • This allows the player to try to continuously gain the benefit from the "Wrestling Adoption Stance" bonus that occurs for the first 10 seconds of activating a Wrestling Stance
    • This allows the player to utilize the Discipline Armor Aspect mechanics on mana usage
  • Note: It is possible for players to toggle Auto-Renew for both their current Weapon Codex Stance and current Parry Codex Stance simultaneously, which if done, will result in both stances renewing and using mana for both (players should probably only auto-renew either their Weapon Stance or Parry Stance)
  • Players can use the commands to toggle Auto-Renewal for Stances or by using the checkboxes in the Codex Hotbar


Finishers

  • When a player reaches Rank 5 in any Stance for a skill, they will unlock the ability to select a Finisher
  • If a player has a Finisher activated, Single-Clicking a Codex will display their selected Stance as well as their selected Finisher
  • For weapons, Finishers are large-scale weapon hits, often with special effects (Such as finishing DOTs or restoring hp), that players can randomly trigger when attacking a creature that is below 25% of their max hit points, or below 33% of a boss-type creature's.
  • Parry Finishers are defensive measures that can trigger when the player gets below 33% of their max hit points
  • Each codex has two Finishers the player can chose from, which they can toggle by clicking the Large Button next to each finisher.
    • Players can switch between Finishers as often as they want, at no cost.
  • Players can only trigger a single Finisher on each mob (i.e. an infinite cooldown), but can trigger a Finisher every 60s on a Boss-Type Creature.
    • There is also a 5s cooldown between triggering Ricochet finishers (Meaning between triggering two finishers on two different creatures)
  • When a Weapon Finisher triggers, it will resolve the "original" hit as normal, and then afterwards will take that hit's damage and then use that amount as the baseline "Damage" for how much the Weapon Finisher will inflict
    • Example: A melee hit of 50 damage triggers a finisher, will first resolve 50 damage to the initial target, after which it will also inflict the finisher using 50 as the "damage"
  • Damage for Weapon Finishers are scaled from +0% (Heavy Crossbow) upwards to +250% (Kryss) based on the weapon's printed Average Damage

Finisher Tiers

  • When players first unlock Finishers for a skill, those Finishers are at Tier 1
  • From that point on, whenever the player reaches Rank 5 in a Stance for that skill, their Finisher Chance for the skill will increase by an additional tier (Capping out at Tier 5)
  • Each Tier of finisher adds 2% more finisher chance
    • The chance for a Weapon Finisher to occur is further scaled from +200% (Heavy Crossbow) downwards to +0% (Kryss) based on the weapon's printed Speed
    • Finisher chance is reduced by 50% if a player (and their followers) has dealt less then 25% of the total damage the creature has received
  • The chance for a Weapon Finisher to occur is also increased by a player's Anatomy skill: (Finisher Tier * 2%) + ((Finisher Tier * 2%) * (Anatomy Skill/100))

Weapon Abilities

  • Each Weapon Codex has 3 unique Weapon Abilities players can unlock and activate
  • Each weapon ability takes 50 points to unlock
  • Once Unlocked, the Lock symbol for the Weapon Ability will be replaced with a large orb-shaped Weapon Ability button

Weapon Ability Meter

  • In order for players to perform Weapon Abilities, their weapon ability meter must be full
  • All Weapon Abilities for the player share the same weapon ability cooldown.
  • Every 6 seconds the player's Weapon Ability Meter will fill by 10%, and by an additional (10% * (Arms Lore Skill / 100))
    • Meaning by default the weapon ability cooldown is 60s, but can be decreased all the way down to 24s
  • Once toggled, the weapon ability will trigger on the next melee hit a player lands and their weapon meter will be reset

Codex Hotbar

  • The codex hotbar allows players to quickly change and view their stances, finishers and weapon abilities in one place, as well as set their stances to auto-renew and monitor their weapon ability meter
  • The codex hotbar can be accessed via the hotbar button at the bottom of any codex gump or with the [CodexHotbar command.

Weapon Ability Hotbar

  • Players can also launch a dedicated Weapon Abilities Hotbar by typing [AbilityHotbar or [AbilitiesHotbar

Codex Stances, Finishers and Abilities

Arcane


Arcane Codex Stances, Finishers and Abilities
Type Name Description
Stance Leech Has a 4% chance per rank on hit to restore 10 mana
Stance Shield Weapon swings increase your damage resistance by 4% per rank for 5 seconds (does not stack)
Stance Scatter Deals an additional 2% of damage per rank to 3 additional random targets within 3 tiles, with each target hit having a 1% per rank chance to be hindered for 3 seconds
Stance Fracture Damage is increased by 2% per rank for every 25 armor rating target still has active (to a max of 8% per rank)
Stance Surge Damage is increased by 10% per rank if player has triggered an aspect special in the last 15 seconds
Finisher Drain Inflicts 250% of damage to target and restores 40 mana
Finisher Catalyst Inflicts 300% of Damage on target and consumes all Arcane Buildup, increasing Damage by (7% * Arcane Buildup Consumed)
Weapon Ability Seeking For next 15 seconds accuracy increased by 25% and attack speed increased by 15%
Weapon Ability Leyline For next 15 seconds player recovers 5 mana every 3 seconds
Weapon Ability Soulfire Immediately applies maximum arcane buildup

Archery

Archery Codex Stances, Finishers and Abilities

Type Name Description
Stance Arcane Accuracy and Damage increased by 3% per rank
Stance Fowling Weapon shots increase Damage Resistance towards target by 6% per rank for 5 seconds (does not stack)
Stance Incendiary Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Longshot Increases Range by (Rank / 2) rounded up, and Damage by 3% per rank
Stance Maiming Hinder effects last 10% longer per rank and Overpowered Hinder effects deal 10% more Damage per rank
Finisher Ricochet Deals 300% of Damage towards target and up to 2 additional random enemies within 6 tiles of target
Finisher Pincushion Makes 8 attacks against the target, with each having a 66% hit chance to inflict 100% Damage
Weapon Ability Skirmish For next 15 seconds damage increased by 25% and can fire while moving
Weapon Ability Full Draw For next 15 seconds damage increased by 35%, but must be stationary for 5 seconds to fire
Weapon Ability Repeater If not currently stealthed, immediately makes 3 additional hit attempts, each with a 66% chance to inflict 100% of weapon damage (scaled by weapon speed)


Fencing

Fencing Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Attack Speed by 2.5% per rank but player takes 1% more Damage per rank from all sources
Stance Defensive Weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Blackguard Successful hits have a 3% per rank chance to inflict a Disease effect on target that deals 200% Damage spread out over 20 seconds
Stance Fang Damage increased by 6.5% per rank while using a weapon coated with Greater Poison or higher
Finisher Assassinate Inflicts 400% Damage and immediately resolves up to an additional 500% Damage worth of Disease and Poison ticks (caused by the player) remaining on target
Finisher Flurry Increases Weapon Speed by 20% for 30 seconds (does not stack). If bonus will bring player above the Max Swing Speed Cap, any excess will be converted into Melee Damage bonus
Weapon Ability Gambit For next 15 seconds damage increased by 40% but 10% chance any hits will convert into misses
Weapon Ability Swiftstrikes For next 15 seconds each hit increases attack speed by 5% (scaled by weapon speed) up to a max of 25%
Weapon Ability Bane Immediately resolve 3 poison ticks if player has an active weapon-applied poison on creature


Fishing

Fishing Codex Stances, Finishers and Abilities

Type Name Description
Stance Snipe Accuracy increased by 3% per rank. If chance to hit exceeds 100%, will apply a Damage bonus of (Chance to Hit% - 100) up to a max bonus of (Rank * 2%)
Stance Pin Down Weapon swings increase your Damage Resistance to all enemies by 4% per rank for 5 seconds (does not stack)
Stance Skewer Deals an additional 6% of Damage per rank inflicted to a random target within 2 tiles and has a 2% chance per rank to apply a Pierce effect of 25 for 15 seconds to both targets
Stance Strafe Damage increased by 4% per rank if player's ship has moved within last 0.5 seconds with bonus doubled if target is not on same ship as player
Stance Heave Range increased by 1 per rank and Damage increased by 6% per rank, but 1% chance per rank any Hits will convert into Misses
Finisher Run Through Inflicts 500% Damage to target with Damage increased by 300% if target is on same ship as player
Finisher Salvo Deals 150% Damage to target, and then resolves 5 additional hits of 150% Damage randomized between target and all creatures within 4 tiles (max of 3 hits per creature)
Weapon Ability Rouse For next 15 seconds all damage dealt by ship crewmembers increased by 25%
Weapon Ability Scourge For next 15 seconds the impale weapon special will hit 2 additional targets, or apply an additional 30% damage bonus for each unused additional target
Weapon Ability Buoy Immediately restore 5% of each crewmembers health


Macing

Macefighting Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Damage by 5% per rank but player takes 1% more Damage per rank from all sources
Stance Defensive Weapon Swings increase your Damage Resistance by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Wild Swing Increases Damage by 8% per rank, reduces Accuracy by 2% per rank
Stance Sunder Increases Pierce effects by an additional 5 Armor reduction per rank, and increases Damage by 4% per rank
Finisher Pulverize Inflicts 400% of Weapon Damage to target and applies a 5 second Hinder effect (duration scales with weapon speed)
Finisher Shatter Inflicts 250% of Damage to target. If player has any Pierce effects active on target, the effects are canceled but Damage is increased an additional 350%
Weapon Ability Pummel For next 15 seconds each hit increases damage by 10% (scaled by weapon speed) up to a max of 40%
Weapon Ability Stun For next 15 seconds weapon specials will also apply a (pierce effect / 10) second hinder to target
Weapon Ability Smash Melee hit that triggers ability has its damage increased by 300% (damage further scaled by weapon speed), but has a 25% chance to instead inflict 1 damage


Swords

Swordsmanship Codex Stances, Finishers and Abilities

Type Name Description
Stance Aggressive Increases Accuracy and Damage by 3.5% per rank but player takes 1% more Damage per rank from all sources
Stance Defensive Weapon Swings increase your Damage Resistance by 4% per rank for 5 seconds (does not stack)
Stance Cleave Deals an additional 8% of Damage per rank inflicted to a random target within 2 tiles
Stance Warrior Increases Accuracy, Defense, and Damage by 2% per rank
Stance Flaying Increases non-Aspect Bleed Damage by 10% per rank
Finisher Bleed Out Applies a Bleed effect equal to 500% of Damage (only receives 50% of the bonuses from Flaying stance)
Finisher Execute Inflicts 350% of Damage to target and then immediately resolves all remaining Bleed tick damage on the target that has been inflicted by the player
Weapon Ability Spinslash For next 15 seconds accuracy, damage, and weapon special chance increased by 15%
Weapon Ability Rend Immediately resolve all remaining bleed ticks player has on target and for next 15 seconds new weapon special bleed effects are increased by 25% damage
Weapon Ability Chop Melee hit that triggers ability damage is increased by 200% (damage further scaled by weapon speed)


Wrestling

Wrestling Codex Stances, Finishers and Abilities

Type Name Description
Stance Dragon Weapon specials will consume up to 5 Mana to increase Damage by 5% per rank for each mana consumed (Bonus doubled for first 10 seconds after adopting stance)
Stance Crab Weapon swings increase your Damage Resistance by 3% per rank for 5 seconds (does not stack) (Bonus doubled for first 10 seconds after adopting stance)
Stance Spider Deals an additional 5% of Damage per rank inflicted to a random 2 additional targets within 2 tiles (Bonus doubled for first 10 seconds after adopting stance)
Stance Monkey Landing 3 hits in a row increases the damage of the 3rd hit by 15% per rank (Bonus doubled for first 10 seconds after adopting stance)
Stance Crane Has 2.5% chance per rank on Melee Hit to restore 10 health (Bonus doubled for first 10 seconds after adopting stance)
Finisher Chi Thrust Inflicts 150% of Weapon Damage to target. Will consume up to 25 mana and increase Damage by 50% per Mana Consumed
Finisher Zen Strike Inflicts 350% of Damage to target and restores 25 Health, 25 Stamina and 25 Mana
Weapon Ability Brawl For next 15 seconds each hit increases accuracy, damage, and attack speed by 4% (scaled by weapon speed) up to a max of 20%
Weapon Ability Haymaker For next 15 seconds player can trigger finishers when target is at 50% health or below, or after a 45 second cooldown on bosses
Weapon Ability Takedown Melee hit that triggers ability has 100% chance of weapon special and will apply 300% of normal weapon special effect


Parrying

Parry Codex Stances and Finishers

Type Name Description
Stance Shield Bash Increases Damage Resistance against player's combatant by 3% per rank and has a 4% per rank chance when hit by melee attack from combatant to Hinder them for 3 seconds
Stance Warding Reduces Poison, Bleed, and Disease tick damage by 8% per rank
Stance Testudo Damage Resistance increased by 1.5% per rank for each creature currently aggroed onto player up to a maximum of 5 creatures
Stance Mirror Reduces spell damage taken by 7% per rank
Stance Bulwark Increases Damage Resistance by 5% per rank if player has been stationary for 3 seconds or more
Finisher Last Stand Has a 5% chance per rank to reduce any damage taken to 1
Finisher Barrier Has a 10% chance per rank to reduce any Poison, Bleed, or Disease tick Damage to 1