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Crafted golems do not have 99-100 poison resist

Eos

Demise Administrator
Staff member
Quoting from the article:
Tinkered golems have very high poison resist. Originally, they always had 100% poison resist, which resulted in them not fighting back if hit with a 100% poison damage weapon, due to them never taking damage and thus not having any reason to aggro their attacker. Due to this quirk, tinkered golems became a very popular tool for training melee skills, as well as Archery, and Magery with a -magery weapon. As this inevitably lead to unattended training on golems, tinkered golems were patched in Publish 37 to have 99% poison resist. Unfortunately, this did little to fix the problem, for two main reasons:

The fix was easily worked around with creative use of pet commands.
The fix was not retroactive, thus resulting in all tinkered golems existing at the time of the fix maintaining their 100% poison resist. A fair number of these "pre-patch" golems still exist to this day, although their prices are in the tens of millions.

It seems 99 is the number we should go for (counting 100 as an OSI bug).
 

Lucifall

Knight
Quoting from the article:


It seems 99 is the number we should go for (counting 100 as an OSI bug).


They reduced the resistance in order to circunvene a problem with their own AI. A mob with 100% resist will still fight back in RunUO, afaik. Tho, I really don't see much difference. They would still receive only 1 damage from poison attacks regardless if it's 99 or 100.
 

Kiluad

Sorceror
Actually, Lucifall, i think you're bringing up a bigger bug in the game, if on OSI, pets / creatures don't fight back until they're actually hurt(take damage), or aggro for other reasons than being attacked. and they do here, we have an issue on our hands. a pretty fundamental bug that sets runuo code apart from OSI code.

If what you're saying is true, all PvM is broken at its core.
 

Lucifall

Knight
Actually, Lucifall, i think you're bringing up a bigger bug in the game, if on OSI, pets / creatures don't fight back until they're actually hurt(take damage), or aggro for other reasons than being attacked. and they do here, we have an issue on our hands. a pretty fundamental bug that sets runuo code apart from OSI code.

If what you're saying is true, all PvM is broken at its core.


Partially correct. No mob engages unless damaged or if they target first. But that's actually an OSI flaw. RunUO's only checks if you are attacked or not or if someone is in range when the mob decides to engage. Pets are one exception with the "all guard" command, which overrides this and causes the pet to flag anything that attacks the master.

And PvM is broken at it's core. No doubt about that one.
 

Kiluad

Sorceror
Partially correct. No mob engages unless damaged or if they target first. But that's actually an OSI flaw. RunUO's only checks if you are attacked or not or if someone is in range when the mob decides to engage. Pets are one exception with the "all guard" command, which overrides this and causes the pet to flag anything that attacks the master.

And PvM is broken at it's core. No doubt about that one.

Why do you consider it an OSI flaw, if that's how they have it. (excluding issues they've had with it. IE the golem)
 

Lucifall

Knight
Why do you consider it an OSI flaw, if that's how they have it. (excluding issues they've had with it. IE the golem)

It's just like their LoS: They never bothered to fix it, but it's still flawed. Just because they decided not to fix it doesn't means it's not so. It's more logical for a mob to engage anyone who attacks them than wait till it's damaged.
 
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