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NEWS [UO.Com] Publish 81.0 Comes to TC1

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Publish Notes
2013 Feb 01 11:09 GMT
Publish 81.0.0 has been patched to TC1.

Please Note: An alternate client is needed to test the changes.

Currently testing Publish 81.0.0 on Test Center

*Weapon special move changes requires alternate game client found in patch directory: client_tc.exe or UOSA_TC.exe . This client is needed to test the following changes.


Weapon Revamp


All weapons have now been normalized based on weapon speed and handedness.

Mace:
  • Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
  • Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
  • Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
  • Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Club, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
  • War Axe, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
  • Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Hammer Pick, Base damage 15-19 / Weapon Speed 3.75 seconds
  • Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
  • War Mace, Base damage 16-20 / Weapon Speed 4 seconds

Fencing:
  • Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
  • Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
  • Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
  • Sai, Base damage 10-13 / Weapon Speed 2 seconds
  • Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
  • Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds
  • Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
  • Kama, Base damage 10-13 / Weapon Speed 2 seconds
  • Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
  • Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
  • War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds 2.5
  • Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
  • Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds

Axes:
  • Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
  • Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
  • Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
  • Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
  • Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
  • Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds

Swords:
  • Bokuto, Base damage 10-12 / Weapon Speed 2 seconds
  • Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
  • Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
  • Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
  • Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
  • Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds
  • Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
  • Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
  • Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
  • Halberd, Base damage 17-21 / Weapon Speed 4 seconds
  • Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds

Bows:
  • Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
  • Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Elven Composite Longbow, Base damage 16-20 / Weapon Speed 4 seconds
  • Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
  • Composite Bow, Base damage 18-22 / Weapon Speed 4.5 seconds
  • Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
  • Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds

Throwing:
  • Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
  • Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
  • Soul Glaive: Base damage 18-22 / Weapon Speed 4.5 seconds
Weapon Special Move Updates*

  • Sai – Primary: Dual Wield / Secondary: Armor Pierce
  • Dagger – Primary: Shadow Strike / Secondary: Infection Strike
  • Tessen– Primary: Feint / Secondary: Dual Wield
  • Nunchaku– Primary: Block / Secondary: Double Strike
  • Club – Primary: Crushing Blow / Secondary: Dismount
  • Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
  • Maul - Primary: Double Strike / Secondary: Concussion
  • War Mace - Primary: Force of Nature / Secondary: Mortal Strike
  • Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
  • Daisho - Primary: Feint / Secondary: Nervestrike
  • Leafblade - Primary: Bleed / Secondary: Armor Ignore
Weapon Special Move Mana Cost Changes

  • Block mana cost decreased from 30 to 20.
  • Crushing Blow mana cost decrease from 25 to 20.
  • Concussion mana cost decreased from 25 to 20.
  • Dual Wield mana cost decreased from 30 to 20.
  • Defense Mastery mana cost decreased from 30 to 20.
  • Double Shot mana cost increased from 30 to 35.
  • Force Arrow mana cost increased from 15 to 20.
  • Force of Nature mana cost decreased from 40 to 35.
  • Frenzied Whirlwind mana cost decreased from 30 to 20.
  • Infectious Strike mana cost increased from 15 to 20.
  • Moving Shot mana cost increased from 15 to 20.
  • Mystic Arc mana cost decreased from 25 to 20.
  • Serpent Arrow mana cost decreased from 40 to 25.
  • Shadow Strike mana cost decreased from 30 to 20.
  • Talon Strike mana cost decreased from 30 to 20.
  • Riding Swipe mana cost decreased from 30 to 25.
Weapon Special Move Changes

  • Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
  • Dual Wield, base chance to proc extra attack increased from 15% to 25%.
  • Crushing Blow, now drains 10 points of stamina from target on impact.
  • Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
  • Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
  • Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
  • Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
  • Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
  • Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
  • Frenzied Whirlwind, now applies a movement slow to its target if it is player every 5th hit and equipping the weapon will reset the hit count. The initial delay of damage over time has been removed.
  • Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
Armor Revamp part 1

Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:
  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor).
  • Carpentry crafted armor (woodland and stone armor).
  • Tailor crafted studded leather, hide, and bone armor.
  • Cloth, leather, and jewelry armor.
*Human racial ability Tough now provides a bonus to stamina loss protection.

Armor Inherent Mana Phase


Each piece of non medable armor will provide a chance to trigger a mana phase effect. Triggering mana phase will make the next mana check become free within ten second duration until you attempt to use mana again. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. Each piece of armor up to five pieces will provide the following chances to fire with a total cap of 15%:
  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides a 1% chance.
  • Carpentry crafted armor (woodland and stone armor) provides a 2% chance.
  • Tailor crafted studded leather, hide, and bone armor provides a 3% chance.
Armor Inherent SSI Debuff

A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff.

Combat changes:

  • The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
  • Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
  • Ninjitsu: animal form can now be interrupted while casting.
  • Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
  • Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
  • All stamina potions now operate on a global cooldown. Total refresh potions apply a ten second cooldown, refresh potions apply a two second cooldown, and faction refresh potions apply a two second cooldown.
  • Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
  • Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
  • Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.

Please submit feedback through one of the following:

Continue reading...
 

SlobberKnocker

Slightly Crazed
Stratics Veteran
guess we saw the thrower changes coming.

interesting that ninjitsu animal form can now be interrupted.

good to see the disarm timer.
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
leafblade loses feint? o_O
means that fencing has no more weapons with feint = totally useless in pvm -.-
 

Quickblade

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
Armor Revamp part 1


Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:
  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor).
  • Carpentry crafted armor (woodland and stone armor).
  • Tailor crafted studded leather, hide, and bone armor.
  • Cloth, leather, and jewelry armor.
*Human racial ability Tough now provides a bonus to stamina loss protection.


Armor Inherent Mana Phase

Each piece of non medable armor will provide a chance to trigger a mana phase effect. Triggering mana phase will make the next mana check become free within ten second duration until you attempt to use mana again. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. Each piece of armor up to five pieces will provide the following chances to fire with a total cap of 15%:
  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides a 1% chance.
  • Carpentry crafted armor (woodland and stone armor) provides a 2% chance.
  • Tailor crafted studded leather, hide, and bone armor provides a 3% chance.

So it is only working with crafted pieces or armor from loot can work also?
 
Last edited:

Goodmann

Babbling Loonie
Stratics Veteran
Stratics Legend
OMFG- Ninjitsu: animal form can now be interrupted while casting.THIS IS THE BEST THING EVER!
 

Goodmann

Babbling Loonie
Stratics Veteran
Stratics Legend
Can't wait to see what else is coming so far looks like the best pub in ALONG time
 

funkymonkey

Lore Master
Stratics Veteran
Stratics Legend
tbh Purging people out of animal form would be better , but i like that change.
 

Quickblade

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
Armor Inherent SSI Debuff


A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff.
How many pieces non medable does the defender need to wear to get this debuff, does it work scaling with number of pieces or just 1 piece will work ?
 

Quickblade

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
Can someone clarify the armour ssi debuff part for me?
I guess if a defender wear non-meddable, when he takes damage he has 10% chance to remove all SSI from the attacker for 5 seconds with a cooldown of 30seconds. A NPC attacker is at 0 SSI base so it will be in negative -30% SSI ... thats my guess
 

Winker

Babbling Loonie
Stratics Veteran
Stratics Legend
I am not to sure i like the change to the stamina pots. I use loads when stuck in spawn to push through
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I noticed the "Paladin Sword" was listed in the weapons revamp section, does this mean we can now find them as loot, or craft them now?, Or is it just for future use with artifacts and may become loot/craft-able at a later time?

Big fan of this, but I need to criticize a little :D before I get to test them.

  • Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
  • Ninjitsu: animal form can now be interrupted while casting.
It now sounds impossible to make your suit "HLD-Proof" it's about time, dexers will be happy about this surely, I'm use to being hit by dexers 90% of the time, so has little to no effect on me. :D

Animal Form being interruptable is a fair change imo, its good for both dexers & mages tbh, because Dexers are still able to heal with bandages & pots while trying to get away in animal form.
Mages are stuck with Pots only for healing. so it sounds good to me, except mages would be more likely to get an Animal form off, since they typically have 2/6 casting speed.


Based on the Armor revamp patch notes. it seems to me that Studded Leather & Woodland Armor would be the two best choices,It would depend on, Mana-Phase (Studded Leather) Vs Enhancing mods (Woodland Armor) Whichever is more important to the user.

They should probably make slight tweaks to enhancing metal armors to provide additional properties as Woodland Armor does. (this is why woodland armor is best for people who don't rely on Meditation for MR)

I won't have any time to test these changes until sunday night. :(
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I am not to sure i like the change to the stamina pots. I use loads when stuck in spawn to push through
Yea, I was thinking the cooldown on stamina pots was a bit harsh myself, currently the only types of characters that don't need them are Mystic Mages & other templates that might include Focus skill.

but I guess this would give more reason to have stamina leech on your weapon, unless it's changed between now and when it goes live to all shards.

I hope they meant Cure potions instead of Stamina, but I don't think I'm that Lucky :sad2:.
 

BeaIank

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Supporter
But it also says that stamina leech will be subjected to diminished returns the higher your max stamina is.

I like most of this release, but those two changes concern me slightly. It can make using melee in PvM even harder than it is now.
 

Bleak

UO Software Engineer
VIP
Stratics Veteran
Stratics Legend
I guess if a defender wear non-meddable, when he takes damage he has 10% chance to remove all SSI from the attacker for 5 seconds with a cooldown of 30seconds. A NPC attacker is at 0 SSI base so it will be in negative -30% SSI ... thats my guess
Correct
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I guess if a defender wear non-meddable, when he takes damage he has 10% chance to remove all SSI from the attacker for 5 seconds with a cooldown of 30seconds. A NPC attacker is at 0 SSI base so it will be in negative -30% SSI ... thats my guess
So, How does the "Mage Armor" property work with all this? does Mage Armor Negate the SSI Penalty to attackers ?

*If not my AoF is making a come-back, Wooot !*
 
Last edited:

Bleak

UO Software Engineer
VIP
Stratics Veteran
Stratics Legend
leafblade loses feint? o_O
means that fencing has no more weapons with feint = totally useless in pvm -.-
War Cleaver using Bladeweave in defensive mode is an option.
 

Bleak

UO Software Engineer
VIP
Stratics Veteran
Stratics Legend
So, How does the "Mage Armor" property work with all this? does Mage Armor Negate the SSI Penalty to attackers ?

*If not my AoF is making a come-back, Wooot !*
"Mage Armor" negates that armor piece's mana phase and ssi penalty ability.
 

SlobberKnocker

Slightly Crazed
Stratics Veteran
But it also says that stamina leech will be subjected to diminished returns the higher your max stamina is.

I like most of this release, but those two changes concern me slightly. It can make using melee in PvM even harder than it is now.
Really??
 

SlobberKnocker

Slightly Crazed
Stratics Veteran
yeah sure, 1:15 chances for a special that is a MUST in order to survive...
just another annoyance change to make it harder to solo the bosses.

this is a bandaid fix rather than undergoing the task to make a pvm boss encounter a different type of affair.
 

Vexxed

Certifiable
Stratics Veteran
Stratics Legend
Can someone clarify the armour ssi debuff part for me?
Armor Inherent SSI Debuff

A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff.
The way I interpret this is that the player wearing non-medable armor applies a -10% SSI PENALTY to pepole attacking him. It doesn't state any requirements about how many pieces of non-medable armor you have to be wearing so perhaps just 1 pc will be enough. It's also unclear if the cooldown period is specific to EACH attacker or not. Basically as it stands I'd say it's NOTHING.... 10 seconds of -10%SSI in a given Minute if it's a 1 on 1. Not sure how the cooldown works on multiples though. The NPC 30% SSI Debuff could be interesting if it applies to monsters (NPC = Non player character & Not monster though imo....)
 

Specialshoes

Sage
Stratics Veteran
Stratics Legend
yeah sure, 1:15 chances for a special that is a MUST in order to survive...
Not a must. I have been running a leafblade on a fencer/weaver for a long time. Been quite successful and no bushido to use feint with.

Infact this change makes my leafblade extra useable I am all for it.
 
Last edited:

Quickblade

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
So werent they supposed to adjust archery to throwing level? Lets compare .... whats the deal ?

Composite Bow, Base damage 18-22 / Weapon Speed 4.5 seconds --- TWO HANDED -Result : need balanced mod of 150 imbuing weight...
vs
Soul Glaive: Base damage 18-22 / Weapon Speed 4.5 seconds ------- ONE HANDED - Result no need of balanced mod so you can put 25 DCI and 8 HCI (150 weight together)
I think its still unfair for archery
 
Last edited:

Balinor of Pk?

Sage
Stratics Veteran
Stratics Legend
Some of these changes are amazing. But whoever designed them does not have a very deep understanding of UO pvp... The new winners will be healers. Since everything requires a timer to do... most healers use scripts to heal, so there will be no way to out damage their healing. It's going to make pvp LESS fun. And I wont be adapting a template I've had for 10+ years because some UO designer decides it's time to change some of the most fun things in game to things that are.... less fun. Notice the only people really cheering in here are trammies? Of course I'm elated that someone was brilliant enough to lower garg hit chance to 45. But that was OBVIOUS. Some of these other changes are literally going to break long standing elements of pvp that are FUN. Why don't you get a panel of REAL pvpers and talk to them. They're not hard to find, just look for fel idocs... or goto yew gate or a harry. Pick the guys killing everyone easily and pull them into UO jail for a real discussion on pvp. I mean seriously guys... Who do you listen to when you make these decisions? It might be my time to go too. Last of the long timers... It feels good to kick the UO habit from what I hear. I can feel it coming on. End of another era. Adding timers to specials is the worst idea ever. It's like putting training wheels on pvp...
 

Pinco

UOEC Modder
Stratics Veteran
Stratics Legend
just another annoyance change to make it harder to solo the bosses.

this is a bandaid fix rather than undergoing the task to make a pvm boss encounter a different type of affair.
yes, because there are thousands of player to play with that they have to remove the chance to solo the bosses...

Not a must. I have been running a leafblade on a fencer/weaver for a long time. Been quite successful and no bushido to use feint with.

Infact this change makes my leafblade extra useable I am all for it.
try to kill something serious in solo...
 

AxiamInc

Seasoned Veteran
Stratics Veteran
Stratics Legend
UNLEASHED
Must say that everything in there looks quite positive. Like the armor and weapon damage changes.

I however am terribly disappointed in the changes to the leafblade. That has been my weapon of choice for a great long while. I have a feeling that many in the pvm world are going to be a little upset with this change.

Please leave my leafblade alone!! :grouphug:
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
So werent they supposed to adjust archery to throwing level? Lets compare .... whats the deal ?

Composite Bow, Base damage 18-22 / Weapon Speed 4.5 seconds --- TWO HANDED -Result : need balanced mod of 150 imbuing weight...
vs
Soul Glaive: Base damage 18-22 / Weapon Speed 4.5 seconds ------- ONE HANDED - Result no need of balanced mod so you can put 25 DCI and 8 HCI (150 weight together)
I think its still unfair for archery
Yea I agree with this, it's very slightly off balance though, maybe the Composite bows base Speed could be reduced to 4.25 seconds. due to the fact it's two-handed, and pretty much requires the "balanced" property for PvP.

Edit: I was also hoping that some of the Melee weapons (mainly 2 handers) base damage was as high, or higher than most of the ranged weapons. (because you need to be close to your target).
 
Last edited:

Quickblade

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
Yea I agree with this, it's very slightly off balance though, maybe the Composite bows base Speed could be reduced to 4.25 seconds. due to the fact it's two-handed, and pretty much requires the "balanced" property for PvP.
Yup all they did is increase by 0,5 second the base speed of both composite and soul glaive, they didnt change anything to the fact all bows are 2 handed and all throwing weps are one handed...
 

GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
Am I missing something or are those notes written to imply that there's Stamina decreases for wearing certain armor, in effect currently, which has not been true since Age of Shadows?

Here's what I'm talking about:


Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:
  • Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor).
  • Carpentry crafted armor (woodland and stone armor).
  • Tailor crafted studded leather, hide, and bone armor.
  • Cloth, leather, and jewelry armor.
*Human racial ability Tough now provides a bonus to stamina loss protection.

Does that mean there will be stamina decreases for wearing certain armor? If so, why not tell us what they are?

-Galen's player
 

BeaIank

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Supporter
Galen, this is for stamina damage.
Wearing heavier armour will reduce the inherited stamina damage you take along with hit point damage from being attacked.
 

Gorbs

Sage
Stratics Veteran
Stratics Legend
I am not to sure i like the change to the stamina pots. I use loads when stuck in spawn to push through
So do we get an accompanying change that adds stamina loss on push through in trammel ruleset facets?
 

Irulia Darkaith

Sage
Stratics Veteran
Stratics Legend
This makes my head hurt. Bring back Vanquishing weapons and Invulnerability...I don't want to have to use spreadsheets to understand and play this game anymore! Please don't flame me, I'm old and fragile.

I guess I'll just wait for the dust to settle and let somebody tell me what to wear and what to use..*sighs*
 
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GalenKnighthawke

Grand Poobah
Stratics Veteran
Stratics Legend
Galen, this is for stamina damage.
Wearing heavier armour will reduce the inherited stamina damage you take along with hit point damage from being attacked.

OOOH ok, thank you.

You have no idea how glad I am that I was missing something.

Oh dear I guess this means I'll have to pay more attention to the Divine Fury change now....

-Galen's player
 

Quickblade

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
I just dont get it why throwing wep do not need balanced mod and archery does need it

EDIT: OK here I revised the whole Archery vs Throwing thing :
They need to reduce the ''balanced'' mod imbuing weight from 150 to 50 for all bows and maybe make it available for all others 2 handed weapons and give them some love? Because lets say it honestly, we all prefere using a shield over using a 2-handed weapon.With these changes, the 2-handed bows vs 1-handed throwing weapons will still be unbalanced. Thats why reducing the weight from 150 to 50 for 'balanced'' mod is a fair deal. Also they need to add ''balanced'' mod on the heartwood wood enhancing as a 8th random bonus but only availaible when enhacing 2-handed weapons
 
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Vexxed

Certifiable
Stratics Veteran
Stratics Legend
OK lots of Questions...


1)
Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike
Did they perhaps make a typo and add NON into the Red part above? As far as I know cleansing winds & Apples are what removes like 99% of all Mortals so with the NON in the red part above that reads to me like cleansing winds will grant 8 secs of Mortal immunity... or did I miss something?

2)
Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
What do they mean by "once removed"? I'd for sure say this includes bandages kicking but does it inlcude the bleed running it's normal duration?
 
T

Tazar

Guest
Can't find the alternate client. You currently cannot copy characters to Test Center from another shard. And Test Center doesn't even show up as an available shard.

Ummm....how do we help test this publish under these conditions?
I think the patches are going to hit today - but are not up yet. I just tried patching both clients and got nothing new. Once the patch hits you should be able to find the alternate client link in your files.
 

Shakkara

Slightly Crazed
Stratics Veteran
Stratics Legend
Instead of streamlining the combat system and really fixing fundamental problems, they apply band-aid patches that make the system EVEN HARDER TO UNDERSTAND, without any reason.

for example:
Armor Inherent SSI Debuff

A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff
Just what the f, why would anyone in their right mind design a system this way? Blah blah chance to proc, blah blah timer, blah blah cooldown. This whole system serves no purpose, is unreliable and highly situational!

Allow me to fix:

5 seconds effect ouf of 30 seconds means this debuff is ideally active 16.67% of the time. The debuff has the effect of reducing swing speed, thus damage, by 30% on NPCs.

0.1667 * 0.3 = 5% damage reduction

Shakkara's easy-to-understand-patchnotes:
Armor Inherent Damage Reduction

A defender wearing non medable armor will have a flat 5% damage reduction.
Tada!
 
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Uriah Heep

Grand Poobah
Alumni
Stratics Veteran
Stratics Legend
UNLEASHED
This makes my head hurt. Bring back Vanquishing weapons and Invulnerability...I don't want to have to use spreadsheets to understand and play this game anymore! Please don't flame me, I'm old and fragile.

I guess I'll just wait for the dust to settle and let somebody tell me what to wear and what to use..*sighs*
LOL this is sooooo me. My chars are mostly all old school, when I hit something I can't handle with them I just leave whatever it is alone :D. Never had a lot of the new skills, heck, where am I sposed to put em?!?!?!
 
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