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lumberjack bonus question

Doomherald

Sorceror
lumberjack bonus question

0.01 - 99.9 is a 20% bonus and 100 is a 30% bonus according to the knowledge base

is this correct?


i think im gonna make a new char with 99.9 meditation.....
 

yem

Knight
Re: lumberjack bonus question

not correct, check one of the threads in here someone has the conversion of LJ skill level into +dmg
I think 0.01 LJ adds 0.02% dmg or something insignificant like that
 

Countessa

Knight
Re: lumberjack bonus question

The knowledge base is correct. You are thinking of the post by Mark regarding modifiers - the example uses a spear which equals no lumber bonus (must be an axe).
 

LKP

Forum Member of the year 09'
Re: lumberjack bonus question

No, no, no.

It's 20% of the lumberjacking skill.

So .2 * Lumberjacking.

If you have 50 lumberjacking, that's .2 * 50, or 10%. At 99.9% LJ, you have roughly 20%. That last .1 alone to GM is worth 10% on its own, raising you from roughly 20% to a full 30% (of the lumberjacking skill), so .3 x 100 = 30%.

0.1 LJ will you give you no bonus to speak of.
 

wwebb

Sorceror
Re: lumberjack bonus question

Has someone actually tested this? Because I've been wondering the same thing, and I've seen quite a few people with 0.1 lj.
 

wwebb

Sorceror
Re: lumberjack bonus question

Ok, instead of waiting and hoping someone may have done this already, I decided to find out for myself.

I did this test with my swords tank mage. He's 90 str, gm swords/tactics/anat. The weapon used was a +10 tactics vanq battle axe (found it the quickest in my house). The character I beat on was 100 str, 0 ar. I healed fully after each successful hit.

First round, no lumberjacking bonus, 10 hits

20
36
44
36
40
28
28
44
34
28
--
308 total dmg for 10 hits

Well after this, I at least found out I'm going to be using vanq axes instead of halberds on this character as they are much quicker.

=====================

Round Two, I went and got 0.3 lj skill, dropped med for this for test purposes

48
48
40
36
20
40
48
36
52 (!!)
44
--
412 total dmg for 10 hits

Significant increase in overall damage. I thought I might be getting some lucky damage rolls, so I decided I'd give it one more try.

=====================

Round Three, same scenario as above

48
48
36
40
40
44
42
40
42
44
--
424 total dmg for 10 hits


Around the same damage, ever so slightly higher.

===============

My conclusions are obvious: Less than 1.0 of lj skill does in fact give a significant bonus to axe damage. You should also not believe everything that you read (and if you are still doubtful, feel free to test it yourself).

Edit: Also, if someone finds any faults with this test, please point them out. Thanks.
 

yem

Knight
Re: lumberjack bonus question

if that is true everyone is going to be running around with chars with 0.1 LJ...
that needs to be fixed if true.
 

wwebb

Sorceror
Re: lumberjack bonus question

yem;1588840 said:
if that is true everyone is going to be running around with chars with 0.1 LJ...
that needs to be fixed if true.

Yea, I'm not sure I agree with how it works either (unless it only worked for me :D).

Later today I plan to test it out extensively, due to the fact that I can forsee tank mages with verite axes winning every 7x tournament from here on out.
 

KarmannSport

Sorceror
Re: lumberjack bonus question

Odd..my results are a little different.

Char being attacked:

GM Med
GM Magery
GM Resist
GM Inscription
GM Eval
GM Anat
GM Poison

100/100/25


Char Attacking

GM Swords
GM Tact
GM Anat
GM Healing
GM Magery
GM Inscriprion
GM Resist

100/85/40


The char being attacked was wearing vet robe and cloak for 4ar. The Weapon being used was a new Durable/Force/Accurate Two Handed Axe.

Round 1-3 was with skills stated above. Round 4-6 was with LJ at .7 and Healing at 99.3

Round 1
36
32
48
32
24
20
24
28
48
36

Avg=32.8

Round 2
32
32
40
36
16
20
24
20
52
40

Avg=31.2

Round 3
24
16
36
24
32
36
32
16
40
40

Avg=29.6

-------------------------------------------------------------------------------------------------------------

Round 4
16
36
32
32
20
32
24
32
28
32

Avg=28.4

Round 5
36
20
24
28
28
48
28
32
44
28

Avg=31.6

Round 6
36
40
16
28
28
40
36
24
36
36

Avg=32



Overall with no LJ AVG=31.2 over 30 hits
Overall with .7 LJ and 99.3 healing AVG=30.6 over 30 hits

With .7 lj the average damage was actually a little less, but the margin is so close that I would say having low LJ does absolutely nothing when using an axe in combat.
 

wwebb

Sorceror
Re: lumberjack bonus question

Ok, one last test done before I go to work. I know my original numbers are not wrong, but I don't doubt that KarmannSport's are either.

Original setup. Axer is 90 str gm swords/tactics/anat. Test dummy is 100 str with 0 AR.

no lj, gm battle axe
41
26
20
30
29
19
37
21
26
29
--
278


gm battle axe, 0.3 lj
30
34
42
46
32
20
29
39
29
33
--
334

Still a decent increase.

==========================

no lj - vanq +10 battle axe
29
32
24
36
33
28
48
36
36
29
--
331

0.2 lj this time, vanq +10
44
44
34
40
39
42
43
32
46
36
--
400

Still a decent increase in damage =\

IDK, being a skeptic I'm going to test this out extensively later on. I'll try adding AR to the test dummy and going for maybe 10 rounds each scenario. As far as I can see for now, lj does give a bonus at ~0.1ish skill.
 

outspoken

Wanderer
Re: lumberjack bonus question

you can't really 'test' for the bonus in such a simple way. it's going to require a code search of the source or test the amount of times whatever the factor for the damage is.

most of the source code is test for greater/less than or equal off a skill and there are a lot of percentages. I would go with what was mentioned earlier and say it is 10% of your LJ skill. to think otherwise is just dumb.
 

LKP

Forum Member of the year 09'
Re: lumberjack bonus question

wwebb;1588801 said:
...first test...

Well after this, I at least found out I'm going to be using vanq axes instead of halberds on this character as they are much quicker.

...second test...

...third test...

Edit: Also, if someone finds any faults with this test, please point them out. Thanks.

Are you saying you used a halberd for the first test, and an axe for the other two?
 

Devilnaut

Wanderer
Re: lumberjack bonus question

To test it forget changing AR and other factors because let's establish that there's a difference before changing factors.

Just do about THIRTY or FORTY hits with no LJ and a GM axe, then *switch axes* to a new identical GM axe and test with LJ, again thirty or forty hits. Otherwise your tests say very very little.
 

byrdman

Sorceror
Re: lumberjack bonus question

Carpathius;1588963 said:
you can't really 'test' for the bonus in such a simple way. it's going to require a code search of the source or test the amount of times whatever the factor for the damage is.

most of the source code is test for greater/less than or equal off a skill and there are a lot of percentages. I would go with what was mentioned earlier and say it is 10% of your LJ skill. to think otherwise is just dumb.

The testing is valid if they test enough to remove chance. no one is going to let us read the source code.
 

yem

Knight
Re: lumberjack bonus question

LKP;1588970 said:
Are you saying you used a halberd for the first test, and an axe for the other two?

no hes saying hes going to stop using a hally on his char because he likes the axe better, it was just a side note
 
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