Great Changes! As a long time paladin (and hopefully somewhat respected as one) I think transfering some of the pvm only chiv abilities into the pvp arena is a good move.
Also forcing people to dedicate skill points to get the full benefit of Chiv abilties and forcing players to maintain the highest karma to unlock their full effectiveness is exactly what the UO paladin needed.
For far to long, people have been able to throw 50-60 skill points into chiv and get almost the entire benefit of the template. This change will effect pvp and pvm for the better (maybe make it harder on some of the uber templates but better in terms of equality and competativeness among different templates both in pvp and pvm).
I won't be able to do much testing this week but I do have some questions and suggestions for those willing to test some things out:
Game Balance Changes
Focus Skill Spec (PVP)
Increase of spell damage increase cap from *15% to 40%* for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
*subject to change based on testing
Chiv is mentioned on the Focus list. The only spell I can imagine being effected by the sdi cap would be Holy Light. In my experience sdi has had no effect on Holy Light Damage. Would anyone mind testing this out and letting me know if sdi now effects Holy Light? Or any other chiv spells for that matter?
Enchanted Apples:
Cooldown Increased to 45
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cooldown period.
Great change, the timer of 45 seconds is good but there should be a timer applied when a curse is removed that prevents the target from being recursed immediately. Something simple like a 5 second immunity.
CHIVALRY
The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.
The way it should be!
Divine Fury:
Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina.
Great change. As Chiv increases so do the hci, dmg and ssi.
Please do not make this abilitiy overpowered by raising the max effects above hci: 10, dmg 10, ssi: 10, although reducing the negative effects of dci, based on chiv skill and a high karma bonus would be an interesting wrinkle.
Something like:
Chiv Skill__________Bonus_____________________________Negative_____
Chiv: 0-60: Hci:0, ssi:0, dmg:5, stamina = (chiv/2)----------DCI (-20)
Chiv: 61-70: HCI: 5, ssi0 dmg:5, stamina = (chiv/2)---------DCI (-20)
Chiv: 71-80: HCI:5, ssi:5, dmg10, stamina = (chiv/2)-------DCI(-20)
Chiv: 81-90: HCI:10, ssi:5, dmg:10 stamina = (chiv/2)------DCI (-20)
Chiv: 91-100: HCI:10, ssi:10, dmg:10 stamina =(Chiv/2) -----DCI (-20)
Chiv 101-110 hci:10, ssi:10, dmg 10, stamina = (chiv/2)-----DCI (-15)
Chiv 111-119: hci:10, ssi:10, dmg 10, stamina = (chiv/2)-----DCI (-10)
Chiv 120: Hci:10, ssi:10, dmg:10, stamina = (chiv/2)---------DCI (-5)
High Karma reduces DCI penalty by -5 and increases duration of effect.
IMPORTANT: MAKE SURE multiple castings of Divine Fury DO NOT CAUSE the benefits or negatives to stack. Recasting simple resets the timer and adds additional stamina to the pool. [Long ago archers would stack divine fury's for massive hci and damage bonus's - lets not go back there lol)
Cleanse By Fire:
Cure chance for poison has been updated.
Hopefully scaled with karma and skill. I rarely fight people that dp anymore but high levels of poison were always hard to cure even at gm chiv and the highest karma level.
Enemy of One
Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma
(PvP)
Enemy of One will now work against Players and Pets. The damage increase cap will be significantly reduced and apply ONLY to the player or Pet being attacked. Damage received from all other sources will be increased by 30% while this ability is in effect versus a player or pet. Duration is capped at 8 seconds for PvP.
Initial thoughts: Timer is to short to be useful in combat, maybe a base of 8 seconds and scaled up to a cap of 15 seconds based on karma and chiv.
The negative of increased damage from all other sources of 30% seems a little excessive and should be scaled down from a base of 30% to 15% determined by the Skill and Karma of the caster.
Remove Curse
The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.
Sounds great as long as removing curses are not to difficult for high karma, high chiv characters nor to easy for low chiv or low karma characters.
Consecrate Weapon
Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type.
Great change. Add a buff icon and its golden
Additional Thoughts:
Give the Dispel Evil spell the additional function of exorcising ghosts from champ areas and faction bases (working in the same fashion as the necro exorsim spell).
-Lore's Player