Hmm you have a point about the new loot system and mage armor. Some really good stuff does drop far better then what you can get from imbuing. I agree that while they it should allow you get some of the benefit of nonmed armor it should not be the full benefit. Its just a matter of figuring out what works and is fair. I like the basic idea you had there but like you said it needs refinement because it means studded etc would be no different then regular leather now.After examination of the 1H and 2H weapon speeds versus their min, max, and calculated average damages, the following weapons did not follow suit with the rest:
The damage jumped up higher than I expected versus other 1H weapons (expected base damage 17-21). Lances are unique, in that their dismount only works only against other lance wielding opponents, yet they are the only Fencing weapon with Concussion (UBWS allows access to more practical choices than a lance for this special). I will not lose sleep over this, regardless if it gets changed or not. I made pretty charts, but I will spare all of you this time.
- Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds
Aside from the above, 2H weapons have a consistently higher damage than their equivalent speed, 1H counterparts.
All in all there are only eight weapons (of the 90+ available) which are changing one special move each. There are no modifications to both of the special moves for any weapon. Most of the changes make the weapon either offensive or defensive focused, where before it was a little of both. Many people were relieved to see the Leafblade and Daisho remain unchanged (from their current specials.
The majority of the special moves will see a decrease in the mana cost to perform them. The few increases are primarily to Archery Only special moves. This will go a long way in relieving the mana burden of the warrior.
Several special moves are getting buffed, to be more comparable to the effectiveness of Armor Ignore. This will increase the diversity of the weapons and battlefield tactics currently being used. Though I have not been able to test all of these changes in great detail, I like what I see.
I am glad to see a stamina protection component to my choice of armor now. It adds flavor to the non-meddable armors, so they are now different than leather (rather than inferior). It will allow warriors to maintain a higher stamina through a fight, thus resulting in a consistently higher swing speed and damage output. Current stamina loss is being used as the baseline to scale the protection upwards, so this change is purely beneficial for those who want to use “heavier” armors (metal, dragonscale).
Coupled with the stamina protection is the bonus LMC provided by non-medable armors. This bonus can go beyond the LMC cap of 40%. This will also help ease the mana burden of a warrior. The “lighter” non-medable armors have a higher LMC bonus than their metal counterparts, which lets them standout. The choice in armor will center on tactical options:
Mage Armor negates both the Stamina Protection (SP) and LMC Bonus of the armor piece in the current publish. Many have called this drawback too severe, since it Mage Armor is a significant property to imbue on armor (140/500 total intensity). There are primarily two proposed alternatives: 1) full allotment of the SP and LMC; or 2) Reduced SP and LMC Bonus.
- Increased Mana Recovery, through meditation (allowed by leather, leaf, cloth).
- Reduced Stamina Loss (metal, dragonscale).
- Reduced Mana Cost (studded, bone, hide, stone)
A lot of effort has gone into play testing the in and outs of the crafting component of the armor refinements (Thank You). There are a lot of places to get the components, which is great. Everyone gets a slice of the pie. Unfortunately, from what I gather reading their findings, there are too many pieces to the puzzle. The number of components is overwhelming and will scare off many players from using it.
- Full Allotment. You can’t eat you cake and have it too. Combining the “best of both worlds” often lead to great imbalances in MMOs. There needs to be a meaningful trade-off to being able to meditate and have some SP and LMC Bonus. With the loot generator in the revamped dungeons, it is easy to obtain a Mage Armor piece much better than what can be imbued, with little-to-no negative modifiers. Crafting exceptional SE platemail with a high end runic, provides the Mage Armor property for free, while still receiving the 4-5 properties from the runic.
- Reduced. This is a more tempered approach than #1, but requires some refinement. The approach is to make Mage armor act as the “next lower” armor type (e.g. Metal > Studded; Studded > Leather). Refinement is needed because a Studded Mage Armor piece would have no SP or LMC Bonus, which is how it is on the current publish (not the intent of the idea). This idea has room to grow.
The core concept is good is a sound trade: either more damage, less often (lower resists, higher DCI) or less damage, more often (higher resists, less DCI). I am glad to see the team receptive to the suggestions of the players. I am looking forward to their revision/streamline of the refinements system. Hopefully this opens the door for future refinements (e.g. SDI-v-LRC, HCI-v-DI, SSI-v-DI, etc…).
My thoughts on the following changes:
- Gargoyle HCI Cap. All races should have all of the same caps, different benefits, but the same caps.
- HLD. The core change (percentile versus flat decrease) is a great change to make this a very effective property. However, there are issues with how Overcapping DCI is used which make this property and the Armor Refinements ineffective. The team has responded to these issues: http://stratics.com/community/threads/uo-com-updated-publish-81-on-tc1.295468/. I am looking forward to their changes.
- Animal Form. It makes sense that it can be interrupted. I can be interrupted trying to re-mount an Ethy or cast a spell. Even though is not effected by FC, will Casting Focus have an effect?
- Throwing. Even though I’m going to have to re-learn the sweet spots, if it balances out the skill I am all for it.
- Greater Refresh Potions. This change does not really affect me. I do not wait for my stamina to be in the toilet before I drink a potion. With the removal of the timer, it might mean carrying a few more potions. I would like to see push-through actually use stamina, rather than require you to be at full stamina.
- Hit Stamina Leech. I am concerned with what I read on this one (I have not had the chance to test it much). Does it behave similar to Hit Life leech and Hit Mana Leech (see here: http://uo2.stratics.com/items/magic-item-properties)? I would very much like all three of the leech effects to behave the same (different magnitudes, but the same manner). I understand a need to change stamina leech, so it compliments the new Stamina Protection (SP) rather than eclipse it.
- Divine Fury. Similar to the HSL, it needs to be complimentary.
- Balanced 2H Weapons. The “no parry” penalty is too severe. There still needs to be a trade-off for balanced on 2H weapons, but as it stands with this penalty, characters with Parry or Bushido are better off using a 1H weapon to drink potions (which is no different than it is currently, see here: http://stratics.com/community/threads/uo-com-updated-publish-81-notes.294228/page-3#post-2235428). The trade-off needs to be more tempered; there is work to be done here.
- Imbuing Cap Increase for 2H Weapons and Bows. Good, solid change.
Summary
There are a lot of good changes coming with this publish. There are a couple key issues and some tweaks that need work still, but all-in-all this is a good publish. I will probably hold off on testing this publish out further, I think I have taken this round as far as I can go. I can’t wait to see what “Round 3” of this publish brings.
Stayin Alive,
BG
and I learned there is a format eraser
I really like your refinement ideas specifically SDI/LRC and SSI/DI.
Anyway real good post!