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Apples and Remove Curse vs Spell Plague and Bleed.

Dan123The123Man

Lore Master
Stratics Veteran
Stratics Legend
ok I know that I will probably get some people mad at me BUT...


I was wondering if you guys will ever make it so Apples and Remove Curse remove Bleed attack or Spell Plague? I can kind of understand why you may not do it for spell plague because it almost defeats the purpose for using it, but then again an apple you can only use once every 15 seconds so you could technically just recast spell plague. I never knew though why an Apple or Remove Curse could never remove Bleed. Will you guys ever make it so it removes Bleed just like it removes Strangle? Both being a DOT, I just don't know why it doesn't already remove Bleed.
 

Winker

Babbling Loonie
Stratics Veteran
Stratics Legend
i was under the impression that an apple would lift spell plague
 

virtualhabitat

Lore Keeper
Stratics Veteran
Stratics Legend
Bleeding isn't a curse, its a physical disability.
Yes, think of bleed like the guy jiggling the blade around a bit before pulling it out of your body. In this case an apple-a-day will not keep the doctor away.
 

Omnius

Crazed Zealot
Stratics Veteran
Stratics Legend
Yes, think of bleed like the guy jiggling the blade around a bit before pulling it out of your body. In this case an apple-a-day will not keep the doctor away.
It's so mages suffer another disadvantage against melee characters.
 

RawHeadRex

Slightly Crazed
Stratics Veteran
Stratics Legend
this is the same game that allows one to stop bleeding AND HEAL with a 3 second bandaid ...
 

Lord X

Sage
Stratics Veteran
Stratics Legend
It's so mages suffer another disadvantage against melee characters.
Oh you mean like mages wearing 70 dci suits so melee cant hit them? Or perhaps that the melee char has to actually catch up to and swing while next to the mage? Melee chars cant do **** anymore. Yeah... ooh the big bad bleed... what its like the only thing a melee char can do with any certainty that it will actually hit (assuming the mage doesnt laugh/shrug off the initial hit).


Ah nvm, your'e prob just being sarcastic. Heh.


this is the same game that allows one to stop bleeding AND HEAL with a 3 second bandaid ...
Try 4 sec bandaid, and it would take two of them to stop bleeding and then to heal. So 8 secs later..... Unless of course your'e crosshealing, then its 2 secs per aid... so total 4.
 

RawHeadRex

Slightly Crazed
Stratics Veteran
Stratics Legend
Oh you mean like mages wearing 70 dci suits so melee cant hit them? Or perhaps that the melee char has to actually catch up to and swing while next to the mage? Melee chars cant do **** anymore. Yeah... ooh the big bad bleed... what its like the only thing a melee char can do with any certainty that it will actually hit (assuming the mage doesnt laugh/shrug off the initial hit).


Ah nvm, your'e prob just being sarcastic. Heh.




Try 4 sec bandaid, and it would take two of them to stop bleeding and then to heal. So 8 secs later..... Unless of course your'e crosshealing, then its 2 secs per aid... so total 4.
180 stam i do 3 sec bandaids but whatever...
 

Lord X

Sage
Stratics Veteran
Stratics Legend
180 stam i do 3 sec bandaids but whatever...
Healing is based on Dex, not stam. Max Dex is 150, which I assume you are though. If using UOassist, it would appear you are correct at 3 secs or maybe a smidge over. Though if you use a stopwatch out of game it is 4 secs.
 
C

Cloak&Dagger

Guest
It's so mages suffer another disadvantage against melee characters.
Oh you mean like mages wearing 70 dci suits so melee cant hit them? Or perhaps that the melee char has to actually catch up to and swing while next to the mage? Melee chars cant do **** anymore. Yeah... ooh the big bad bleed... what its like the only thing a melee char can do with any certainty that it will actually hit (assuming the mage doesnt laugh/shrug off the initial hit).


Ah nvm, your'e prob just being sarcastic. Heh.


this is the same game that allows one to stop bleeding AND HEAL with a 3 second bandaid ...
Try 4 sec bandaid, and it would take two of them to stop bleeding and then to heal. So 8 secs later..... Unless of course your'e crosshealing, then its 2 secs per aid... so total 4.
It is in fact 4 seconds on the aids.

As for the mage thing, are you serious? So you are saying you hate all character types when you complain about "Mages having 70 dci" Because all characters can have 70 dci, meaning all archers and melee class characters have a 50% chance to hit, seems fair enough considering the amount of skills invested are equal, the amount of props are equal, so the chance to hit should be equal. And I get hit more than I can cast if I just stand still, and if I run I can't cast till I stop at which point you have a chance to catch up and interrupt, not to mention you can heal with in 4 seconds, plus pots, and all curses/poison are useless.

"Balance" is not the ability to instantly remove any problem that comes your way, Balance is being able to tactically decide what choice to make next so that you have at least 1 option to survive if you are at least of equal skill as the person you are fighting, if you are bleeding it is not from a Mage, so you have the option to run and heal, or heal and then pot, or have help as you pointed out.
 

Smoot

Stratics Legend
Stratics Veteran
Stratics Legend
They are fine how they are. Just like you cant heal a mortal strike, but can "remove curse" it. If anything, i would like to see less spells count as curses (poor necros)

I think what he is trying to say about the 70dci mage pvp suits is that they are just to common and too easy to get post imbuing UO. it was impossible to get 70 dci on a mage a few years ago. Items and imbuing has changed that. For me it just makes sense that a mage shouldnt have much defense when compared to a warrior.

What could be done, if anything, is more nerfs to mage weapons. Theyve been nerfed many times since the initial requirement of tactics to do a special. First you couldnt have fc1 (an actual oversight) More recently you cant make 15dci sc mageweapon no penalty hit spell planeswords.

Theres so many mageweapons out there already that at this point it wouldnt really be fair to new players, but the imbue weight of mageweapon could be raised more to make it harder to get that 70 dci. Or hit lower defense could just be adjusted to account for the ease of getting defense chance increase.
 

Lord X

Sage
Stratics Veteran
Stratics Legend
I think what he is trying to say about the 70dci mage pvp suits is that they are just to common and too easy to get post imbuing UO. it was impossible to get 70 dci on a mage a few years ago. Items and imbuing has changed that. For me it just makes sense that a mage shouldnt have much defense when compared to a warrior.
Exactly.

What could be done, if anything, is more nerfs to mage weapons. Theyve been nerfed many times since the initial requirement of tactics to do a special. First you couldnt have fc1 (an actual oversight) More recently you cant make 15dci sc mageweapon no penalty hit spell planeswords.
I don't get it. Iv'e heard a few people saying they nerfed planeswords but yet after hearing all this I went and imbued one i had sitting around and it went just fine... full dci, no neg, hit spell, everything.
 

RawHeadRex

Slightly Crazed
Stratics Veteran
Stratics Legend
so uoassist doesn't count the aids timer correctly ?
at the end of the 3 cycle, it disappears. that seems like 3 seconds to me. now if it ended at the end of the 4th second cycle, wouldn't that be 4 ?
 

Lord X

Sage
Stratics Veteran
Stratics Legend
so uoassist doesn't count the aids timer correctly ?
at the end of the 3 cycle, it disappears. that seems like 3 seconds to me. now if it ended at the end of the 4th second cycle, wouldn't that be 4 ?
It would def seem that way. Thats what got me second guessing myself when you said 3. So I had to test it. lol.


Who ever said UO made sense could have grounds for removal. :)
 

Smoot

Stratics Legend
Stratics Veteran
Stratics Legend
I don't get it. Iv'e heard a few people saying they nerfed planeswords but yet after hearing all this I went and imbued one i had sitting around and it went just fine... full dci, no neg, hit spell, everything.
I dont doubt that you imbued one today. The planesword situation is pretty strange, i cant figure it out. The last one i tried to make into a mageweapon was a failure, couldnt fit everything in having the hit spell on there. could only put 15 dci and -21mageweapon, with the base 2%hitspell.

But today i bought a prepatch planesword off a vendor that had 15dci, -20mageweapon, the 10 hit lightning, and 50 hla. I wanted to see if i could lower the hla and raise hit spell, just to see if it could be done, and I could.
But it was also at 450 weight.

Were they always at 450? Is it showing 450 but acting as 500?

I should really start a thread just about planeswords, becuase it seems to me from my very limited testing that some were affected while others werent.
(i didnt want to before because ive been buying up all i saw for sale and selling for like 10 mil, but there havent been any for sale for less than that for a few weeks at least)
 

icm420

Sage
Stratics Veteran
Stratics Legend
If you are cursed and spell plauged at the same time an apple will only remove the spell plauge or the curse. I am not sure if this is a bug or just how it is, but i've noticed it a lot. Mostly I get cursed and then spell plauged, hit an apple and the plauge goes away but I am still cursed. However if you are cursed,strangled,bloodoathed,mindrotted,corpse skinned and evil omen'd all at the same time one apple will take it all off.

Once again spell plauge= win
 

Elden of Baja

Journeyman
Stratics Veteran
Stratics Legend
Spell Plague is like a road block for remove curse, anything that happened before that spell plague will not be removed when an apple is eaten, it hits that spell plague and goes OKAY THATS ENOUGH.
 
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