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Nerfing of Mystics

V

Vaelix

Guest
Btw, Im not complaining about Myst at all, I enjoy my Myst mage very much, Its one of the Few Mage templates that Offers Burst Damage that is Very Equal to Dexxers.
I quoted my post that was *Before* All of yours.

Btw i Run..

120 Myst
120 Eval
120 Resist
120 Mage
100 Scribe
100 Focus ( 20 With Cryst )
40 Med
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
I quoted my post that was *Before* All of yours.

Btw i Run..

120 Myst
120 Eval
120 Resist
120 Mage
100 Scribe
100 Focus ( 20 With Cryst )
40 Med
And yet you have no clue that cleasing winds heals thru mortal? :confused: Ok other than you have no idea how mysticism works yet you still dodged the question why you wouldnt opt for resist (assuming your team cannot xheal worth any salt) when it makes it THAT much easier against mystics.

Simply put...
Dexers with no resist to a mystic is like mages with no parry to archers.

Mages DO sacrifice their offense for parry so they can combat archers/dexers better(the majority of the PvPers)

JUST LIKE MAGES, dexers can sacrifice their offensive for resist as well. It's ok for mages to get bend over yet not ok for dexers?
 
V

Vaelix

Guest
I'd definitely agree that lack of debuff type skills makes mysticism a bit challenging. Though I'll say its difficult to balance the solo mystics power in comparison with the group mystic. (Not alot of feed back on group pvp ) (and by group I dont mean gank)
The only thing ive noticed about Group Myst is that Sleep can be abused severely well, However, I gotta say, it really makes people wanna run Resist to Counter it.

Until sleep was changed, *None* of my Mage templates had resist, there was no Point. With sleep functioning without Damage breaking the Affect, it makes running Resist actually worth the Skill points invested.
Here's another one of my Previous posts that you even quoted, I'll bold the parts that Answer your question.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
Here's another one of my Previous posts that you even quoted, I'll bold the parts that Answer your question.
Yeah let's not even talk about mortal. Let's talk about getting sleep spammed and removed from the fight over intervals then either ignored while the other team members get tooled on....or sleep to set up a gank situation.
 
A

A Rev

Guest
I play a mystic mage...a few of them actually.

And i will say this...they are ridiculously overpowered!!!

Its easy to take down 3 people at once on a mystic!

When you can kill someone with 3spells and only 2 of them being cast it is overpowered.

With resist a char who is hit with exp spell plague and triggered bombard is near enough dead!

followed with a lightning and its pretty much all over!

That is overpowered...to be honest the majority of mysticism is fine, spell plague itself is overpowered.

Sleep is better the way it is in my opinion. The rest of the spells are fine, its merely spell plague.

Edit: Add to that, with the right template and gear a dexxer can pretty much 1shot kill anyone...no matter how fast you heal or how many HP you have...you can do around 175damage in one hit!
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
I play a mystic mage [...] they are ridiculously overpowered [...] can kill someone with 3spells [...] exp spell plague and triggered bombard [...] followed with a lightning [...] spell plague itself is overpowered [...] rest of the spells are fine, its merely spell plague [...] with the right template and gear a dexxer can pretty much 1shot kill anyone [...] can do around 175damage in one hit
Okay ... so in summary, Mystics aren't really overpowered. But dexxers do 175 damage in one hit? Seems like a little much. How's that possible?
 
A

A Rev

Guest
Okay ... so in summary, Mystics aren't really overpowered. But dexxers do 175 damage in one hit? Seems like a little much. How's that possible?
Going into protection, using spell plague and hitting a yumi doubleshot.

Using ar ignore will hit around 100 if all specials hit.

So, in summary, spell plague is ridiculously overpowered as i stated.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Going into protection, using spell plague and hitting a yumi doubleshot.

Using ar ignore will hit around 100 if all specials hit.

So, in summary, spell plague is ridiculously overpowered as i stated.
Sooo it's not really the mystic that's overpowered just only when you do a combo that just happens to include mysticism? By that rational any skill that is included in a combo that happens to be quite deadly is overpowered.
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
Sooo it's not really the mystic that's overpowered just only when you do a combo that just happens to include mysticism? By that rational any skill that is included in a combo that happens to be quite deadly is overpowered.
No ****... seems like Yumi/Archers are overpowered in his description...

Here I have a better combo. Precast Flame Strike and Yumi archer double shot and hit with the FS and followed by pain spike thats hmm WAYYY more than spell plague and you dont even have to hope for the procs to go off (spell plague proc isnt 100% and damage is reduced every proc) and your precast flame strike pain spike combo will "proc" 100% of the time everytime... I guess flame strike and pain spike is even more terribly overpowered compare to mystic spells then...

What about 2 archers double double shot you and instant kill you... so I dont know maybe archers are doing too much damage? :confused:

especially he mentioned protection which ONLY increase the damage taken from archery hits... hmmm thats also assuming the prot mage didnt construct his suit properly as you can over-cap physical easily with imbuing.
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
You can't honestly believe that spell plague isn't over powered.

I play mages and dexers alike. Some with resist, some with no resist. It is all over the board.

Spell Plague needs balance. Hailstorm damage is pretty high too, but I don't really see it ruining PvP.

Everyone and their brother is running a mystic mage now. All I see when I PvP is:

Exp
Spell Plague
spell trigger bombard
[insert 4th or lower level spell for one last plague tick]

I don't have the answer on how to balance it, but it is just stupid the way it is now.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Going into protection, using spell plague and hitting a yumi doubleshot.

Using ar ignore will hit around 100 if all specials hit.

So, in summary, spell plague is ridiculously overpowered as i stated.
Well, if DS really does 170 regularly (minus spell plague), the special should be tweaked before spell plague.

I thought you meant one weapon special w/o spells but see where you're going now; stack from hit procs, spell plague, and special.
 
L

Locryn Finck

Guest
Mysticism is POPULAR, but not devastating. I'm not totally against looking at spell plague - but it is the crown jewel of the template.

That being said, I'll say it again:

Archery needs a long, critical look. I believe it needs to be relegated to a backup skill. As a primary combat skill, it is too much. Even in it's "nerfed" state, a correctly geared archer is the MOST powerful character in the game and the easiest to play. BY FAR. It isn't even close. Once people figure out mysticism along with it, things are going to get nasty. It is only a matter of time.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
You can't honestly believe that spell plague isn't over powered.

I play mages and dexers alike. Some with resist, some with no resist. It is all over the board.

Spell Plague needs balance. Hailstorm damage is pretty high too, but I don't really see it ruining PvP.

Everyone and their brother is running a mystic mage now. All I see when I PvP is:

Exp
Spell Plague
spell trigger bombard
[insert 4th or lower level spell for one last plague tick]

I don't have the answer on how to balance it, but it is just stupid the way it is now.
Lynk I survive that and more and that's without pots and apples. That combo takes time to cast and you have to be within range.

The real trick is trying to get on the offense after the spell plague.

Each day I get better. I covered all the holes in my suit. I can remove spell plague or heal through it and I am getting better at disrupting.

Through observation the people that die from it either

A. Have holes in there suit
B. Stay in range
C. Don't have their timing down
D. Ganked or sideswiped.

The result would most likely be grayscreen. It is just people are so used to chugging a few pots, mini heal or confidence their way out of a bad situation.

Mysticism has raised the bar, but it is not an imbalance.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
The combination of resonance and casting focus +the 5% casting focus bonus from scribe) meant I could be alot more aggressive with my casting. I was more willing to attempt bigger spells because I new that there was a chacne I would get them to fire off. As a result I was dealing alot more damage to the players I was fighting because they were expecting me to be interrupted, but I was dropping the spells anyway.
I still timed my heals so that I wasnt relying on interrupt protection that way, but it definitely made a difference in my offensive tactics on all my casters.
Though in this case I think that the resonance and casting focus properties have been overlooked by alot of the player community and so they've stuck to the usual playstyle of only attempting stuff they think they can get fired off.
Casting Focus

5% from inscription
2% from Crown Of Arcane Temperament
3% from Protector Of The Battle Mage (Tunic)
2% from Summoner`s Kilt (Gargoyle only?)
2% from Mantle of the Fallen (Gargoyle Only)
4% from Obsidian Earrings (Gargoyle Only)


Resonounce

20% from Staff Of Resonance (Gargoyle only)
20% from Resonant Staff of Enlightenment
10% from Defender of the Magus

That is all I could find.

I myself haven't overlooked them as well as a good portion of the pvp population haven't. The reasons why I dont use them is.

1. My PvP chars are Human
2. I try to fit all LRC on my suit and not on ring/bracelet
3. I use a one handed mage weapon leaving a open hand for healing stone and pots.

If I Used one of the shields I would have to drop the wep and pick up Wrestling or Anat, in turn I would have to take off Inscription.

A good portion of the Developers/Designers do not make PvP friendly gear.

Take all these staffs you make. Can't drink a pot, no one uses the staff of pyros, you would get nuked from the baracoon spawn.

What I would like to see is the ability to imbue those properties on Jewels and maybe a random chance to inscribe on spellbooks.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
Mysticism is POPULAR, but not devastating. I'm not totally against looking at spell plague - but it is the crown jewel of the template.

That being said, I'll say it again:

Archery needs a long, critical look. I believe it needs to be relegated to a backup skill. As a primary combat skill, it is too much. Even in it's "nerfed" state, a correctly geared archer is the MOST powerful character in the game and the easiest to play. BY FAR. It isn't even close. Once people figure out mysticism along with it, things are going to get nasty. It is only a matter of time.
I agree, Archery has caused a great many skills to be nerfed.

Wod
Lightning strike
deathstrike
perfection

If Mysticism is to get nerfed the major cause will be archery at 1.25 seconds.
 

Lynk

Grand Poobah
Stratics Veteran
Stratics Legend
That combo takes time to cast and you have to be within range.
Um.. everyone precasts explode. Spell trigger is instant. Fireball is 3rd circle.

All that is really cast is Spell Plague.

Within range? I'm not a sandy vaj, I'm not going to run off screen every time I see someone cast spell plague.

It sounds like your entire 'survivability' revolves around being one of the chumps that I mock on a regular basis.
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
I agree, Archery has caused a great many skills to be nerfed.

Wod
Lightning strike
deathstrike
perfection

If Mysticism is to get nerfed the major cause will be archery at 1.25 seconds.
Was archery really the reason for all those nerfs? I thought WOD damage was just too high in general at first, and LS, well, 100+ damage criticals from melee weps. If archery is a reason for mysticism to get nerfed, Mythic needs to look at archery specials first, that's all I can say.

Remember when a dev, I forget if it was MrTact or who, suggested raising everyone's HP to at least 150, or something like that? Hehe.
 

KalVasTENKI

Babbling Loonie
Stratics Veteran
Stratics Legend
Well a nerf is just silly. It was already adjusted.

Most peoples issue with it is actually adaptation.

1. People are not used to burst damage from a spellcaster ( like dexers do)

2. Most people are used to a majority of fire based spells (from Magery) Poison based spells (Necromancy) and Physical damage from dexers and they cover those resists respectively which is norm and often neglect the holes in their suits.



3. Unlike Magery and Necromancy, A good portion of Mystacism spells checks versus the Targets Magic Resist skill and as most everybody knows a good portion of dexer/archer templates opt out magic resist for a more lucrative way to deal damage and replace it with items such as trap boxes, pots, petals , apples, 4/6 casting, evasion, blah blah blah.


So to Adapt

Get Magic Resist

Get all 70's at least ,just like fire/poison proofing your suit against corpse skin. A good portion of Mysticism spells do chaos damage (random damage to elemental resists)

When you see a spell plague being cast (takes as long as an explosion to cast) you can remove curse or eat an apple and you wont take following burst damage and as always you can always chug.

/Thread.


All these noobcakes are used to playing their 6 button dexxers without any hassle. Now Mystics are around and instead of adapting like an component PvPer or.. human being for that matter.. They make threads on Uhall crying that their outdated character can't kill people as easily anymore.
 

Logrus

UO Legend
VIP
Stratics Veteran
Stratics Legend
The 2 handed staves would be rediculously overpowered if that 20% resonance was placed on a shield.
The balance to having 20% chance continue casting when being hit with a certain damage type is that you cannot chug potions.

This also allows for mage necro /mage mystic combos to save skill invested in weapon or wrestling.


Basically you traded up to 110 free skill points for your ability to drink potions.
To me thats a great deal.
I could see maybe adding casting focus to jewels or spell books in the future.
Resonance will only go on 2 handed weapons and shields.




----------
I dont find spell plague to be overpowered. I see alot of people favoring the Bombard/Plague Instant Bombard route. Which probably does as much as XP FS EB. Which for me means around 70 - 80 damage total depending on if the target is cursed or not. Swapping out Xplosion for the first bombard can squeeeze an extra 10-18 damage out if both the explosion and the bombard cause spell plague damage to proc. Which is about the same as an archer hitting 2x armour ignores for 35 proccing 8 velocity and 8 fireball each time.
The difference being of course that the caster spent oh about 100 base mana and 6 seconds. While the archer spent 75 Mana and 2.5 seconds.
Additionally the point after which the caster cannot use that combo again without a significant break to re-stone the spell trigger. Now if you added necro in there you could get a huge bonus damage with a pain strike at the end that may trigger the final plague explosion, but that would be Necro/SS/Mage/Eval/Mystic/Focus To compete with Weaponskill/Tactics.




In the last 12 years I dont know of many practiced pvpers who dont assume if they see a mage suddenly casting fs that he didnt already stack an explosion before.

Mysticism is still new and many havent adapted to it. As such I cant remember the last time I saw anyone eat an apple or rem curse to get rid of spell plague. It may seem over powered if it was guaranteed every explosion every time, but thats not the case. And more importantly,every single followup explosion can be negated by eating an apple.
 

WarUltima

Babbling Loonie
Stratics Veteran
Stratics Legend
6 bottom is probably an over-estimate. Hehe well maybe you are dead on. At least they evolved from their 2 bottom click and follow tho.

And for leftys comments on all the nerfed I can say Yes they were mainly due to archery. Yes those ******** stuff do work with melee but despite their range advantage its also caused by their ultra high per swing damage (they are actually the heaviest hitting weapons in UO) and as you see those bugs that were nerfed main cause a huge amount of damage using archery is just better in any way shape or form. Composite used to be the heaviest weapon of the entire UO because there was no 35dmg cap. Melee dexers has to at very least get to their 1 tile range to instant kill people when archers can do it from 10. If WoD AI melee is rated 100% in uberness then WoD archer will be rated at 175%
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
Um.. everyone precasts explode. Spell trigger is instant. Fireball is 3rd circle.

All that is really cast is Spell Plague.

Within range? I'm not a sandy vaj, I'm not going to run off screen every time I see someone cast spell plague.

It sounds like your entire 'survivability' revolves around being one of the chumps that I mock on a regular basis.
I was pointing out the casting time. Spell Plague casting time takes as long as a explosion or flamestrike to cast and spell trigger is a one shot deal, then you have to recast it.

As far as your last comment. Grow up a bit. It made no sense and mockery is only valid if you are wrong. I am right most of the time and in this case you are wrong and mocking just makes you look like a fool.

So don't get all upset and turn this in a flame war. I was pointing out facts.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
The 2 handed staves would be rediculously overpowered if that 20% resonance was placed on a shield.
The balance to having 20% chance continue casting when being hit with a certain damage type is that you cannot chug potions.

This also allows for mage necro /mage mystic combos to save skill invested in weapon or wrestling.


Basically you traded up to 110 free skill points for your ability to drink potions.
To me thats a great deal.
I could see maybe adding casting focus to jewels or spell books in the future.
Resonance will only go on 2 handed weapons and shields.
Not saying it isn't a good trade, but in todays pvp having an open hand regardless of template type is the better choice.

I think I pointed out clearly about why I don't use the shields. I forgot to mention that a good portion of mages stack dci on their mage weapons and jewels if possible.

Much depends on what template you are running and how you have your gear set up.

As far as Resonance. I haven't gave it to much thought due to the information I have at hand.

Resonance is an item property found on certain weapons and armors. It provides a chance to resist spell-casting interruption if the damage type received is the same type as the resonance.
Perhaps a better explanation could be given.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
If I'm not mistaken......if you take damage that matches the resonance (let's say fire and you get hit with magic arrow) you have a % chance to resist spell interruption that matches the % resonance on the item.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
Ok after a bit of reading there is

Kinetic Resonance - Physical I suppose on Defender of Magus (shield)
Cold Resonance - Found on the Staff of enlightenment
Random Resonance - Found on Staff of Resonance (Gargoyle only I believe)

Very limited. However Casting Focus really peeks my interests. It is more global in nature.

* Chance to Cast = ( ( Skill - ( Difficulty - ( Casting Focus / 2 ) ) ) / Casting Focus )%
* Chance to Cast can never be negative, nor over 100%.
* The Minimum Skill Requirement to cast a spell exists two ways:
o For Chivalry, Magery, and Necromancy: MinimumRequirement = ( Difficulty - ( Casting Focus / 2 ) )
o For Bushido, Ninjitsu, and Spellweaving: MinimumRequirement = ( ( Difficulty - ( Casting Focus / 2) ) + ( ( Casting Focus * 5 ) / 20 ) )

Definitions

* Skill: The caster's skill level.
* Casting Focus: A predetermined value that defines how wide the "window" is between 0-100%, centered on the difficulty value.
* Difficulty: the point where you have 50% to succeed.
* Minimum Requirement: Minimum skill level required before spell can be cast (even if the chance to cast is above 0).
 
V

Vaen Swiftar

Guest
I don't think that's the casting focus you're thinking of. IF it were, most people are running around with 0 casting focus, and you would be dividing by 0 in that equation... OH GOD BLACK HOLES
 

Logrus

UO Legend
VIP
Stratics Veteran
Stratics Legend
I don't know where those formulas came from.
But Resonance on all current artifacts is random at the time of spawn.

Personally I find myself altering between fire and physical most of the time.

Casting focus works similarly to resonance except it doesnt care about what type of damage it is. Also casting focus is augmented by Inscription.
So you can get up to 12 from items. and 5 from inscription.
(Formula for casting focus edited in:
Interrupt Chance = 100 -Total Casting focus from items + Inscription bonus. Then random roll from 1-100. If your roll is higher than the interrupt chance, CONGRATS you continue casting)
So 5% casting focus really is 5% Chance to ignore an interruption.


If you run 10 physical resonance, and 12 casting focus. (Since they get factored separately.) thats a 1 in 10 and a 1 in 8 Chance of avoiding interruption.

So if you figure that fighting a dexer if you tried to cast a lev 7 spell, (FS or Spell plague) And you did it right after his last swing.
You have better than a 1 in 8 chance to get that spell off.


Now I don't know about other mages, but with those numbers I'm way more inclined to attempt to fire off a high damage spell when fighting a dexer, than always relying on faster low damage spells combined with poison to take them down.

Also in caster vs caster, I know that with 0 casting focus that when he's at 40 health and I'm at 40 health, and he's firing magic arrows at me, that I have to stick to my faster spells. With my casting focus up or resonance, I may just try to hit with an explosion instead of pew pew pew with magic arrow/harm etc back and forth.


The important thing with alot of the new spells, and properties, is they are not like potions, defence chance etc, the reliable guaranteed known effect stuff. Yeah, it may save your butt allowing you to get a lucky heal off that you otherwise would have been interrupted on, but getting that lucky heal is SO not worth building the suit over because it isnt reliable/dependable.

However if I know that I can take 3 hits before I die, I might be willing to take the risk of getting my big spell off, knowing that if I get fizzled I can recover, and if I dont get fizzled, well I'm not the one who's in trouble.
 
V

Vaen Swiftar

Guest
Casting Focus is something that I will avoid ENTIRELY. In PvP, especially as a mage, every second counts. In the last... 5 years or so that I've played a mage, I've come into the habit of casting a spell, and then immediately recasting it or another spell. Casting Focus would completely ruin my mindset on a fight. Not to mention I like to minimize as much randomness in my fights as possible.

Meh. I'm tired and that was jarbled. But long story short, Casting Focus would probably hurt me more than it would help.
 

Logrus

UO Legend
VIP
Stratics Veteran
Stratics Legend
Risk and reward :)

It was much easier to take advantage of casting focus and resonance when I started to play on the EC.

Now I swap between EC and 2D. I find it was difficult to get the timing of spells down in the EC at first. And I was also learning a pure mystic template.
If I'd tried to go straight into it playing as my regular mage, I probably wouldn't be liking it as much as I do now.

It tends to be easier to learn alot of new things at once, than learning one thing and being great at everything else, because there are less preconceptions of how to do things.
 

spoonyd

Seasoned Veteran
Stratics Veteran
Stratics Legend
I would just like to say that this thread has been an awesome success and it's even MORE awesome to hear from a designer about their intentions and possible usefullness of things.
 

Lefty

Lore Keeper
Stratics Veteran
Stratics Legend
Well since Logrus is here I will make a request and it shouldn't be to much of a balance issue.

I would like a spell channeling YoYo. Held in the the shield hand and in game have the animation and a few tricks like walk the dog and around the world while I heal from a mana dump..:)
 

icm420

Sage
Stratics Veteran
Stratics Legend
The thing that I personally like about mystic is that almost all spells are based off of resist spells. The 1 handed samuri's with a stick destroying me or a 3 button archer doing 5 armor ignores in a row now have a penalty for not having resist. I love it. Hailstorm i find better in pvp then the nether cyclone but i think that is because i am not a fan of chaos damage. I like to know what damage my spell is doing before i cast. The heal is overpowered i think from a cross healing point of view but its very slow as well. I noticed it heals threw poisons, but does not heal threw mortal, only removing it. It totally destroyed necro mage debuffs however and I find my necro mage struggling now because I can't stick a curse, or an oath etc. In regards to hailstorm doing too much damage, it actually does less then a flamestrike... (my necro scribe mage hits flamestrikes for 52 pvp, my hailstorms are 38ish.) The difference is most people assume you will flamestrike so they stack fire and often leave cold lower. Also hailstorm is instant damage where the flamestrike doesnt do damage until the pillar of flame hits your head. However mass sleep is my favorite spell out of any of them. Finally an easy way to dispatch a tamer and his dragon. If anything needs to be changed it's when a mystic goes rock form in protection. Unless your mystic you arn't killing that guy. Well that or you have several dragons and/or many dexxers. But you can't stop the healing, you fizzle curses, bleeds dont work, poisons don't work, the resist caps are 75 etc etc. I havn't found a way to counter that yet, other then to use purge magic and take them out of form. Perhaps if the ones I was fighting had scribe i could mana vamp them in protection but the ones i fight are 120 med/120focus so it's pointless. At any rate thats my biggest complaint about mystic mages. Overall i love it and i hope it remains almost the same.
 
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