Difference between revisions of "Evaluating Intelligence"

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Evaluating Intelligence can be used to determine the amount of [[Mana]] and opponent has left. It also increases affects various [[Magery]] and [[Mysticism]] spells, increasing their damage (in a way similar to that of how [[Tactics]] increases that dealt in standard combat) or effectiveness/duration.
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Evaluating Intelligence can be used to determine the amount of [[Mana]] an opponent has left. It also affects various [[Magery]] spells, altering spell damage (similar to how [[Tactics]] increases damage dealt in standard combat) or the effectiveness/duration of a spell. It also has a role in defense when coupled with [[Anatomy]].
  
 
==Using==
 
==Using==
Evaluating Intelligence has two uses.
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Evaluating Intelligence has three uses: showing information about a target, spell damage calculation and a defensive mechanism.
  
 
===Reading Mana Level===
 
===Reading Mana Level===
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===Spell Damage===
 
===Spell Damage===
Evaluating Intelligence is mostly used for its ability to increase the damage and effectiveness of [[Magery]] and [[Mysticism]] spells. When you cast a spell, the potential damage is calculated based on several factors, such as the spell, its circle, your ability, etc. (call this base damage). The damage then gets scaled based on the mage’s Evaluate Intelligence. At 0 Eval Int, the damage is actually reduced by 70%. At 50 Eval Int, the damage is reduced by 25%. At approximately 78 skill, Eval Int has no effect, and beyond that it provides a bonus, up to a 20% bonus at Grandmaster and a 38% bonus at Legendary.
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Evaluating Intelligence is mostly used for its ability to increase the damage and effectiveness of [[Magery]] spells. When you cast a spell, the potential damage is calculated based on several factors, such as the spell, its circle, your ability, etc. (call this base damage). The damage then gets scaled based on the mage’s Evaluate Intelligence. Evaluate Intelligence has a factor of between 1 (0 Eval Int) and 4.6 (120 Eval Int). See the discussion at [[Spell Damage Increase]]. There are 3 formulas: direct damage spells, positive buff (bless, strength, etc.) spells and negative 'buff' (weaken, feeble mind, curse, etc.) spells. (Summons, Resurrection, Mind Blast and Poison are not affected by Evaluate Intelligence.)
* '''Formula:''' total damage = (base damage * ( 30 + (9 * Evaluating Intelligence/10) ) ) / 100.)
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* '''Direct Damage Formula:''' total damage = ( base damage * ( 3 * Evaluating Intelligence / 100 + 1 )
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* '''Positive 'buff' Spell Formula:''' Final Positive Stat = Base Stat * ( 1 + ( 1 + Evaluating Intelligence / 10 ) / 100 )
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* '''Negative 'buff' Spell Formula:''' Final Negative Stat = Base Stat * ( 1 - ( 8 + ( ( Caster's Evaluate Intelligence - Target's Resist Spells ) / 10 ) ) / 100 )
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Example of the damage factor done for direct damage spells at various Evaluate Intelligence values:
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* Eval int = 0, damage done is the base (factor of 1)
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* Eval int = 33.4, damage done is approximately doubled (factor of 2.002)
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* Eval int = 66.7, damage done is approximately tripled (factor of 3.001)
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* Eval int = 100, damage done is quadrupled (factor of 4)
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* Eval int = 120, damage done is a little over 4 1/2 (factor of 4.6)
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Example of a positive 'buff' spell:
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Suppose the caster has 100 Eval Int. The target has 110 strength. Cast 'Strength'.
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* Final  Positive Stat = 110 * ( 1 + ( 1 + ( 100 / 10 ) ) / 100 ) )
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* Final  Positive Stat = 110 * 1.11 = 122 resulting temporary strength (any decimal is dropped)
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Example of a negative 'buff' spell:
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Suppose the caster has 100 Eval Int. The target has 50 Resisting Spells. Cast 'Weaken'. Target has 100 Strength.
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* Final Negative Stat = 100 * ( 1 - ( 8 + ( ( 100 - 50 ) / 10 ) ) / 100 )
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* Total negative buff = 100 * ( .87 ) = 87 resulting temporary strength
  
 
===Defensive Ability===
 
===Defensive Ability===
When combined with [[Anatomy]], these two skills can be used to replace [[Wrestling]] or other melee skills for defense. At 100 in both you will have the equivalent of 120 in dodging skill.
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When combined with [[Anatomy]], these two skills can be used to replace [[Wrestling]] or other melee skills for defense. [[Anatomy]] and [[Evaluate Intelligence]] need to add up to 220 to have the equivalent of 120 melee defensive ability. The result of the following formula is capped at 120, so having 120 in both skills does not give a greater benefit.
* '''Formula''': (Evaluating Intelligence + Anatomy + 20 ) / 2
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* '''Formula''': ( Evaluating Intelligence + Anatomy + 20 ) / 2
  
 
==Training==
 
==Training==
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===Passive===
 
===Passive===
Each cast of either a [[Magery]] or [[Mysticism]] spell has a chance to gain. Training one of these magic skills to the desired level while having Evaluating Intelligence raise passively is the preferred method. Once Magery or Mysticism is done training, repeatedly casting [[Magic Arrow]] is the most effective means. Wear a suit with 40% [[Lower Mana Cost]] and as much [[Mana Regeneration]] as you can.
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Each cast of a [[Magery]] spell has a chance to gain. Training [[magery]] skill to the desired level while having Evaluate Intelligence raise passively is the preferred method. Once Magery is done training, repeatedly casting [[Reactive Armor]] is the most effective means. Wear a suit with 40% [[Lower Mana Cost]] and as much [[Mana Regeneration]] as you can.
[[Weaken]] on yourself is a good choice if you want to raise also [[Resisting Spells]].
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Such passive gains of Evaluate Intelligence can occur even when casting a [[Magery|magery]] spell fails (fizzles) and with [[Magery|magery]] spells which are not influenced by Evaluate Intelligence (for example [[Mind Blast]]).
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If the goal is to raise [[Resisting Spells]] while completing Evaluate Intelligence, then casting [[Weaken]], [[Clumsy]] or [[Feeblemind]] on yourself are good choices, these will raise both skills.
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You may wish to set and lock your magery at 0 while training eval.
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Be sure to take advantage of the [[Satyr Trick]].
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==Historical==
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Changes made with [[Publish 64|February 2010]] to [[Mysticism]] made either [[Imbuing]] or [[Focus]] the secondary skills to [[Mysticism]]. Prior to that change, [[Evaluate Intelligence]] had a similar effect on [[Mysticism]] as it does on [[Magery]].
  
 
==See Also==
 
==See Also==
 
* [[Magery]]
 
* [[Magery]]
* [[Mysticism]]
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* [[Spell Damage Increase]]
* http://www.uoherald.com/guide/guide.php?guideId=70 - official Evaluating Intelligence page
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* http://uo.com/Spellcasting - official Spellcasting page
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 15:51, 4 March 2016

Flag evaluate intelligence.gif

Evaluating Intelligence can be used to determine the amount of Mana an opponent has left. It also affects various Magery spells, altering spell damage (similar to how Tactics increases damage dealt in standard combat) or the effectiveness/duration of a spell. It also has a role in defense when coupled with Anatomy.

Using

Evaluating Intelligence has three uses: showing information about a target, spell damage calculation and a defensive mechanism.

Reading Mana Level

When using the skill and targeting a creature or player, it will give you the percentage of remaining mana the target has. Furthermore, an estimate of their overall intelligence is given.

Spell Damage

Evaluating Intelligence is mostly used for its ability to increase the damage and effectiveness of Magery spells. When you cast a spell, the potential damage is calculated based on several factors, such as the spell, its circle, your ability, etc. (call this base damage). The damage then gets scaled based on the mage’s Evaluate Intelligence. Evaluate Intelligence has a factor of between 1 (0 Eval Int) and 4.6 (120 Eval Int). See the discussion at Spell Damage Increase. There are 3 formulas: direct damage spells, positive buff (bless, strength, etc.) spells and negative 'buff' (weaken, feeble mind, curse, etc.) spells. (Summons, Resurrection, Mind Blast and Poison are not affected by Evaluate Intelligence.)

  • Direct Damage Formula: total damage = ( base damage * ( 3 * Evaluating Intelligence / 100 + 1 )
  • Positive 'buff' Spell Formula: Final Positive Stat = Base Stat * ( 1 + ( 1 + Evaluating Intelligence / 10 ) / 100 )
  • Negative 'buff' Spell Formula: Final Negative Stat = Base Stat * ( 1 - ( 8 + ( ( Caster's Evaluate Intelligence - Target's Resist Spells ) / 10 ) ) / 100 )

Example of the damage factor done for direct damage spells at various Evaluate Intelligence values:

  • Eval int = 0, damage done is the base (factor of 1)
  • Eval int = 33.4, damage done is approximately doubled (factor of 2.002)
  • Eval int = 66.7, damage done is approximately tripled (factor of 3.001)
  • Eval int = 100, damage done is quadrupled (factor of 4)
  • Eval int = 120, damage done is a little over 4 1/2 (factor of 4.6)

Example of a positive 'buff' spell: Suppose the caster has 100 Eval Int. The target has 110 strength. Cast 'Strength'.

  • Final Positive Stat = 110 * ( 1 + ( 1 + ( 100 / 10 ) ) / 100 ) )
  • Final Positive Stat = 110 * 1.11 = 122 resulting temporary strength (any decimal is dropped)

Example of a negative 'buff' spell: Suppose the caster has 100 Eval Int. The target has 50 Resisting Spells. Cast 'Weaken'. Target has 100 Strength.

  • Final Negative Stat = 100 * ( 1 - ( 8 + ( ( 100 - 50 ) / 10 ) ) / 100 )
  • Total negative buff = 100 * ( .87 ) = 87 resulting temporary strength

Defensive Ability

When combined with Anatomy, these two skills can be used to replace Wrestling or other melee skills for defense. Anatomy and Evaluate Intelligence need to add up to 220 to have the equivalent of 120 melee defensive ability. The result of the following formula is capped at 120, so having 120 in both skills does not give a greater benefit.

  • Formula: ( Evaluating Intelligence + Anatomy + 20 ) / 2

Training

Active

Activate the skill by macro or skill button and target a creature or player. If you don't get a gain, find a new target. If you do get a gain you can use that target and all proceeding ones again to try and gain.

Passive

Each cast of a Magery spell has a chance to gain. Training magery skill to the desired level while having Evaluate Intelligence raise passively is the preferred method. Once Magery is done training, repeatedly casting Reactive Armor is the most effective means. Wear a suit with 40% Lower Mana Cost and as much Mana Regeneration as you can. Such passive gains of Evaluate Intelligence can occur even when casting a magery spell fails (fizzles) and with magery spells which are not influenced by Evaluate Intelligence (for example Mind Blast). If the goal is to raise Resisting Spells while completing Evaluate Intelligence, then casting Weaken, Clumsy or Feeblemind on yourself are good choices, these will raise both skills. You may wish to set and lock your magery at 0 while training eval.

Be sure to take advantage of the Satyr Trick.

Historical

Changes made with February 2010 to Mysticism made either Imbuing or Focus the secondary skills to Mysticism. Prior to that change, Evaluate Intelligence had a similar effect on Mysticism as it does on Magery.

See Also