🧙‍♂️ Brought to you by Peptides.gg — Use code UO20 for 20% off — GLP-1's, 90+ Peptides and more!

Spellweaving

Started by Yoshi · 2023-06-08 · 47 posts · General Discussions
#0
“Half of the spells are cast-able (without even much reduction in function) at JoaT. 

Arcane circle
gift of renewal
Attunement
Thundertorm
Nature’s fury
immoliating weapon

no reagents needed or tithing 

mana shield is a real double edged sword, at 105 spellweaving and level 6 circle you get 20% mana shield but it still consumes 50% mana to damage so really drains much more mana.

I really think should need at least 70 skill for arcane circle and stoning on/off skill should poof the circle”

#1
Are you sure about arcane circle? Players with 100 skill do not get the full time and cause the others not to get it either.
#2
"reason human armor is worth double elven armor,
i get level 6 with every char 100% time i play, so do must people"


#3
Pawain said:
Are you sure about arcane circle? Players with 100 skill do not get the full time and cause the others not to get it either.

The duration doesn't really matter. It's been at least 10 years since i've used this joat so i couldn't say an exact time but you can get a max circle and have access to the cool stuff. 

After all these years i'm surprised i don't see more samps and pvmers utilizing this. A few hours of Attunement and gift of renewal is super good. 

Not saying i agree or disagree with the OP but it is there. 
#5
Mariah said:
but 2 x 120s with mastery get 6 for 6.
All the spells you mention have a duration which is based on your skill level. The spells are castable, but the duration is less.


Attunement and gift of renewal are hard capped on duration. The effects are based on skill and circle levels. Which is still REALLY good for only requiring a simple quest and a little mana. 
#6
"at 0 skill attunement absorb 57, at 106.5 it absorb 81
at 0 skill gift of renewal heal 11 every 2 seconds for 90 seconds, at 106.5 it heal 15 every 2 seconds for 90 seconds

57/81 equals 70%,
11/15 equals 73%

why i get 70+% of something at 0 skill? don't even need reagent....

even thunderstorm
i deal 15 damage to ogre with 0 skill, same sdi with 106.5 i deal 18
15/18 equals 83%"


#7
Are yall talking about using the mastery?

5 players with 120 and 1 with less than100 only get the 5 players. 

A 100 skill does not give 9 hours.

Yes needing a focus after midnight is not easy. Those extra hours matter.

Why do you think people on Atl. Call out for skilled focus groups.

You are just finding out Weaving is a support skill?  

Why don't you just drop magery in PvP if Weaving is so great? 
#8
Pawain said:
Are yall talking about using the mastery?

Not the mastery.

If you're human and do the spellweaving quest, as long as you have a spellweaving spellbook in your pack and you can get a full circle then you can cast the above spells with Joat 20 skill. Very useful. 
#9
Urge said:
Pawain said:
Are yall talking about using the mastery?

Not the mastery.

If you're human and do the spellweaving quest, as long as you have a spellweaving spellbook in your pack you can get a full circle you can cast the above spells with Joat 20 skill. Very useful. 
You get 6/9¿?
#10
Pawain said:

You get 6/9¿?
You can get 6/? with no skill circle. Yoshi's pic says 5 hours. You'll just have to get another circle sooner. Duration of Attunement and Gift of renewal is hard capped. 
#11
Interesting.  My archers are elves. I do have a warrior that is human.  Might add deaths at the next dungeon.

Don't you only get the higher values if a 120 skill player casts?
#12
Casters in the circle must be within 20 skill points of each other.
#13
Mariah said:
Casters in the circle must be within 20 skill points of each other.
OK I knew when a less than 100 skill person was with us, they did not add.  

So you need 6 lame weavers.
#14
I don't understand the issue. Thunderstorm with little or no SDI does very little damage. Attunement is based on real skill. Most of these have real skill in the calculations and durations. 

Maybe yall have never used a real weaver. WoD is low damage without a 6.
#15
Pawain said:
I don't understand the issue. Thunderstorm with little or no SDI does very little damage. Attunement is based on real skill. Most of these have real skill in the calculations and durations. 

Maybe yall have never used a real weaver. WoD is low damage without a 6.

"what are you talking about?

It's easier to get level 6 with no skill than with skill as you just put any EJ chars there on circle, don't need to train them up or even do quest...

at 0 skill attunement absorb 57, at 106.5 it absorb 81
at 0 skill gift of renewal heal 11 every 2 seconds for 90 seconds, at 106.5 it heal 15 every 2 seconds for 90 seconds
even thunderstorm
i deal 15 damage to ogre with 0 skill, same sdi with 106.5 i deal 18
15/18 equals 83%"

why you don't read/understand?

What you mean attunement is based on real skill? you can't even get +spellweaving skill items...

I speak only in facts and figures and you reply with nonsense

"




#16
Pawain said:
I don't understand the issue. Thunderstorm with little or no SDI does very little damage. Attunement is based on real skill. Most of these have real skill in the calculations and durations. 

I don't see it as a major issue myself but it is a nice little addition.

I don't do anything hardcore enough to justify trying to gather a no skill circle anymore but if you do i highly recommend trying it out. For the price of a little time doing a quest and a getting a circle it does help a lot! 

#17
I can't copy the chart it is too big.

More than half the skills have weaving skill in the formula. 

https://uo.com/wiki/ultima-online-wiki/skills/spellweaving/#:~:text=Spellweaving is the spellcasting skill,cast an 'arcane focus'.

But you back up what I said about this being no issue since you mentioned killing ogres.

I'm referring to Yoshi acting like this is some OP thing that needs attention immediately. 

You are just informing others that they can add some of these things in to their templates to fight better so, @Urge Thanks!  Sorry I mixed you in. I could try Attunement on my warrior in the next dungeon.  I love Sanctuary. Any excuse to kill the rats is fun for me.


#18
Yoshi said:
“Half of the spells are cast-able (without even much reduction in function) at JoaT. 

Arcane circle
gift of renewal
Attunement
Thundertorm
Nature’s fury
immoliating weapon

no reagents needed or tithing 

mana shield is a real double edged sword, at 105 spellweaving and level 6 circle you get 20% mana shield but it still consumes 50% mana to damage so really drains much more mana.

I really think should need at least 70 skill for arcane circle and stoning on/off skill should poof the circle”


If you're going to start a war against stoning skills, then I think they should  prevent EJs from using the circle regardless of skill..if you want to screw a lot of people, then go ahead and screw A LOT of people..
#19
Pawain said:
I can't copy the chart it is too big.

More than half the skills have weaving skill in the formula. 

https://uo.com/wiki/ultima-online-wiki/skills/spellweaving/#:~:text=Spellweaving is the spellcasting skill,cast an 'arcane focus'.

But you back up what I said about this being no issue since you mentioned killing ogres.

I'm referring to Yoshi acting like this is some OP thing that needs attention immediately. 

You are just informing others that they can add some of these things in to their templates to fight better so, @ Urge Thanks!  Sorry I mixed you in. I could try Attunement on my warrior in the next dungeon.  I love Sanctuary. Any excuse to kill the rats is fun for me.



"yes skill is in formula, but complaint is that it's bad formula if you get 70-83% of the effect at 0 skill compared to over 100skill.

What you talking about urgent? nothing has changed in spellweaving the last like 10 years its been same.
people been complaining about me abusing this for long time

I never said anything urgent, you wlll see people refuse to fight me because I do this.



As for Garth comment about screwing people using EJ accounts, I only suggested that arcane circle require some skill to use, more than JoaT, and for gem to poof if you stone it.
Should resolve all issues"
#20
Ya they intended to not let things carry over after removing skills.  They missed that one.  The gem does lower if you did it with the mastery and change masteries.
#21
I knew about this 17 years ago. I would use JoAT Attunement to absorb AIs in PvP, and Gift of Renewal to help keep me healed. It's mostly useful in PvP to survive a burst attempt. In PvM, Attunement absorbing 57 damage once every few minutes isn't a big deal, and GoR's healing pales in comparison to a Sampire's life leeching. Attunement/Gift of Renewal spell cast attempts still fail quite a bit at just JoAT skill levels though.
#22
I knew about this 17 years ago. I would use JoAT Attunement to absorb AIs in PvP, and Gift of Renewal to help keep me healed. 
The good old days. Wait a min...bok and evade mages were cycling thru then too. 
#23
Yoshi said:

people been complaining about me abusing this for long time


Observing your Modus Operandi, others are doing it now so you want to stop them and start getting yourself ahead in some other fashion.
#24
Yoshi said:
“Half of the spells are cast-able (without even much reduction in function) at JoaT. 

Arcane circle
gift of renewal
Attunement
Thundertorm
Nature’s fury
immoliating weapon

Arcane circle does absolutely nothing in itself. Thunderstorm, Nature’s Fury, & Immolating Weapon are worthless at JOAT lvl unless ur killing mongbats. These are obvious non-issues other then trying to lend credence to your issue w attunement & gift of renewal.

Attunement & Gift, as PlayerSkillFTW aptly said,
I would use JoAT Attunement to absorb AIs in PvP, and Gift of Renewal to help keep me healed.
Both spells at JOAT lvl are mostly used in PvP & its been that way for 15yrs. Get over it already. Your crying over spilt milk thats dried up & turned to dust over a decade ago.... seriously bro. Don’t get angry at the game bc some folks don’t die as fast as u want then go on a rant abt how 15yr old mechanics need to be changed... pathetic, really.

Next you’ll be ranting how JOAT needs to be removed entirely.

Yoshi said:

I really think should need at least 70 skill for arcane circle and stoning on/off skill should poof the circle”

Obviously Horrible idea for so many reasons I won’t even list them. Just stop already.

We all get that you hate not getting a killshot bc attunement blocked it or someone healed up while running from you thanks to GoR. Its been part of the game forever.... its way past time to move on bro.
#25
 😂 
#26
Acid_Rain said:

Yoshi said:

I really think should need at least 70 skill for arcane circle and stoning on/off skill should poof the circle”

Obviously Horrible idea for so many reasons I won’t even list them. Just stop already.
“Can’t you at least humour us with one?


(I’m not sure what all this:
urgent
angry
crying
ranting 

business is about

i have stated some facts and figures only, if you think it should remain unchanged - I have no dog in the race)

for me, since EJ accounts I have played with level 6 circle on every single char at all times. Whereas before, it would be a bonus if I could get only so normally would not bother with it”
#27
“Perhaps then Garth could be right and should only stop EJ accounts from being able to circle if you don’t want them to change Arcane Circle skill level”
#28
“Let me also ask another question.

the wiki states:

You must first prove yourself worthy to be taught by the elves of Heartwood or Sanctuary. This is achieved by undertaking the quest Learning the Ways of the Arcanist

And for arcane circle:
Caster and up to 4 other arcanists standing within an arcane circle.

How all my EJ chars even count as arcanist when I haven’t done quest on any of them?

edited to remove inappropriate RL reference.
#29
Yoshi said:
“Let me also ask another question.

the wiki states:

You must first prove yourself worthy to be taught by the elves of Heartwood or Sanctuary. This is achieved by undertaking the quest Learning the Ways of the Arcanist

And for arcane circle:
Caster and up to 4 other arcanists standing within an arcane circle.

How all my EJ chars even count as arcanist when I haven’t done quest on any of them?

edited to remove inappropriate RL reference.

Because they’re all human & all have 20 spellweaving by default thanks to JOAT??

I’m done here. Feel free to rally for an unnecessary +15yr old mechanics change that only a few disgruntled PvPers find favorable. 

❤️
#30
“Can still circle with Elves and Garg who don’t have quest or JoaT

that’s a shame because I was looking forward to hearing maybe one of your reasons why requiring more than 0 skill to cast arcane circle was a terrible idea. Oh well..

also I’ll add 
rally?
disgruntled?
PvPers?

To your list of adjectives to describe some facts and figures regarding spellweaving spell strength

i think perhaps you’re replying to the wrong thread in your head”

#31
"I mean, for me to suggest that to be able to cast a spell (gift of renewal) that heals 495hp, which is 9 x more powerful than greater heal at 120 magery (55hp).
Should require:
a) reagents
b) some skill

is clearly absurd and i should be banned..."
#32
Gift of Renewal

Effect: Regenerates (5 + (Skill Level Real / 240) HP every 2 seconds. (+1 HP per Focus level)
Duration: 30 seconds (+10 seconds per Focus level). 1 minute cooldown.
Area of Effect: Caster or 1 target
Arcane Circle Bonus (per additional arcanist): +1 health regeneration, +10 seconds duration, +2% cure poison chance.
Increases the recipient’s natural health regeneration for the duration of the spell regardless of the target’s condition. If the target is poisoned upon casting, the beneficiary will be cured, unless the poison level is lethal, and the spell ended (cancels cooldown timer). If the caster dies, the cooldown timer immediately ends.

Notice it is based on skill level.  It does not direct heal it gives HP regeneration. 

Do you just make up numbers and not know all the things you are saying can be looked up and happen to be different than what you say?
#33
"How i make up numbers?
its 11hp every 2 seconds for 90 seconds
11 x 2 x 45 equals 495hp

i have 0 skill



you're saying i am making up numbers when you only just found out that you can level 6 for 6 hours at 0 skill.. and i been using this for a decade..


it's actually more poweful than heal because it will heal you through poison and mortal

(also please stop quoting my own text to me from wiki, not all but some)"
#34
nevermind.. Didnt read the bold part.
#35
.
#36
"you can heal too at same time buff is on, it dont' stop you from being able to cast other spells..."
#37
"Pawain, why don't you cast the spell before writing nonsense? you're like popps spending more time writing and looking things up, could just log in and cast it, would be quicker..

it's not hit point regeneration, you get a direct 11 hp every 2 seconds like mini heal on yourself

How you can say i heal only 99hp in 90 seconds? when i don't i heal 495 hp in 90 seconds..."
#38
Yoshi said:
“Perhaps then Garth could be right and should only stop EJ accounts from being able to circle if you don’t want them to change Arcane Circle skill level”

Garths point was, if you were going to be so quick to stop the stoning of skills, then every skill that can be stoned while continuing to gain the benefits, should be stopped..
#39
“I can’t think of any sorry, what do you mean?”
#40
Yoshi said:
"Pawain, why don't you cast the spell before writing nonsense? you're like popps spending more time writing and looking things up, could just log in and cast it, would be quicker..

it's not hit point regeneration, you get a direct 11 hp every 2 seconds like mini heal on yourself

How you can say i heal only 99hp in 90 seconds? when i don't i heal 495 hp in 90 seconds..."
You don't get to 7.7k posts by checking things before you post... you get there by giving "best guess assumptions" and then arguing about how you were right at some point and then deflect when people call you out. 😂
#41
Hi @Yoshi,

Other than you, who cares?
#42
“Hi @Rocko , don’t @ me for pointless comments

if nobody cares then shouldn’t be a problem also to require some skill to cast arcane circle and gem poof if you stone skill off
if nobody cares..

like Acid rain said:
’Arcane circle does absolutely nothing in itself. ’

(Skill required would need to be more than 40, or else I would still get circle at 20 JoaT if someone casted at 40)

I think if requirement was 100 that would make training spellweaving easier as quite difficult to train at high level 
(I do have a neat trick to 120 spellweaving if anyone needs PM me, I am too lazy to write in uoguide)
#43
Hi @Yoshi I will do what I want.

Other than you, who cares?
#44

Urge said:
I knew about this 17 years ago. I would use JoAT Attunement to absorb AIs in PvP, and Gift of Renewal to help keep me healed. 
The good old days. Wait a min...bok and evade mages were cycling thru then too. 
  yea back when AI did 55-60 damage, it was very useful...  now some people use it to absorb 2-3 hits worth of damage.  -but, tbh, i see less people using it now than I did say before Global Loot.  but the effects now make one near invincible in pvp...at least.


   indeed they were, now there's many mage templates with Parry and/or bushido (evade), time for a nerf to them or buff everything else (without buffing parry/evade) ... not sure what's taking so damn long....  but then again, the bug section hasn't really seen any movement in months either, so there's that.

  I do agree that the scaling with arcane focus vs spellweaving skill is backwards... But, there are far more important things that should take priority over changes to that, some skills could/should be given higher damage, in addition perhaps benefit from slayer bonus damage

 I feel like Spellweaving, Necromancy, Mysticism in particular, and to lesser extent, Chivalry, Ninjitsu & Bushido could use more spells to make them more rounded, in terms of offense, defense & utility uses (some obviously more than others)    Magery for example has everything.  to gain the full benefit of all magery has to offer, in two skills Magery & Eval-int, and you have offense, defense (mage weapon) and healing, summons, fields.    no other skills come close to the variety so there's a lot that could be given to the other casting skills.    -but again, priorities, blatant cheating, bugs, new content.

#45
CovenantX said:

Urge said:
I knew about this 17 years ago. I would use JoAT Attunement to absorb AIs in PvP, and Gift of Renewal to help keep me healed. 
The good old days. Wait a min...bok and evade mages were cycling thru then too. 
  yea back when AI did 55-60 damage, it was very useful...  now some people use it to absorb 2-3 hits worth of damage.  -but, tbh, i see less people using it now than I did say before Global Loot.  but the effects now make one near invincible in pvp...at least.


   indeed they were, now there's many mage templates with Parry and/or bushido (evade), time for a nerf to them or buff everything else (without buffing parry/evade) ... not sure what's taking so damn long....  but then again, the bug section hasn't really seen any movement in months either, so there's that.

  I do agree that the scaling with arcane focus vs spellweaving skill is backwards... But, there are far more important things that should take priority over changes to that, some skills could/should be given higher damage, in addition perhaps benefit from slayer bonus damage

 I feel like Spellweaving, Necromancy, Mysticism in particular, and to lesser extent, Chivalry, Ninjitsu & Bushido could use more spells to make them more rounded, in terms of offense, defense & utility uses (some obviously more than others)    Magery for example has everything.  to gain the full benefit of all magery has to offer, in two skills Magery & Eval-int, and you have offense, defense (mage weapon) and healing, summons, fields.    no other skills come close to the variety so there's a lot that could be given to the other casting skills.    -but again, priorities, blatant cheating, bugs, new content.


Parry Mages were the major reason Evasion got nerfed in the first place. Back then, Warriors didn't have the Mana Regen rate to constantly keep Evasion up 24/7 (while Mages did), and you could still interrupt their bandy self heals with a Poison (wasting 4-6 secs of bandy time, not every Warrior had 140+ DEX back then), while a Mage could heal 40-50 HP in just 1.25 seconds of uninterrupted casting. Parry Mages not only got a defensive bonus from Evasion, but also an offensive bonus from it, since they got interrupted less during Evasion (so could string together a nasty combo uninterrupted), so they double dipped into it's benefits. 120 Swords/45% HCI, had a 20% chance of successfully landing a hit during Evasion against a Evasion Mage with 120 Magery (-0 Mage Wep)/120 Parry/120 Bushido/45% DCI.
Hence why they first added a 80+ DEX requirement for full Parry chance (which few Mages had back then due to gear limitations), and then dropped Evasion's duration unless you also had GM Tact+GM Anat. Then they added the 20 second cooldown to it, then the diminishing returns in PvP, which affects Samurai Warriors as well.
#46
CovenantX said:

Urge said:
I knew about this 17 years ago. I would use JoAT Attunement to absorb AIs in PvP, and Gift of Renewal to help keep me healed. 
The good old days. Wait a min...bok and evade mages were cycling thru then too. 
  yea back when AI did 55-60 damage, it was very useful...  now some people use it to absorb 2-3 hits worth of damage.  -but, tbh, i see less people using it now than I did say before Global Loot.  but the effects now make one near invincible in pvp...at least.


   indeed they were, now there's many mage templates with Parry and/or bushido (evade), time for a nerf to them or buff everything else (without buffing parry/evade) ... not sure what's taking so damn long....  but then again, the bug section hasn't really seen any movement in months either, so there's that.

  I do agree that the scaling with arcane focus vs spellweaving skill is backwards... But, there are far more important things that should take priority over changes to that, some skills could/should be given higher damage, in addition perhaps benefit from slayer bonus damage

 I feel like Spellweaving, Necromancy, Mysticism in particular, and to lesser extent, Chivalry, Ninjitsu & Bushido could use more spells to make them more rounded, in terms of offense, defense & utility uses (some obviously more than others)    Magery for example has everything.  to gain the full benefit of all magery has to offer, in two skills Magery & Eval-int, and you have offense, defense (mage weapon) and healing, summons, fields.    no other skills come close to the variety so there's a lot that could be given to the other casting skills.    -but again, priorities, blatant cheating, bugs, new content.


Parry Mages were the major reason Evasion got nerfed in the first place. Back then, Warriors didn't have the Mana Regen rate to constantly keep Evasion up 24/7 (while Mages did), and you could still interrupt their bandy self heals with a Poison (wasting 4-6 secs of bandy time, not every Warrior had 140+ DEX back then), while a Mage could heal 40-50 HP in just 1.25 seconds of uninterrupted casting. Parry Mages not only got a defensive bonus from Evasion, but also an offensive bonus from it, since they got interrupted less during Evasion (so could string together a nasty combo uninterrupted), so they double dipped into it's benefits. 120 Swords/45% HCI, had a 20% chance of successfully landing a hit during Evasion against a Evasion Mage with 120 Magery (-0 Mage Wep)/120 Parry/120 Bushido/45% DCI.
Hence why they first added a 80+ DEX requirement for full Parry chance (which few Mages had back then due to gear limitations), and then dropped Evasion's duration unless you also had GM Tact+GM Anat. Then they added the 20 second cooldown to it, then the diminishing returns in PvP, which affects Samurai Warriors as well.
    Exactly, I'm glad I'm not the only one who knows why they nerfed Parry + Magery, and evasion back then, that was the closest to invincible you could get, disarm was really the only vulnerability... Nothing in a sandbox should only have ONE vulnerability.., now mages (with the exception of the 20s cooldown on evasion) are basically right back there again.

  
← Browse more General Discussions discussions