Difference between revisions of "Evaluating Intelligence"

(added mention of Mysticsm; updated link to official Eval Int page)
(Updated links, Cleaned up the changes since Publish 64)
Line 1: Line 1:
 
[[Image:Flag_evaluate_intelligence.gif|frame]]
 
[[Image:Flag_evaluate_intelligence.gif|frame]]
 
{{tocright}}
 
{{tocright}}
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.
+
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.
+
Evaluating Intelligence has three uses: showing information about a target, spell damage calculation and a defensive mechanism.
  
 
===Reading Mana Level===
 
===Reading Mana Level===
Line 10: Line 10:
  
 
===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.
+
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. 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, Evaluate Intelligence has minimal effect, and beyond that it provides a bonus, up to a 20% bonus at Grandmaster and a 38% bonus at Legendary. See the discussion at [[Spell Damage Increase]].
* '''Formula:''' total damage = (base damage * ( 30 + (9 * Evaluating Intelligence/10) ) ) / 100.)
+
* '''Formula:''' total damage = ( base damage * ( 30 + ( 9 * Evaluating Intelligence / 10 ) ) ) / 100 )
  
 
===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.
+
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
+
* '''Formula''': ( Evaluating Intelligence + Anatomy + 20 ) / 2
  
 
==Training==
 
==Training==
Line 22: Line 22:
  
 
===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.
+
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 [[Magic Arrow]] 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]].
+
If the goal is to raise [[Resisting Spells]] while completing Evaluate Intelligence, then casting [[Weaken]], [[Clumsy]] or [[Feeblemind]] on yourself are a good choices, these will raise both skills.
 +
 
 +
==Historical==
 +
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]]
+
* [[Spell Damage Increase]]
* http://www.uoherald.com/guide/guide.php?guideId=70 - official Evaluating Intelligence page
+
* http://uo.com/Spellcasting - official Spellcasting page
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 07:25, 2 January 2013

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. 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, Evaluate Intelligence has minimal effect, and beyond that it provides a bonus, up to a 20% bonus at Grandmaster and a 38% bonus at Legendary. See the discussion at Spell Damage Increase.

  • Formula: total damage = ( base damage * ( 30 + ( 9 * Evaluating Intelligence / 10 ) ) ) / 100 )

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 Magic Arrow is the most effective means. Wear a suit with 40% Lower Mana Cost and as much Mana Regeneration as you can. If the goal is to raise Resisting Spells while completing Evaluate Intelligence, then casting Weaken, Clumsy or Feeblemind on yourself are a good choices, these will raise both skills.

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