The changes on TC now will be scrapped and this will be put in place next week.Are these the only changes that are on test now? Or is it just an amendment from the original change?
OOOoooOOO-OOO! Is it something that you can add to a mannequin...maybe... some time in the future?
210 stamina and i believe 60ssi, is 1.25 on 4s weaps, which is achievable, you just lose alot in the process of achieving it.Max Swing speed for a 4 second weapon is 1.5 at 55 SSI and 150 Stamina
Are you sure man? Because the publish notes just straight-up say "DCI cap bonus up to 95" and that's it. None of this stuff you're saying about a "rough cap" of 45 is in there at all.
Also, I'm not aware of any cap of 70 on DCI. I'm aware that 70 is currently the point where adding DCI no longer makes any difference, since you'll always be at 45 even under the effect of HLD, but I've never heard of it being "capped" there since it would be a pretty meaningless cap.
Plus even if you're right and the bonus of up to 95 only applies to a mythical DCI overcap cap (ugh) there's still the fact that sampires don't give a crap about overcapping DCI and would thus be able to ramp their resists up for absolutely no penalty.
But I really think that when they say "DCI cap" they mean "DCI cap" and your interpretation is just making the mistake of assuming they could never add anything so imbalanced.
Man you guys need to read the bloody text then.Yea... I agree with Cetric. The NEW proposed changes to HLD allow it to impose a 55% (of your DCI) penalty..... Which means at 95 DCI if you get hit with the NEW HLD you'd drop to 43 DCI.... If you could have 100 DCI you'd drop back down to 45% DCI. I'm betting the only reason the number 95 is out there is because that's basically the point at which you become HLD proof under the new system. 70 DCI isn't a cap like you said & I don't think 95 is either. They probably just worded it badly, because otherwise that's a LARGE change to a CAP lol.
This "DCI cap bonus up to 95" has to be EARNED by sacrificing max resists. They're NOT just talking about overcapping by slapping on 95 DCI worth of items, because anyone could just do that right now without sacrificing anything.Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to 95 while lowering max resists.
Man you guys need to read the bloody text then.
This "DCI cap bonus up to 95" has to be EARNED by sacrificing max resists. They're NOT just talking about overcapping by slapping on 95 DCI worth of items, because anyone could just do that right now without sacrificing anything.
Devs man you know this change is insane when no one allows themselves to even believe that you mean it.
You know what man, if you're talking about PVP, I don't really care right now. This whole Publish 81 debate has been about nothing but PVP balance. Someone needs to remind the developers that PVM exists.I'm not liking the changes to DCI & HLD even if you reach the 95 DCI cap then from my understanding your resist is going to suffer so you will just take a large amount of damage....
If you don't run 95 DCI then you will be hit for a lower damage but you will be taking those hits probably every 1.25 seconds. This just seems Lose/Lose to me.
I'm pretty sure they know pvm exist the game is primarily pvm...You know what man, if you're talking about PVP, I don't really care right now. This whole Publish 81 debate has been about nothing but PVP balance. Someone needs to remind the developers that PVM exists.
Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is still subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
- Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece.
- Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.
What the hell are you talking about? Where do you get these numbers from? Why the plate helmet gives 5+3% when wearing it with a studded suit is beyond me. If you don't understand the system, you probably shoudn't post some wild assumptions. Let's talk about your examples:So like a plate helmet might say 5 LMC on it, but count for 8 LMC if you're wearing it with a studded leather suit. If you put it on with a full ringmail suit it'll drop back to 5 LMC, unless you change out at least one piece of ringmail for studded or bone, in which case it will spring back up to being worth 8 LMC.
Oh yeah, my bad, the metal gets 1% and the studded gets 3%. That does absolutely nothing to change the fact that the amount of LMC an item is worth depends upon what else you're wearing and whether or not a given item is the odd one out in your six piece suit.What the hell are you talking about? Where do you get these numbers from? Why the plate helmet gives 5+3% when wearing it with a studded suit is beyond me. If you don't understand the system, you probably shoudn't post some wild assumptions.
What template do you run? How will it effect you? Just curious to see what type of templates will take a hit.Why do i still feel as if the Nerf stick still hit me hard?
This.So why not skip this and just give those armors those increased imbue caps? It's vastly simpler, more elegant, and spares players having to deal with a bunch of confusing hidden mods on items.
As much as I love archers and Virem is incapable of using the skill "Healing" I do think this may be a bit much on the running shots when u add in possible velocity and hit lightning. At least Glaive and Comp Bow are equal on damage now? Still not seeing a reason to use weapons with "balanced" on them wasting 150 points of imbue weight when u can just play a Garg and auto win UO.I feel like damage on comp bow is too high... its going to running shot for 25 at 1.25 seconds
28 characters, I run and play most templates. But all my templates use leather. I will have to wait to test these changes, but i just feel like they are still on a mission to nerf exsisting Dexter tempates. I see little or no change to the weapons that no one wants to use and the LRC buit into suits is as ussfull as an ash tray on a motorbike.What template do you run? How will it effect you? Just curious to see what type of templates will take a hit.
everyone in PvP runs with 80-90 DCI. It makes them bomb proof to HLDoooer. I thought dci was capped at 45 - as per this list http://uo2.stratics.com/items/magic-item-properties
How much dci do you all have on your armor now then?
I actually run 45 dci in the past I ran 70.everyone in PvP runs with 80-90 DCI. It makes them bomb proof to HLD
If all your templates use leather, then they'll be the same as they are now, surely? Leather is being put back to what it is in pub 80. ie, exactly what we have now. I've seen no mention of lrc built in, only lmc? Which I think goes to offset the fact that mana regen will be slower in a non med suit?28 characters, I run and play most templates. But all my templates use leather. I will have to wait to test these changes, but i just feel like they are still on a mission to nerf exsisting Dexter tempates. I see little or no change to the weapons that no one wants to use and the LRC buit into suits is as ussfull as an ash tray on a motorbike.
I meant LMC it was a typo my badIf all your templates use leather, then they'll be the same as they are now, surely? Leather is being put back to what it is in pub 80. ie, exactly what we have now. I've seen no mention of lrc built in, only lmc? Which I think goes to offset the fact that mana regen will be slower in a non med suit?
They REALLY, REALLY, REALLY need to give us something that is like the gump when you mouse over your char on Test Center with everything on it. PLZ PLZ PLZ
Awesome... hopefully you guys could add more properties to the list; LRC, RPD, & Casting Focus. we already have resistances show up on our status gump. (this context menu that displays stats that we currently have on TC1 speeds up the process of building a suit)We thought so too. We've got a solution for this already in the works!
Yeah I would like some clarification on how that works.that dci change with hit lower d has no change on a sampire....
the rough cap is still 45dci i believe, just the item overcapping is 95 instead of 70
Unless they go and make several monsters have hit lower d of course.. lol
oooer. I thought dci was capped at 45 - as per this list http://uo2.stratics.com/items/magic-item-properties
How much dci do you all have on your armor now then?
HLD has been a complete non-factor for too long.I'm not liking the changes to DCI & HLD even if you reach the 95 DCI cap then from my understanding your resist is going to suffer so you will just take a large amount of damage....
If you don't run 95 DCI then you will be hit for a lower damage but you will be taking those hits probably every 1.25 seconds. This just seems Lose/Lose to me.
T-Map loot should also have reduced negative properties...as well as MIB Loot....Loot from Level 7 T-Maps and Legendary nets should have a higher chance of producing a clean legendary ArtifactYeah we *my husband and I* have a ton of treasuremaps we are holding on to in hopes they change the loot lol!
I pvm just as much if not more than i pvp and i'm pretty happy with these changes. There's too many people living only because of a backpack. Combine that with healing stones and hpr suits it gets annoying.I got an idea! How about leaving refresh potions along.... I mean damn it's bad enough as it is with potions weighing 2x as much as they did in the past. So now you're wanting to make it so that when you need to use a refresh pot it doesn't put you at max? This is still a bad change especially for FELUCIA PVM/PVP
@ DEV TEAM IF YOU ARE IN FELUCIA YOU CAN NOT PUSH THROUGH PEOPLE OR SPAWN! THIS IS WHY YOU NEED TO LEAVE THE REFRESH POTION SYSTEM ALONE. THANKS
I have imbued Daimyo 's Helms just for that purpose.210 stamina and i believe 60ssi, is 1.25 on 4s weaps, which is achievable, you just lose alot in the process of achieving it.
45ssi/180 stam and 60ssi/150 stam are the 1.5s
your chart is incorrect. extensive testing was done to verify this. I've seen this chart before, and it is "off" on the higher base speed weapons
I love leaving leather alone but would like to see a little more love to the heavier armor...I've also always been a big proponent of giving heavy armor (specifically plate) a built-in PvM-only damage absorption, NOT stacking with Swamp Dragon Barding absorption, to give folks another option to have this absorption besides sliding along on a Swamp Dragon.
While PvM only this would still be of use in Fel for reasons I hope are obvious.
-Galen's player
Lol remember this thread when you get stuck on a slime and die to a group of 5 or more people because you was rubber banding on a a slime and wasn't able to push through it.I pvm just as much if not more than i pvp and i'm pretty happy with these changes. There's too many people living only because of a backpack. Combine that with healing stones and hpr suits it gets annoying.
This is a step in the right direction. They're nerfing gargs, archers, stone form, dci and wind xheals. If there's a cure pot timer this could be one of the best publishes ever to put more skill back into pvp.
I hear you there and the resources needed to actually take down a ship is WAY beyond what the return is for sinking one. Not to mention the time involved in crafting the stuff.We gave up on doing Pirate ships because all the work that went into just sinking 1 ships wasn't worth it. And there are still times when the ship is bugged and you cannot damage it- which you don't know until after a few shots and realizing the other ship isn't being damaged.
I don't think you fully understand what I'm saying. How much it will lower the resist is my concern. I don't care if my resist are @ 60 they normally are while I'm pvping. But any lower than that then yes I would be highly upset.HLD has been a complete non-factor for too long.
It is too easily negated in even a low to mid level suit.
Why even keep it in the game if it can and always will be completely nullified?
IMO the new DCI cap revision is a tiny means of trying to balance out the long overpowered Curse spell.
I find it very laughable that any Mage now has issue with a mechanic that may lower THEIR untouchable resists even a small amount.
Welcome to the club.
Well Put Sir!!!Im not going to say if this part 2 is good or not yet, but theres 1 thing missing here.
we (craffters) NEED some kind of value for ingots, if we are going to use metal armors, because if not , will happen 1 things :
- Metal armors will be only verite/valorite because of high resists OR gold for luck. Any other ingot type will be useless (making armor talking)
So if you want us to use metal armor, we need some love for all type of ingots we have. Leather armors dont have this problem because spined is used for luck armors, and barbed/horned are used for resist at the same level.
But we have 9 TYPE of ingots, and if theres no love of them will only be 3 useful.
Thx for read a poor crafter hehe....
Gargoyles also have no way to achieve the "pvm damage absorption", so I agree with this as well.I've also always been a big proponent of giving heavy armor (specifically plate) a built-in PvM-only damage absorption, NOT stacking with Swamp Dragon Barding absorption, to give folks another option to have this absorption besides sliding along on a Swamp Dragon.
While PvM only this would still be of use in Fel for reasons I hope are obvious.
-Galen's player
I thought all the calculators were off, as it looks as if they don't calculate SSI properly. (not verified though) but the math doesn't add up, unless there's some kind of negative SSI in-place before getting to the positives.210 stamina and i believe 60ssi, is 1.25 on 4s weaps, which is achievable, you just lose alot in the process of achieving it.
45ssi/180 stam and 60ssi/150 stam are the 1.5s
your chart is incorrect. extensive testing was done to verify this. I've seen this chart before, and it is "off" on the higher base speed weapons
If a group singles out one person they SHOULD die. Backpacks have been saving people for far too long. There's an apple timer, heal timer and now a reduction in stam pots. When we get a reasonable timer on cures it'll be a great day.Lol remember this thread when you get stuck on a slime and die to a group of 5 or more people because you was rubber banding on a a slime and wasn't able to push through it.
So you should die because a group attacked you? That makes no sense... I've killed groups by my self... Now you're saying I should have no chance at surviving? That's just dumb.If a group singles out one person they SHOULD die. Backpacks have been saving people for far too long. There's an apple timer, heal timer and now a reduction in stam pots. When we get a reasonable timer on cures it'll be a great day.
Publish Notes 2013 Feb 08 21:18 GMT
We would like to start by thanking everyone who has submitted feedback on the proposed publish 81 changes. Below are a few changes you will see on TC1 as early as next week. Providing more choices of play styles while not invalidating any current play styles is the goal of these changes. We look forward to your additional comments. Here are a few changes that we will be making from your feedback:
· The” Balanced” property can now be found on loot generated two handed weapons. Weapons with this property will be unable to parry or evade.
...
I don't understand why touch DCI if you're just going to add it back with the refinements?The updated publish won't be up on TC until next week. We wanted to give you guys a heads up as to what we had planned rather then go the whole weekend without an update. When the update hits TC we'll make sure you have a full supply of all your needs for testing the Refinements. We look forward to your continuing feedback.
LOL. I was not pointing out that plate gets just 1%. I was pointing out, that your whole explanation is wrong. And since you posted again a completely wrong example, tells me, you still haven't understood it.Oh yeah, my bad, the metal gets 1% and the studded gets 3%. That does absolutely nothing to change the fact that the amount of LMC an item is worth depends upon what else you're wearing and whether or not a given item is the odd one out in your six piece suit.
So if I'm wearing a plate suit and I put on a bone helmet with 8 LMC imbued, I'll actually gain 11 LMC thanks to the +3 inherent bonus. But if I take that same helmet and put it on a character that's already wearing a studded suit, they'll only gain 8 LMC since they were already wearing 5 pieces with +3 inherent bonuses. But if that same character replaces his studded gloves with some ringmail ones, the +3 inherent bonus on the bone helmet suddenly kicks in, since it's now one of the five pieces where the bonus is active. Therefore he'll lose 11 LMC when he takes the helmet off, even though it says 8 LMC on it and was worth 8 when he put it on.
Yeah THAT's not confusing as hell. Boy you sure put me in my place. Good job pretending that mixing up which material gets a +1 bonus and which gets a +3 actually makes a substantive difference to the argument.
Go sit down somewhere, champ.
Bone helmet: 8% normal, 3% inherentSo if I'm wearing a plate suit and I put on a bone helmet with 8 LMC imbued, I'll actually gain 11 LMC thanks to the +3 inherent bonus.
Bone helmet: 8% normal, 3% inherentBut if I take that same helmet and put it on a character that's already wearing a studded suit, they'll only gain 8 LMC since they were already wearing 5 pieces with +3 inherent bonuses
Bone helmet: 8% normal, 3% inherentBut if that same character replaces his studded gloves with some ringmail ones, the +3 inherent bonus on the bone helmet suddenly kicks in, since it's now one of the five pieces where the bonus is active.
Studd.Arms: 3% inherentTherefore he'll lose 11 LMC when he takes the helmet off, even though it says 8 LMC on it and was worth 8 when he put it on.
With all of these new changes why can't we have the menu where you mouse over your character and get your stats lmc/resist/lrc/hci/dci/kills/deaths (maybe have this menu with a toggle button so gives the option of other people to see). This is one thing that should have been on production shards long ago and would help new players/old players.
Its not that simple.If a group singles out one person they SHOULD die. Backpacks have been saving people for far too long. There's an apple timer, heal timer and now a reduction in stam pots. When we get a reasonable timer on cures it'll be a great day.