Whats the deal with Sacred Journey

This spell is a little aggravating. Chivalry is a easy cheap way to put a few skill points on a template to get a few nice spells with the big advantage it gives a way to recall. I'm about at 55 skill and still fail too many times at sacred journey which is a min of 15 skill. It doesn't seem any other magic has such a high fail rate with such a large difference in skill points. I got 40 more skill pts that what is required. Could you imagine having 80 magery and fail a ton at 4th circle. I think I would be ok with a fizzle here and there but some times I'm like jeez. I have a human character that actually doesn't have to attempt too many more times than my character with 55. My human character is just using the 20 jack of all trades skill. 

Other chivalry skills that have higher minimums have a lot less failures such as divine fury. I rarely fizzle it, but will on occasion but that is fine. Why have sacred journey have such a high failure rate? Why not just set the skill min to like 40. 

Comments

  • LokeaLokea Posts: 253
    I have Chiv in the 80s for now and constantly fail at Enemy-of-One (minimum skill is 40 or 45).

    I'll probably dial Chivalry back to the 60s once I raise Bushido - I have no use for Noble Sacrifice (my Healing is nearly 105) as it usually gets me killed.
  • UrgeUrge Posts: 1,340
    If you're just looking to get around and play a samp I think I remember wraith form can no fail cast recall? 
  • azuldemogoguazuldemogogu Posts: 57
    Yeah wraith form, and that is an option. But I was kinda liking enemy of one and divine fury even though its dmg increase is considered item dmg increase so Im close to 100 even without fury but it does add hit chance and refresh stamina. Also, consecrate weapon is nice too in order to maximize dmg output. 

    I dialed mine back to 55. Because noble sac is almost worthless. It would be cool to cast in the middle of several folks who are getting mobbed cause it supposed to heal, cure, and rez an area but afterwards if a mongbat sneezes on you you're dead. Also, if the mob is that bad then you definitely dying after it.
  • CovenantXCovenantX Posts: 1,069
    edited July 23
    There's always been something wrong with chivalry>Sacred Journey... not sure if it's ever been reported cause most people go to 70+ for a somewhat reliable chance to cast Enemy of One, and once you're at 70-75 I don't think sacred journey fails anymore.

    But the issue is.  if you use the button in the Runebook or Runic Atlas, your success chance of recalling (with sacred journey) seems lower than it is if you use the spell manually and target a rune or runebook with the destination set as default.   

    It feels like Magery Scrolls when casting spells vs the spell from the spellbook, I believe scrolls act as if you have 40.0 magery above you're current magery skill in terms of success chance.

    Urge said:
    If you're just looking to get around and play a samp I think I remember wraith form can no fail cast recall? 

     Correct.  but unless you play in wraith form, im sure it'll get annoying to have to cast that, before you can recall.    

    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • ChumboWumboChumboWumbo Posts: 94
    edited July 23
    This is the problem with Sacred Journey right here. THIS IS A LIE

    In reality, in the code, it has a minimal skill cost of 15, because of this, you need around 75-80 chiv to get it to 100% cast. I've screeched about this before myself, and it still has yet to be addressed. Fix the book to the proper value or make SJ actually have a minimum cast of 5, I highly doubt either is a hard fix. If it really had a minimum cost of 5, 60 Chiv would be enough to get it to 100% cast, that simply is not the case.

    My pronouns are: Cry/Me/A/River
  • __Psycoder__Psycoder Posts: 37
    This is the problem with Sacred Journey right here. THIS IS A LIE

    In reality, in the code, it has a minimal skill cost of 15, because of this, you need around 75-80 chiv to get it to 100% cast. I've screeched about this before myself, and it still has yet to be addressed. Fix the book to the proper value or make SJ actually have a minimum cast of 5, I highly doubt either is a hard fix. If it really had a minimum cost of 5, 60 Chiv would be enough to get it to 100% cast, that simply is not the case.


    Take everything I am about to say with a grain of salt, but I remember reading at uoguide.com that for any spell that is more than +25 above your current skill point, you will fail 99.99% of the time. Also, if the spell has -25 less skill requirement than yours, you will succeed 99.99% of the time but you won't gain any skills. 

    Did you get Crystal Ball of Knowledge and try it? At what point did it say too easy? At your current level what does it say? 

  • ChumboWumboChumboWumbo Posts: 94
    edited July 23
    Main (Samp) has 60 Chiv, gets "Very Easy". Success chance is about 75% last time I tested it.

    Becomes "Too Easy" at 65 using jewelry, so my initial assessment of 75-80 was off, but it is still much higher than a spell with a minimum of 5 should have for 100% cast. If what you've read is true, that would mean its minimum skill is actually 40, quite a ways off from 5.
    My pronouns are: Cry/Me/A/River
  • PawainPawain Posts: 11,081
    Nice number crunching guys.  

    So, sounds like you should have 60 to 65 chivalry for a decent chance of sacred journey.  The OP is correct,  he does not have enough to reach an acceptable % success rate for himself.

    Could make a jewel with +15 chiv and put it on for traveling. 

    One of my guys has 95% LRC when his book is knocked out of his hand.  The failures come when he needs that G Heal.  Sure seems to fail more than 5 of 100 casts. RNG is all over UO.
    Focus on what you can do, not what you can't.
  • CovenantXCovenantX Posts: 1,069

    Chivalry, Spellweaving and I'm pretty sure Mysticism spells are 100% success at 50.0 skill above the min req- skill.

    Necromancy and Magery are 40.0+ above min skill.  

    Ninjitsu and Bushido take min skill +50.0 as well.
    Pawain said:

    One of my guys has 95% LRC when his book is knocked out of his hand.  The failures come when he needs that G Heal.  Sure seems to fail more than 5 of 100 casts. RNG is all over UO.

    LRC at 95/100 has a 5% chance to fail a cast for each reagent a spell takes. so you don't want to be anything less than 100, at least on a primary spell-caster.  anything else can get away with less in favor of more important properties if need be.
    Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. rant2 Bring timing back and eliminate chance in pvp!

  • __Psycoder__Psycoder Posts: 37
    edited July 23
    CovenantX said:

    Chivalry, Spellweaving and I'm pretty sure Mysticism spells are 100% success at 50.0 skill above the min req- skill.

    Necromancy and Magery are 40.0+ above min skill.  

    Ninjitsu and Bushido take min skill +50.0 as well.

    I think you may be right. I think the +25 thing that I typed might be for skills or crafting, not spells. 
  • __Psycoder__Psycoder Posts: 37
    CovenantX said:
    LRC at 95/100 has a 5% chance to fail a cast for each reagent a spell takes. so you don't want to be anything less than 100, at least on a primary spell-caster.  anything else can get away with less in favor of more important properties if need be.
    Wow, thanks for this! I did not know that the dice was rolled for each reagent! 

  • PawainPawain Posts: 11,081
    edited July 23
    Ya that per reagent is interesting and they check it for failure...  Not that it is something I thought I need to know.  But explains why G Heal fails because it takes 4. So 4 chances to fail when cast.  UO loves their RNG and sticks it everywhere.
    Focus on what you can do, not what you can't.
  • azuldemogoguazuldemogogu Posts: 57
    Im stilla bit old school with reagents. In some instances if my suit is just a little below 100% LRC, I'll just carry like 40 of each reagent which basically lasts a good long while. But I did not know the check was for each reagent.

    I have a crystal ball of knowledge and will hook it up to see what it says. I'm also ok with spells fizzling but a basic recall with what seems a pretty large skill level above min is a bit annoying.
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