Tactics: Difference between revisions

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==Summary==
==Summary==
Tactics modifies weapon damage for all melee and ranged weapons.
Tactics modifies weapon damage for all melee and ranged weapons.
* From 0 to 100, tactics adds [[Base Weapon Damage]] * (-50% + (Tactics Skill / 200)) damage to each swing
* From 100.1 and above, tactics adds [[Base Weapon Damage]] * (1% * (Tactics Skill - 100)) damage to each swing
===Example 1===
* For a player with 110 tactics, start with your [[Base Weapon Damage]]. Say that value rolls 25
* First calculate the 0 to 100 portion. Tactics is treated as 100, so the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0
* Then add the bonus tactics over 100. There are 10 points over 100, so additionally add 25 * (1% * 10) which is 2.5 damage
* The final hit, if no other bonuses are present, is then 27.5
===Example 2===
* Alternatively, for a player with only 50 tactics and starting from a [[Base Weapon Damage]] of 25:
* First calculate the 0 to 100 portion. Tactics is 50, so the initial damage modifier is 25 * (-50% + (50 / 200)) or -6.25. Note that this is negative.
* There are no tactics above 100 to account for.
* The final hit, if no other bonuses are present, is then 18.75.


* From 0 to 100, tactics adds [[Base Weapon Damage]] * (-0.5 + (Tactics Skill / 200)) damage to each swing.
* From 100.1 and above, tactics adds [[Base Weapon Damage]] * (0.01 * (Tactics Skill - 100)) damage to each swing. In other words, tactics adds 1% of [[Base Weapon Damage]] per point above 100.


==Example Calculations==
* For a player with 110 tactics, start with your [[Base Weapon Damage]]. Say that value rolls 25.
* Since tactics is at least 100, the initial damage modifier is 25 * (-0.5 + (100 / 200)) which is 0.
* There are 10 points over 100, so additionally add 25 * (0.01 * 10) which is 2.5 damage.
* The final hit, if no other bonuses are present, is then 27.5.


==Training==
==Training==
 
{| class="wikitable" style="text-align: center;"
* Tactics is gained passively through melee combat.
! Skill
* Up to 50.0 skill can be trained by weaponsmith NPCs.
! Activity
* Skill gains for Tactics up to 70.0 are accelerated in the [[New Player Dungeon]].
|-
** 50-70 Passively with melee combat in the New Player Dungeon.
| 0-50
** 70-100 Passively with melee combat.
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]
|-
| 50-80
| Passively in Melee combat in the [[New Player Dungeon]]
|-
| 80-100
| Passively in Melee combat
|}

Latest revision as of 20:28, 19 November 2022

Summary

Tactics modifies weapon damage for all melee and ranged weapons.

  • From 0 to 100, tactics adds Base Weapon Damage * (-50% + (Tactics Skill / 200)) damage to each swing
  • From 100.1 and above, tactics adds Base Weapon Damage * (1% * (Tactics Skill - 100)) damage to each swing


Example 1

  • For a player with 110 tactics, start with your Base Weapon Damage. Say that value rolls 25
  • First calculate the 0 to 100 portion. Tactics is treated as 100, so the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0
  • Then add the bonus tactics over 100. There are 10 points over 100, so additionally add 25 * (1% * 10) which is 2.5 damage
  • The final hit, if no other bonuses are present, is then 27.5


Example 2

  • Alternatively, for a player with only 50 tactics and starting from a Base Weapon Damage of 25:
  • First calculate the 0 to 100 portion. Tactics is 50, so the initial damage modifier is 25 * (-50% + (50 / 200)) or -6.25. Note that this is negative.
  • There are no tactics above 100 to account for.
  • The final hit, if no other bonuses are present, is then 18.75.


Training

Skill Activity
0-50 Train from NPC
50-80 Passively in Melee combat in the New Player Dungeon
80-100 Passively in Melee combat