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Sacred Journey makes no sense

Started by ChumboWumbo · 2025-02-22 · 36 posts · General Discussions
#0
Why does it STILL fail at 60 Chiv? Like what feels like over 50% of the damn time? It has a minimum skill requirement of 5 ffs! 3rd level mage spells take a minimum of 10.1 Magery to cast, and have a 100% success rate at only 50 magery.
Make it make sense. It's not even in line with Recall (4th Level), because at 60 magery, Recall (the spell) has a 90% success rate. Why is this teleport method so needlessly gimped?
#1
You can use a 90 charge book to travel with.  No skills required.
#2
Pawain said:
You can use a 90 charge book to travel with.  No skills required.
Pawain said:
You can use a 90 charge book to travel with.  No skills required.
This is a troll bearing not a thing about his question 
#3
Pawain said:
You can use a 90 charge book to travel with.  No skills required.
Irrelevant. This is regarding the formula of Sacred Journey making no sense and not being in line with the requirements of other teleportation skills. A spell I have a more than proficient skill level to be casting at a near 100% rate is still failing 50% or more of the time. A spell that for all intents and purposes, is just an alternate version of Recall, which does not have this same issue.

The button is right below "charges" in the atlas, and it costs no tithe points to even use, while a recall typically costs 150+gp a pop. Why the hell wouldn't I use a spell available to my build, you know, unless that spell is needlessly gimped for no reason what so ever?

#4
Now I need to see that build.. show the skill sheet.  :p
#5
KroDuK said:
Now I need to see that build.. show the skill sheet.  :p

Chiv is locked at 60 to maximize my point usage without relying on +skill gear, specifically jewelry. Anything at 0 and locked is one of my other skills I have access to on a soulstone. Outside of the Sacred Journey issue, it works quite well on almost anything. When theres less debuffs to worry about, I usually opt for Anatomy to hit the 300% dmg cap easier. Consecrate could be better at 60, but that's an issue that's easier to deal with/less obnoxious than having to recast Sacred 3-4 times to teleport.
#6

Consecrate could be better at 60, but that's an issue that's easier to deal with/less obnoxious than having to recast Sacred 3-4 times to teleport.
I was going to say.. now u'd need 80 chiv for consecrate.. personally my sappire/"sampire" is wraith form.. in wraith form u can use recall at 100% with no magery skill point.

Edit: also with higher chiv u can pop ennemy of one easier.. stacking with honor/bushido.. it help a TONS to reach that 300% PvE cap.
#7
Still not one reply addressing his question and realistically only a developer can do that..
#8
KroDuK said:

Consecrate could be better at 60, but that's an issue that's easier to deal with/less obnoxious than having to recast Sacred 3-4 times to teleport.
I was going to say.. now u'd need 80 chiv for consecrate.. personally my sappire/"sampire" is wraith form.. in wraith form u can use recall at 100% with no magery skill point.

Yeah, Consecrate only applies to about 50% of hits, and only lasts 7 seconds at 60. Again, it could be better, but Consecrate is easily spammable thankfully. The trade off for those extra 40 points going into Parry and Bushido is immense. Most of the time I can't keep up my Counter-Attack because it's going off as soon as I can load it and a Whirlwind up, but this also means in a funny way Counter-Attack is a reliable healing option because it can be trusted to pop far more often than not. I can't even estimate the amount of times it's saved me from 5% or less because I instinctively hammer on it when death is looking probable.

Another reason I really prefer to use SJ is because it does not unequip you when it's cast. Sure "git gud" and remember to re-equip your weapon every time you Recall, but I can't be the only person who's absentmindedly ran into combat without doing so after a Recall, especially when switching to another character. If it's an option, I want to use it to prevent myself from being a dumb dumb as much as possible. If that's the trade-off for making the "perfect cast ceiling" higher (and being able to move while casting, but it can still be interrupted), it just feels really lopsided. I'm no mage, so its not like Spell Channeling is worth the slot use for that same benefit either. The thing that drives me nuts is that "5" minimum requirement. If its anything like Recall, and logically it should be mechanically speaking (formula), then at 35-40, SJ should no longer fail. Yet at 60, it is still what feels like 50%. It especially doesn't make sense because it's not like Chiv has a gigantic repertoire of utility like Magery does. It's very basic, and almost completely combat focused, there is no reason one of their few unique utility spells should have such a punishing cast success scaling, especially if it is just emulating a low level Magery spell that has a work around for non-mages.
#9
Grimbeard said:
Still not one reply addressing his question and realistically only a developer can do that..
cuz.. the real problem came out.. now it can be address
(the 150 gold per recall non sense.. I was like use wraith)


(and being able to move while casting, but it can still be interrupted)
Almost sound like a design choice for a question of balance (for the good guys to flex out).. wich is why I was like why the consecrate change?? When I knew I had to bump chiv from 75 to 80 on the sampire.. almost like the designer that did this change on consecrate didn't knew we already had a REAL good reason to use 75 chiv.. nothing like being able to move while teleporting.. 75 chiv is a little price to pay.

Edit: I believe you for the non sense about the %  I still believe if it's the case the non linear line was a design choice for sanctum viatas.
#10
Probably just good old RNG and memory bias. We tend to remember negative things or things that confirm our beliefs a bit better.

Min skill is 15 and max is 65, so at 60 it should be like 92%. If you’re keen on it, take a large sample size and see how it averages out over the long haul, and you might know better if there’s an issue.

Edit:

Actually, AI says formula is

(your skill - min skill) * 2

So like 90% at 60
#11
Grimbeard said:
Still not one reply addressing his question and realistically only a developer can do that..
So you reply, why?
#12
Pawain said:
Grimbeard said:
Still not one reply addressing his question and realistically only a developer can do that..
So you reply, why?
Because you trolls are trolling 
#14
SJ is a warrior recall ability and allows him to do it without need to disarm. They are not apple to apple comparison though they serve almost purpose. Magery is for mages.

Your build is for a sampire? I think u are better off dropping resist and up chivalry to max, then add anatomy. 

Sampire needs to maximise damage, it sucks health from damage. High resist is not critical.


#15
Seth said:
SJ is a warrior recall ability and allows him to do it without need to disarm. They are not apple to apple comparison though they serve almost purpose. Magery is for mages.

Your build is for a sampire? I think u are better off dropping resist and up chivalry to max, then add anatomy. 

Sampire needs to maximise damage, it sucks health from damage. High resist is not critical.



I have no issue dealing damage or maintaining my health, even when I'm not running Anatomy. Resist Spells has far too much usefulness to just drop entirely. When I'm running it, Paralyze is pretty much useless on me, debuffs at most drop around 9 points, my resists cannot go below 40, and very importantly, I'm not 1 shotting myself from Blood Oath. When it's not a spellcaster, Anatomy is the better option and I switch accordingly. My lower Chiv rarely, if ever, causes me issue in combat, kiting and proper threat mitigation work wonders for any mishaps, and it's not a difficult matter to make an elemental weapon if I want to forgo constantly spamming Consecrate. The point of sanity is purely that SJ is not in line with other teleportation methods mechanically speaking. There is no reason you should need 80 for a 5 skill requirement spell to not fizzle. If it was even 75% of the time at 60 to balance out its other uses, I wouldn't even be ranting about it, but a coin flip is maddening when you're just using it as a spell channeling Recall. I find it way too unwieldy to be of any more realistic use in fleeing than Recall, nor do I PvP, so the fact you can move while casting doesn't hold a lot of weight to me. Recall with some FC is damn near instant to be fair, so the movement option of SJ really doesn't feel that special.
#16
Like he said it's no apple for apple.

You need 65 chiv for 100%
Loop gave u the formula 60-15= 45x2=  90% chance to cast Sanctum at 60 chiv.

Do not listen to the non sense I did, no one took the bait; blaming the dev cuz I had to change my sampire build (last time i played him was in 2008) from 75 chiv for 80 chiv in 2024 (like u'D need to do 60 to 65 chiv.. saying this is non sense.. this is call design #balance.


so to resume.. it's fun to keep your weapon, being able to move (next u'd ask the same from recall).. 150 gold for recall scroll is not too much gold (buy them from NPC for WAY cheaper than the 150 gold u complaint about)

It's all about a question of fairness.. u want your lemon to behave like an apple.. got it!
#17
I’d love to continue the trend of shaming the OP’s sampire, but here are some samples I did on test center:

50 casts, 11 failures, 78% success

So either:

Sample is too small to determine anything
Description of the formula is incorrect
Actual issue if the formula is correct

I lean toward #1. Didn’t feel like automating it if you know what I mean ;)
#18
My imbuer has 90 LRC.  I will get the needs reagents msg a lot.  But I also expect that if I noted 1000 tries it would be 90%.  

We notice failures and don't notice success.
#19
Just tested on TC.

60 Chivalry
0 Karma

100 Casts
88 Success
12 Failure

RNG is streaky. 9 Failures in the first 50 casts, 3 failures in the last 50 casts.

88% success with 100 samples seems right on par with the formula. Push it out to 1000 samples and you'd probably be at 900 / 1000, or 910 / 1000, or 890 / 1000, something close to 90%.

Looks like 90% success at 60 skill to me. 
#20
Ya 90% feels like 50% when it does not work.

So, no problems here.  Works as intended.
#21
Pawain said:
Ya 90% feels like 50% when it does not work.

So, no problems here.  Works as intended.
If you aren't guaranteed to succeed 100% of the time, then it is 50%. either it will succeed, or it won't. At least with the UO RNG . . .

#22
 😂 
#23
loop said:
I’d love to continue the trend of shaming the OP’s sampire..
Yeah my bad, the lemon comment was too tempting.

Personally, the 90% acting SUS, is the thing I admit he's not crazy.. Sanctum Viatas is OP compared to recall and imo the 65 chiv is a little price to pay.. the fact he's 5 point short.. is.. you know.

We had this discussion before with @username and other people.. the RNG system is pure RNG on each roll it does not consider the past roll. (law of diminishing return or the opposite ain't in the code/formulae)

Considering this; Victim & Paiwan mind set is perfect.


But yeah, acting like Sanctum Viatas ain't OP compared to recall and you wanna streamline all the "recall" for a question of fairness.. was a real bad take.. u got enough necro to use wraith form if sanctum ain't better and too cheap to spend the ~44 gold on recall scroll..

If he assume Sanctum is the goat of recall.. spend that 5 points.. great investment!
#24
And there's the 1 point of unneeded necromancy. you could put that into Chivalry. puts your chance at 92%
#25
Ah the RNG discussion.  

As a statistics minor in school I’m well versed in what Random means. As a former coder and software executive I also know how a binary computer can only simulate true randomness. 

Every RND calculation needs a seed to work from as an input to the rnd calculation.  I have never seen the code but I really believe somewhere they are using the location/tile in the game as part of the rnd calculation.  Why?

Because I will be in one spot and with 95% chance of success at recall or sacred or imbuing or making an EX weapon and I will fail one, two,three times in a row which is highly statistically unlikely. But when I move one tile I’ll succeed on the next attempt. 

The RND Calc needs to change.  It needs to not be tied to your location.  This gets my sampire killed often. You hit a tile with a bad rng seed and you get three fails in a row, no leech and you die and the thing you are attacking is something you should hit almost 100%.  For this reason I make sure to keep moving slightly esp if I get one miss because it’s highly likely 2 and 3 are right behind.  

I’ve played this game 20+ years and noticed this way way too many times.   The chance to fail 3x in a row with a 95% chance of success is 1/20*1/20*1/20 =0.000125 or 1/8000 times. However I’ll see it once every day or two if standing on the wrong tile.  Move one tile and succeed immediately.  

It would even feel better if the rnd calc was going to keep using the tile as the seed if it rotated around the 6 tiles around your toon. First rnd use tile 1. Then second rnd use tile 2 and loop through the 6. Then if it hit the ill fated tile it would be every 6 instead of the same tile over and over.  Way less 1/8000 streaks and more random results.  

#26
Yes, long ago I  read that the tile you are on affects RNG for boss drops.  Along with oth other things.
#27
Theo said:
Ah the RNG discussion.  

As a statistics minor in school I’m well versed in what Random means. As a former coder and software executive I also know how a binary computer can only simulate true randomness. 

Every RND calculation needs a seed to work from as an input to the rnd calculation.  I have never seen the code but I really believe somewhere they are using the location/tile in the game as part of the rnd calculation.  Why?
Pretty sure it has something to do with how u training your skill (something in the code to punish AFK pps not moving while training skill).. It was faster gaining skill when u were moving.. It was better skill gain to loop on a moving boat (traveling around the world) than looping not moving in your house.


Pawain said:
Yes, long ago I  read that the tile you are on affects RNG for boss drops.  Along with oth other things.
 😂 
Big Delusion.. I read long time ago mashing f5 u would DL the starcraft map faster when you're joining a lobby.
#28
KroDuK said:
Big Delusion.. I read long time ago mashing f5 u would DL the starcraft map faster when you're joining a lobby.
No Delusion. Although the statement is a little too narrow. I want to say it was Draconi that made a comment in relation to skill gain, RNG, and tiles. It has been a number of years ago (15+), but to paraphrase- each tile/small group of tiles was part of the RNG calculation. He also mentioned that each subserver does it's own RNG. Draconi was amazing and I loved how he'd pull back the curtain from time to time.  
#29
I don't believe that at all.. imagine the server charge for none sense luck calculation.

As for the skill gain.. Most players already knew this 25+ years ago.. who ever this Draconi was.. he was late at pulling the curtain.
#30
Yes I found that very bad,  so I just ignored it cause I'll never be able to figure out the correct spot to stand.

@KroDuK ; When Battlenet was very crowded and slow for D2.  I used to write.  Press Alt + F4 to reduce lag!

A few came back and called me names.
#31
You miss the obvious tho.. f5 would refresh the screen.. some people thought seeing numbers being boost for an instant would make them DL faster.

Perception is one thing.. but yeah..

Edit taking about perception.. on my characters when I was not landing my special attack.. I would move.. thinking it was helping me.. pretty sure it was in the same category as the f5.. it was in my head.. cuz of the better skill gain.

But for the skill gain it's a fact.. u'd gain faster looping on a moving boat.
#32
Seth said:
SJ is a warrior recall ability and allows him to do it without need to disarm. They are not apple to apple comparison though they serve almost purpose. Magery is for mages.

Your build is for a sampire? I think u are better off dropping resist and up chivalry to max, then add anatomy. 

Sampire needs to maximise damage, it sucks health from damage. High resist is not critical.



I have no issue dealing damage or maintaining my health, even when I'm not running Anatomy. Resist Spells has far too much usefulness to just drop entirely. When I'm running it, Paralyze is pretty much useless on me, debuffs at most drop around 9 points, my resists cannot go below 40, and very importantly, I'm not 1 shotting myself from Blood Oath. When it's not a spellcaster, Anatomy is the better option and I switch accordingly. My lower Chiv rarely, if ever, causes me issue in combat, kiting and proper threat mitigation work wonders for any mishaps, and it's not a difficult matter to make an elemental weapon if I want to forgo constantly spamming Consecrate. The point of sanity is purely that SJ is not in line with other teleportation methods mechanically speaking. There is no reason you should need 80 for a 5 skill requirement spell to not fizzle. If it was even 75% of the time at 60 to balance out its other uses, I wouldn't even be ranting about it, but a coin flip is maddening when you're just using it as a spell channeling Recall. I find it way too unwieldy to be of any more realistic use in fleeing than Recall, nor do I PvP, so the fact you can move while casting doesn't hold a lot of weight to me. Recall with some FC is damn near instant to be fair, so the movement option of SJ really doesn't feel that special.
Its just another option to consider. I have a friend who prefers 100 resist like you. 

Blood oath balances the sampire or else, it will be unstoppable and boring to use. The traditional counter is to run away, disarm or switch to a weaker weapon when "Blood Oath" flashes across the screen.

I have a hot key macro to swap bokuto which reduces my attack to 20-30 damage per hit and then activate confidence and evasion. I also activate Feint but I am not sure if its useful.

Its better than disarm as holding a "sword" (120 swordsman) helps to defend against melee attack than bare hands (0 wrestling).

If the enemy spam blood oath every 10 seconds, then that is a bad game design (imho) and another matter. Its like the enemy that reject life leech - its designed to block your sampire. I will then change my template. 

So if its just a "normal" game with some blood oath not meant to "nerf" the sampire, I will run with 100% strongest sampire template with maximum damages 95% of the time. The 5% of the risk of dying from blood oath keeps me awake and ready when the "Blood Oath" flashes across the screen. That adds some excitement, without blocking the use of my favourite template. 


#33
Seth said:

Blood oath balances the sampire or else, it will be unstoppable and boring to use. The traditional counter is to run away, disarm or switch to a weaker weapon when "Blood Oath" flashes across the screen.

Is dropping resist in favor of anatomy advice you're giving him on how to make his build stronger, or a deliberate weakness you introduce to keep from feeling too unstoppable? I'm all in favor of making offbeat build decisions for idiosyncratic reasons, but the distinction is worth making.

Personally I run resist rather than anatomy as well as spirit speak over chivalry. The difference in damage without chivalry is usually negligible with the right equipment, and the massive life leech boost from curse weapon is extremely useful. Combined with resisting spells it completely negates enemy blood oaths, since you're leeching more health than you lose per hit. I once had some dingbat tell me I should run protection, but the resisting spells penalty makes that a non-starter for me. Then again they didn't know squat and thought it applied to spirit speak too.

All that being said, running without chivalry does have its drawbacks so I don't go around evangelizing it. Mostly I just do it because I'd rather be dread lord than glorious lord.
#34

If 100% success for the chiv movement spell is your goal, say for an emergency recall out, then you can make a macro that equips a +5 or more chivalry jewel, then executes a targeted sanctum, against a runic atlas with the default recall location set to your favorite "out" location.

Good luck getting the formula changed, even if it made sense to do.
#35
Chiv is locked at 60 to maximize my point usage without relying on +skill gear, specifically jewelry.
A spell that for all intents and purposes, is just an alternate version of Recall, which does not have this same issue.
He had a point about the fizzling.. but let's be honest.. the problem is something else.
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