Yeah uh... a wandering dev might want to explain what "diminishing returns" means exactly....But if it means stamina leech actually does less and less as a given fight goes by, that's sort of a horrible melee nerf.
I think Klomp you have the definition pretty dead on, that is exactly how dimishing returns works.
While fighting swoops ( results posted earlier in thread) I did fine initially but could not keep up with the stamina loss due to the stamina leech diminishing return. I tried with devine fury but would end up taking more damage( due to getting hit more) and hence lose more stamina than it was worth.
Thank you for the information, and exactly my concern with the Divine Fury nerf.... I think reducing the stamina bonus is necessary to keep balance with the overall stamina changes (you don't want one avenue of stamina regen to be so much better then the rest) BUT the DCI negative should be reduced to offset the reduction in stamina particularly at higher skill levels of Chiv.... Your character had 108 which is a big investment and Galen would prob know exactly but I think that is still in the neighborhood of -15 DCI.
These stamina leech changes seem rather odd. I wonder if you are right and maybe monsters have a pool of stamina that you now deplete?
No, stamina leech doesn't actually take away stamina (nor mana leech) but the new properties of Hit Fatigue and Mana Drain do. However these effects do not return stamina.
Hit Fatigue info from UO Guide:
Hit Fatigue is an item property found on certain weapons. A successful hit with such a weapon reduces a target's stamina by 20% of the damage dealt by the wielder who triggered the effect. The intensity ranges between 2% - 50%.
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I'm with him on making weapons faster, but for me it's about usability rather than stamina/mana balance. I mean right now nobody is ever going to use a war mace. Period. It's just too bloody slow. It may as well not exist.
- -Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
- -War Mace, Base damage 16-20 / Weapon Speed 4 seconds
I looked into further and the slowest mace weapon which is the War Mace at 4.00. Macing is the slowest of the melee weapon styles, but it has the added benefit of bonus stamina reduction which considering the new changes might be extremely effective against a player in leather armor. Add the changes Plate gives to stamina protection, some focus, and Chiv and a suit with stamina increase, then a war mace with Hit Fatigue, you will basically hit for monster damage and reduce any in leather armor to 0 stamina. While giving you the ability to maintain max swing. [30 ssi wep, 10 divine fury, 10 equiptment and 180 stamina].
I work my swing rates backwards but there is the math... start with (1.25 base)+ ( add .25 for every 10 ssi), (add .25 for every 30 stamina) = (weapon speed you can swing at max rate)
1.25(base) + 1.25 (50 ssi) +1.50 (6) = 4.00 or max speed for any wep 4.00 or slower.
Theoretically you can swing a weapon of 4.50 at max speed if you have the right suit.
1.25(base) + 1.50 (60ssi) + 1.75 (210 stamina) = 4.50
Again a plate suit would give you the stamina protection (in theory based changes and test results so far) to keep from losing stamina add in that you can add balance to 2 handed weapons and the use of stamina potions in addition to restore stamina if you take big damage.... plus focus, Stam regen and chiv possibilities...
However I do see one inconsistency that is interesting in all this.... the damages of a War Mace and War Hammer should be reversed.... The War Mace does less damage (16-20) vs (17-20) but swings slower by a tick (4.0) vs (3.75)... perhpas
the bleed, crushing blow specials [update of patch notes changes specials for War Mace] Mortal and Crushing Blow of the War Mace seemed more deadly then the whirlwind crushing blow combo of the War Hammer. To me its more situational then better or worse and those damages should be reversed (or swing speeds).
Hope this makes sense and I could talk about why max swing speed is important in PVP (pretty obvious) But there are times it is not as benefical to use a non maxed out weapon ie there are situations in a battle I use non-maxed out weapons for specific purpose that using a maxed out weapon would actually be worse.
I think when this hits production shards there will be a learning curse and suddenly a ton of two handed plate mail wearing fast swinging pvp monsters out there....
You can boost stamina above 180, invest in higher end items to get ssi maxed out at 60 (cap) use the plate changes, drop chiv (if you wanted) add more focus and basically keep your character swinging this monster weapon at max speed all day.
-Lore's Player