Is FULL CAP so important in a template?

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Rhanam
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Postby Rhanam » Dec 10, 2013 16:03

I'm kinda noob in these things... so what if resists are below of 1-2 points? like 24/26?

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epo
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Postby epo » Dec 10, 2013 16:59

Just do the math?

If someone is hitting you for 100dmg. Instead of receiving 74(26%)dmg you will receive 75(25%) or 76(24%) dmg. Now use the "rule of three"...done.

I never build perfect templates. In the end it doesn't really matter if you had 1 or 2% more resists of a specific type because you would have died anyways.

What you should focus on is the stats and the hp. CON+HP should always be capped because it doesn't matter which dmgtype your enemy is doing. If you have enough of them you will live longer basically. ;)

I try to get my template done as fast as possible because i want to go out there and actually do stuff instead of spending hours on switching thousands of different items inside a program just to quench the last little imbue points out of the template.

But on the other hand: Do it once, do it right.

So you have to decide for yourself. (as always)
holsten-knight wrote:Just get over it, reach high rr and look at all high rr caster prior to this change as unworthy and laugh about them. :wink:


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_Oglop_
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Postby _Oglop_ » Dec 10, 2013 21:34

My best advise for anyone building a Template: Don't template with things you don't have.

Minimum requirement all Group-RvR Templates should cap:
Statistics
CON:75/75
Hits:200/200

Resistances
Body: 26
Cold: 26
Matter: 26
Crush: 26
Slash: 26
Thrust: 26


viewtopic.php?f=15&t=31764

Since you posted this in the Albion section, assuming you're asking for Albion Template advice, you will also want to cap out Heat resist. Energy and Spirit may be gimped if you wish as they are somewhat rare occurrences for your realm to face.

Missing 1-2% resists really is not game-breaking.
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svperstar
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Postby svperstar » Dec 10, 2013 22:00

25% is not a big deal. My Inf template caps everything except for 1% spirit resist and I have never once ever felt gimpy. If someone blasts you with a 500 dmg spirit attack you are going to take 5 more damage. Oh no!
There will be a group of people out there who will want this realm to be entirely Mythic-like. Exactly like vanilla, drop rates/xp rates, basically everything and you will not be able to please them unless it is exactly like vanilla.

These people have their nostalgia goggles on so tight it's cutting off the bloodflow to their brain and they believe that vanilla was perfect and nothing was wrong with it.


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Jerrian
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Postby Jerrian » Dec 10, 2013 23:11

hm, building templates is an art in my eyes, I like building awesome capped templates, but depending on what char you play and what you wanna do with the char it ´s not necessary to cap everything or waste a lot of money.

Characters for pvm shall have capped melee resists, a caster in rvr is a primary target and should have capped resists at all if possible, a cleric doesnt need as much charges built in temp like a solo stealther and so on, just examples.

As long as you dont want to build a template for solo rvr with a lot of charges, glowing weapons etc. it ´s usually not as expensive to build good templates, some class- templates are more expensive or harder to build then others.

As Nayeh said, don ´t build templates with items that you don´t have, or better said dont take itemts you dont have and are hard to get and/or expensive.
Body parts and weapons shall be crafted when possible cause it ´s easier to cap stats then and imbued items have mostly a better utility then drops, there are exceptions of course, but these use to be expensive and its easier to cap stats when you just use jewelery drops and have body parts free for imbue.
To be mentioned at least, some stats are not important for some classes, a caster for example doesnt need strenght urgently but if its possible it ´s nice to have.

If you are planing to built temps on your own, I suggest to use Moras spellcrafting calculator and build in some of the templates from uth forum to get a feeling for it.

regards
Megrim

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Abydos
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Postby Abydos » Dec 10, 2013 23:28

Jerrian wrote:Characters for pvm shall have capped melee resists,


I don't mean to be a downer, but, some mobs hit with magic damage in melee :D

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Force
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Postby Force » Dec 11, 2013 00:20

Should depend on the class too. You can make a caster template all cap for so cheap there is not point in not doing it. Minstrel/reaver/infiltrator on the other hand, you should compromise a bit until you've got the countless plat an all cap requires.

Filters
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Postby Filters » Dec 11, 2013 00:22

Abydos wrote:
Jerrian wrote:Characters for pvm shall have capped melee resists,


I don't mean to be a owner, but, some mobs hit with magic damage in melee :D


xD
Anyway go for a 99% quality set armour and cap most important for start, then whit the time u can make a better template if u want ;)
there are none so deaf as those who will not hear

Hibernianman1
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Postby Hibernianman1 » Dec 12, 2013 14:33

Gear is NOT as important in DAoC as it is in some other games. You can be successful with fully SC'ed gear and smart playing. Everything doesn't have to be fully capped, but as long as you are CLOSE (within 5 points), you are fine. You should focus more on how you are playing rather than what gear you are wearing.

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epo
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Postby epo » Dec 12, 2013 14:44

Yes, but when you play bad and have a not so decent template, you will always say: "oh well, if my template was any better..."

...and you won't improve your skillz. :\
holsten-knight wrote:Just get over it, reach high rr and look at all high rr caster prior to this change as unworthy and laugh about them. :wink:


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Jerrian
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Postby Jerrian » Dec 12, 2013 19:20

Abydos wrote:
Jerrian wrote:Characters for pvm shall have capped melee resists,


I don't mean to be a downer, but, some mobs hit with magic damage in melee :D


hm, yep that ´s true but there are not many out, but you re righty Aby if you want to join bossmob farming groups often, you shall consider raising some special resis too ;-)

Corstaad
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Postby Corstaad » Dec 12, 2013 21:26

I built a template based around the most high cheap utility items I could find. Many of the items dont cost more then 300gp on explorer if you watch for someone to list under normal high price. DF high utility items are also very cheap. I stuck place holder items roughly same stats in it as I level'd from 38 on and was able to have a very nice suit for thidranki that was cheap on my first run. Truth is you dont need everything capped and certain realms can have a resist and possibly another missing quite a few points in it. Worst thing I see is people farming for the epic suit and never really getting anywhere.

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Lucifire
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Postby Lucifire » Dec 16, 2013 04:59

Just go no resists at all in a template.
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shintari
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Postby shintari » Dec 16, 2013 20:34

Jerrian wrote:hm, building templates is an art in my eyes, I like building awesome capped templates, but depending on what char you play and what you wanna do with the char it ´s not necessary to cap everything or waste a lot of money.


not hard to build an capped template on uthgard anyways, the art is do minimize your pve-efforts to do so. max utility / min plats or time invested :wink:

its fine to just go with 24% resis and stuff. i can hardly think of situation where it would make a difference, especially in group rvr. template perfectionism is just for the number crunchers, i never got it. it was the same on live, where u could either build capped templates or put in more utility due to artefacts. and most people would then complain about 24% resis while having croc tear rings in the temp, thus giving u anoither 3,8% resis on every resis. noone ever got that... so i assume for these ppl only the obvious numbers count, without any reasoning behind.


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