Tactics: Difference between revisions

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==Example Calculations==
==Example Calculations==
* For a player with 110 tactics, start with your [[Base Weapon Damage]]. Say that value rolls 25.
* 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.
* Since tactics is at least 100, the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0.
* There are 10 points over 100, so additionally add 25 * (0.01 * 10) which is 2.5 damage.
* 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.
* The final hit, if no other bonuses are present, is then 27.5.



Revision as of 05:00, 11 June 2020

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 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 * (-50% + (100 / 200)) which is 0.
  • 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.

Training

  • Tactics is gained passively through melee combat.
  • Up to 50.0 skill can be trained by weaponsmith NPCs.
  • 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.
    • 70-100 Passively with melee combat.