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Constructive thread for PVP balance Pub81

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
Potion Revamp
Heal-Cure - 5 Second Timer
Refresh - 5 Second Timer
Conflag-Invis-15 second Timer
Explosion-2 Second Timer
Agility-Strength-5 Second Timer
Supernova- 25 second timer

Edit:Reduced Timers if you have alchemy?

Consumables
Smoke Bomb - 15 second Timer
(If you are the aggressor you may not smoke bomb)
I never understood the point of attacking then when fail to kill run away and smoke bomb..or if while flee you cannot stealth or shadow jump after smoke bomb for 4 seconds..
Apple - 30 second timer
Faction Rune- 60 Second timer

Specials-
Mortal Strike Duration based on tactics anat and melee..
Anat+Tacts+Melee/30
Bleed Timer- 5 seconds
DP-5 Second to triple mana
AI -Cap increased based on weapon damage and real skill
120 tactics 120 anatomy 120 melee
100% Damage Inc
With 11-12 weapon New Kryss I believe
Tactics+Anatomy+Melee+Damage/30 +(weapon damage)
120+120+120+100 / 25 + (11,12) = (29,30) AI Damage! With a hard cap of 50


disarm - 5 second timer unless you have wrestling which then it is decreased to 3 seconds..and if the attacked has wrestling the timer is Null to rearm

Double Strike- First Hit guaranteed second hit is based on a 65% chance

Parry on Mage - Dex value increased to 95 real dex

Animal Form Casting cap for all templates is reduced to 0/0 but when casted gives you a 15% chance of casting focus

Edit:
Armor revamp
Plate/Chain- all pieces give +3 Str -4 dex +4% dmg inc
Ring mail +2 str -2 dex
Wood Armor: +5 str -3 dex -2 int +3%hci
Bone - +5 str -4 dex +3% dci
Dragon +2 eater (kinetic/fire/cold/energy/poison/damage)
Leather(Medable) +5 int +3 dex -5 str +1% casting focus
Leather(non med) +2 int +2 dex -3 str
+2 stam regen

Oh ya remove new stamina decreases
 

Picus of Napa

Certifiable
Supporter
Stratics Veteran
Stratics Legend
UNLEASHED
All this sounds fine. There is no space for wood armor so that would have to be thought of also. I'd like to see a timer for starting combat vs using smoke bombs also.

Parry on a mage should be 85 or so real of pots, it's not a used temp much and I'd not like to see the 4 guys get hurt more.
 

Merus

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
Most of this seems reasonable to me, except the increase on the AI cap. With all of the SSI available ingame 60 is just to high for a weapon that swings at 1.25, 1.5 or even 1.75. When you combine that AI with velocity and hit spell effect you could very well be doing 80+ damage per hit. IMO 35 cap is plenty.
 

Lythos-

Lore Master
Stratics Veteran
Stratics Legend
Merus We'll have to see how the DCI pans out to see if it's going to be plenty. Right now if you don't disarm and aren't on a garg you may hit 50% of the time if someone is hld proof (which most are).

cazador - if you install the same timer for cures as you do for DPing then it's basically just like it is now. I'd like see them decrease the chance of curing without alchemy or no alchy 1 cure would decrease it to normal and another would cure it. Poisoning isn't easy to work and shouldn't be negated with a backpack.

The rest aren't really a big deal. Explosions haven't really been an issue since they fixed the run n gun era. Conflag timer now is plenty if they fix the double ones.

Ninja's i believe have been nerfed enough. The whole damage is based off multiple skills and IF the opponent runs. I do agree with the animal form but they need to up the casting speed on it and hard cap it so it's even footing with mages. Most of the true ninja's now don't have room for anything but offense. It's nice to see different temps out there and we shouldn't try to kill anymore.

But yeah, let's try to get through this publish issue before we give them the idea to start breaking us down even more lol.
 

WootSauce

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
I will post something constructive in this thread as soon as I hear some logic from the Devs regarding why they made these changes.
 

Dan123The123Man

Lore Master
Stratics Veteran
Stratics Legend
if they go through with the DCI nerf then i'd say the only thing to counter that would be to remove the dex requirement for parry mages. just my 2 cents.
 

Basara

UO Forum Moderator
Moderator
Professional
Governor
Stratics Veteran
Stratics Legend
Wiki Moderator
UNLEASHED
Campaign Supporter
Make sure that in the Defensive Bladeweave options that either you get rid of the items that require Bushido or Ninjitsu, or have them go off as if a set amount of the supporting skill is possessed (if the user's skill is lower), the same way wands use a set Eval amount. Getting Feint or Block currently is like being told we've won a car, and get handed a Hot Wheel.
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
Potion Revamp
Heal-Cure - 5 Second Timer
Refresh - 5 Second Timer
Conflag-Invis-15 second Timer
Explosion-2 Second Timer
Agility-Strength-5 Second Timer
Supernova- 25 second timer

Edit:Reduced Timers if you have alchemy?
Heal/Cure potions should share a global cooldown, the user would need to make decision on which one to use.
Poisoning: Chance to cure needs to be greatly increased for all forms of curing, (since there would be a cooldown on cure potions), you should beable to cure at a good chance, plus it would bring back timing & eliminate the much-hated RNG-factor.
In Addition - Base damage for Poison levels 4, 5, & 6 should be increased by 1 point per poison level (increased by SDI or DI depending on Weapon skill or Magery)

Refresh Potions - Shouldn't have a cooldown at all. Instead maybe a diminishing returns for 5 seconds if used in succession.

The other potions are fine as they are.

Consumables
Smoke Bomb - 15 second Timer
(If you are the aggressor you may not smoke bomb)
I never understood the point of attacking then when fail to kill run away and smoke bomb..or if while flee you cannot stealth or shadow jump after smoke bomb for 4 seconds..
Apple - 30 second timer
Faction Rune- 60 Second timer
I don't see a reason to change Smokebombs, Apples, or faction runes. I wouldn't waste any time with faction changes since they're planning to have O/C replace factions anyway.

Specials-
Mortal Strike Duration based on tactics anat and melee..
Anat+Tacts+Melee/30
Bleed Timer- 5 seconds
DP-5 Second to triple mana
AI -Cap increased based on weapon damage and real skill
120 tactics 120 anatomy 120 melee
100% Damage Inc
With 11-12 weapon New Kryss I believe
Tactics+Anatomy+Melee+Damage/30 +(weapon damage)
120+120+120+100 / 25 + (11,12) = (29,30) AI Damage! With a hard cap of 50
I think the new changes to the specials are actually really well balanced. Except that there's no changes done to AI.
you're Idea of capping AI at 50 would be fair,

Say the hard cap is 50 for AI. (PvP)

Two-Handed Melee Weapons: suffer no penalty and are able to hit for 50. (+15 damage above the current cap, IMO this is a fair trade-off for using potions)
One-Handed Melee Weapons: -10-15 and are able to hit for 35-40 damage armor ignore. (slightly higher than currently, just to balance it with one-handed ranged weapons)
Two-Handed Ranged weapons: -10 damage and are able to hit for 40 damage AI. (slight boost to archery, because of the weapons being two-handed)
One-Handed Ranged Weapons: -15 damage, are able to hit for 35 (as currently)


disarm - 5 second timer unless you have wrestling which then it is decreased to 3 seconds..and if the attacked has wrestling the timer is Null to rearm

Double Strike- First Hit guaranteed second hit is based on a 65% chance

Parry on Mage - Dex value increased to 95 real dex

Animal Form Casting cap for all templates is reduced to 0/0 but when casted gives you a 15% chance of casting focus
Double Strike: should have a flat 80% chance to hit with the second hit (lower Attack & HCI of the user should not be factored)

I think the way parry + dex works atm is actually a little too harsh as is, and the minimum required dex for a full skills worth should be lowered to 50 Dex (Real). otherwise it doesn't need to be changed IMO.
(to me Parry never was worth having after AoS)

Animal Form: being interrupt-able is great, but IMO, Animal form should have a casting penalty of -2 FC if the user has above 50.0 magery (Dexers are already at a disadvantage)
 
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