you can found all the info into the Property caps section:
Warriors use a lot of property mechanisms. You need to MAX THEM ALL. Here the list with the max: Damage Increase (DI) 100%. Swing Speed Increase (SSI) 1.25s you cannot reduce below. So look your weapons base speed and adapt. www.uoguide.com/Swing_Speed_Increase Hit Chance Increase (HCI) 45%. Defense Chance Increase (DCI) 45%. Hit point regeneration 18: it is the amount of regeneration over 10 seconds. Stamina regeneration 24: Vampiric embrace allow +15. Mana regeneration 18: A MUST HAVE. Reflect Physical Damage 100% <- exception: not necessary to max it. Lower Mana Coast (LMC) 40% Lower Reagent Coast (LRC) 100% Faster Cast Recovery 6 Faster Casting 4 You can also found into the Detailed armor set chapter a craft example including every mods on each armor pieces to reach all the maximum caps. I agree it is not the easiest part of the guide
Here are my new totals. I removed HCI from armor pieces except the heater (which I intend to do today). I'll also be changing out my jewelry pieces. I've found that spell crafting jewelry, weather it's crafted or not, is not sufficient. Jewelry apparently has to be artifact grade to be useful.
Totals Mana Bonus\Increase - 126 Lower Mana cost - 103% Lower regeant Cost - 100% Hit Chance Increase - 72% Reflect Physical Damage - 108% Defense Chance Increase - 20% Spell Damage Increase - 5% Staminia Increase - 53 Hit Point Increase - 46 Intelligence Bonus - 10 Damage Increase - 114% Swing Speed Increase - 41% Physical Resist Bonus - Max Fire Resist Bonus - Max Cold Resist Bonus - Max Poison Resist Bonus - Max Energy Resist Bonus - Max Luck - 1,013 Faster Casting - 1 Faster Cast recovery - 2 Mana Regeneration - 2 Stamina Regeneration - 2 Bushido +2 Resisting Spells +5 Spirit Speak +5 Swordsmanship +5
It is better. Maybe you can reduce a bit the Lower Mana cost (caped to 40) and add stamina instead. For information, artifact jewels need only 2 exemplar and 5 gems to be spellcarfted and not 8 like armors and weapons. You can easily found "Vile" artifact jewels in the Savage Warren dungeon in Tart.
Well normal jewlery when spell crafted is quite usefull being you can get 8 in each regen.
Artifact is better because you get 4 more propetties and gem socketing. Socket Ruby on Health Jewlery for +5 health regen Emerald on Vile Jewlery for +5 stam regen and Diamond on Mage tower Jewlery for way better regen bonuses.
Nice find Yhaguen. sofar with out using phoenix it's "almost"impossible to cap every regen. players can push either SDI or regens with the current options available but it's impossible to max SDI and all regens. This seems to be a good balance bewteen the two.
In fact there is an artifact set giving +8 MR on 3 parts and another one +6 And +5 on Hit point and Stam regens. so with jewels it is easier to balance without Phoenix. Just those sets are harder to find.
A very nice guide, thanks Yhaguen! a question then as to your thoughts on trading magic resisit for meditation and using medable gear as to get higher mana regen rate. also in regard to healing, bushido confidence, the cleric spells touch of life and sacred boon, as well as vampiric embrace are supposed to heal through poison, even the most lethal. if that is the case on this shard wouldnt it be more beneficial to drop healing and magic resist in favor of meditation and focus for better mana and stamina regen? and as far as i know looks like phoenix armor is medable, though I may be wrong. It is also possible I am wrong in regard to spells here on traditions as the info regarding the mensioned spells comes from uo guide. I need to rebuild my sampire gear as it is quite antiquated from 4 years ago... LOL just recently returened home on a more permamnet basis