Lighting strike isnt really an issue with PVP. Yes, it has the chance to crit, but in pvp becuase of the damage cap you cant really on it. It would be Stupid to rely on it. Special moves like armor ignore, concussion blow, etc is what a melee class relies on for damage in pvp.And because most PVM use sampires and not many PVP use them it makes no logic reasoning why a PVP change should effect PVM more than PVP. So regardless on any changes that anybody wants do not let PVP changes effect PVM in no way and do not let PVM changes effect PVP in no way. That what really needs to be looked into before changing or wanting to change anything.In all honesty it would effect a sampire most. But really if you look at it they can solo just about any boss. Is that not over powered pvm wise?
Oh that reminds me make Barracoon a rat ARCHER please! Seriously he just sits there and does NOTHING when anything ranged attacks him... wtf is that?.. some challenging spawn boss that is...
If you were to keep feint up at all times you run the chance of wasting a TON of mana taking 50% damage from a magic arrow or harm or something feeble like that. It's not as extremely potent as people might think, and even if you do save it for a big mage dump... you have to hit the target in the middle of the dump for it to go off anyways.
Changing nerve strike to a spell and making it skill based (Anatomy for para, Tactics for bonus damage) would decrease the amount of steathing/nervestrike,deathstrike people you see around also. Since I'm pretty sure a lot of these templates use 90 tactics and 0 anat. Seems silly to me you can mix bushido and ninjitsu anyways since.. well bushido is an honorable fighter. While a ninja is a fighter that uses surprise tactics and fights from the shadows..
And lightning strike is pretty effective in pvp if you a special spamming dexer. You AI once lightning strike twice which resets the double mana cost back to normal mana cost then AI again rinse and repeat, and those 2 lightning strikes have a very good chance of being 35 damage or more depending on the weapon. This change would keep the double mana cost timer going with every lightning strike/deathstrike/focusstrike...etc.
Feint lasts for about 16 seconds, reducing All damage taken by 50 percent for those 16 seconds, not just one spell.If you were to keep feint up at all times you run the chance of wasting a TON of mana taking 50% damage from a magic arrow or harm or something feeble like that. It's not as extremely potent as people might think, and even if you do save it for a big mage dump... you have to hit the target in the middle of the dump for it to go off anyways.
Changing nerve strike to a spell and making it skill based (Anatomy for para, Tactics for bonus damage) would decrease the amount of steathing/nervestrike,deathstrike people you see around also. Since I'm pretty sure a lot of these templates use 90 tactics and 0 anat. Seems silly to me you can mix bushido and ninjitsu anyways since.. well bushido is an honorable fighter. While a ninja is a fighter that uses surprise tactics and fights from the shadows..
And lightning strike is pretty effective in pvp if you a special spamming dexer. You AI once lightning strike twice which resets the double mana cost back to normal mana cost then AI again rinse and repeat, and those 2 lightning strikes have a very good chance of being 35 damage or more depending on the weapon. This change would keep the double mana cost timer going with every lightning strike/deathstrike/focusstrike...etc.
This is just another reason why cure pots / apples need longer timers. Before apples and pots were widely used any template had the ability to prevent stealth by a damage over time attack. Now all thats left is bleed. Not even to start on how much easier this makes it to play a casting character, let alone a silly stealther.You mean smokebombing isnt a skill? **** I thought thats what all the uber pvpers called skill. Nothing like being dismounted and bam hit one macro insta hide and start immediately walking away. Only to remount come back spam nerve/ds over and over unless you miss and need to smokebomb again.
That's why I'm saying all weapon spells/specials need to be added to this or at least the big damage dealers like deathstrike/lightning strike.I also see your point about lightning strikes use as a buffer, but this can already be done by using a differnt special move i think, might be wrong on this.
I thought it only worked for the next damage that was inflicted. My bad.Feint is incredible, it doesnt last quite as long as 16 seconds (more like 6-8 seconds) but it's crazy, coop with evasion, you got yourself a godmode.
You are talking about 17dmg AI, and 19dmg flamestrike. Even 20dmg death strike...
Do not underestimate feint... make it a spell, omg UO will get overran by samurais.
Not so sure on poison timers... I'd be willing to bet everyone would be on a nox dexer chaining DP every 1.25 seconds if you put any sort of delay on poison potions.This is just another reason why cure pots / apples need longer timers. Before apples and pots were widely used any template had the ability to prevent stealth by a damage over time attack. Now all thats left is bleed. Not even to start on how much easier this makes it to play a casting character, let alone a silly stealther.
Just like you have 2 dbags from every group of pvpers that do nothing but spell plague to burn apples.. timers are fine as they are on consumeables.Not so sure on poison timers... I'd be willing to bet everyone would be on a nox dexer chaining DP every 1.25 seconds if you put any sort of delay on poison potions.
Right, and if the plague is stacked you can't apple it which is BS. Plague is BS as it is since ANYTHING can trigger the chaos explosion damage. IMO it should only do extra damage when the caster of the plague deals damage to the target.Just like you have 2 dbags from every group of pvpers that do nothing but spell plague to burn apples.. timers are fine as they are on consumeables.
There should be a significant timer on cure pots because as it is you can use them like an apple to instantly remove any poison, even deadly, and any curse with an apple. Before Enhance Potions became a part of nearly every pvp template this wasnt the case. Deadly poison could be cured, but usually took a good number of potions, which took more time, which why a delay to all pots should play compensate to a point the easy availabilty of enhance potions.Not so sure on poison timers... I'd be willing to bet everyone would be on a nox dexer chaining DP every 1.25 seconds if you put any sort of delay on poison potions.This is just another reason why cure pots / apples need longer timers. Before apples and pots were widely used any template had the ability to prevent stealth by a damage over time attack. Now all thats left is bleed. Not even to start on how much easier this makes it to play a casting character, let alone a silly stealther.
So you don't need poisoning skill on the template. You can still DP without it.Why would someone carry 15 kryss? Just a stack of dp pots and an assist. Macro to reapply dmg. Stack of 20 is good enough to nutualize 320 gcure pots.
No point. Chain DP is counter acted by chain curing the end, and everyone including yourself can do it so it's not unfair for anyone besides the lazy people that don't want to stock themselves sufficiently.There should be a significant timer on cure pots because as it is you can use them like an apple to instantly remove any poison, even deadly, and any curse with an apple. Before Enhance Potions became a part of nearly every pvp template this wasnt the case. Deadly poison could be cured, but usually took a good number of potions, which took more time, which why a delay to all pots should play compensate to a point the easy availabilty of enhance potions.
Nox dexter or nox mage was never an oped template, but was very viable. )It definitely stopped many a stealther from getting away.) It was balanced becuase mages could spam, but dont have the chance to increase the poison level, and dexters couldnt just spam, but had to use the charges wisely in a fight, as once your 12 charges were used up you had to stop and reapply the poison, or switch to a "backup" weapon, which was never as good, as most people really only had a few great weapons. But yeah i can see if poisoning was de-nerfed a nox dexter carrying around 15 identical imbued krysses or cleavers.
You didnt get what i said. Before imbuing, it took effort to incorporate enhance potions into a suit. If you wanted EP, you had to sacrifice a much larger number of other stats than you do now. If you didnt have EP, you could still cure deadly poison, but it would take maybe 5 potions. Thats why there should be a timer.No point. Chain DP is counter acted by chain curing the end, and everyone including yourself can do it so it's not unfair for anyone besides the lazy people that don't want to stock themselves sufficiently.There should be a significant timer on cure pots because as it is you can use them like an apple to instantly remove any poison, even deadly, and any curse with an apple. Before Enhance Potions became a part of nearly every pvp template this wasnt the case. Deadly poison could be cured, but usually took a good number of potions, which took more time, which why a delay to all pots should play compensate to a point the easy availabilty of enhance potions.
Nox dexter or nox mage was never an oped template, but was very viable. )It definitely stopped many a stealther from getting away.) It was balanced becuase mages could spam, but dont have the chance to increase the poison level, and dexters couldnt just spam, but had to use the charges wisely in a fight, as once your 12 charges were used up you had to stop and reapply the poison, or switch to a "backup" weapon, which was never as good, as most people really only had a few great weapons. But yeah i can see if poisoning was de-nerfed a nox dexter carrying around 15 identical imbued krysses or cleavers.
You are abosutely correct. Look up fookiya and shurikens.So you don't need poisoning skill on the template. You can still DP without it.
Gotta have ninjitsu up to a certain level for that thought don't you?u
You are abosutely correct. Look up fookiya and shurikens.
Oh and my 1 dp pots can poison 12 darts.
So again thanks for mentioning it that you can have zero (0) poisoning and dp people over and over with zero(0) mana cost.