Isn't it about time the Paladin's Sword were made craftable?
We need a few more two-handed swords in game.
We need a few more two-handed swords in game.

no ty, it's bad enough as it is forcing melee fighters to also take up magic just to survive, don't need to take that even further, besides, what does karma have to do with swing speed.Better yet, the higher your chiv/karma the faster the sword will swing.
Yeah it looks to fruity to me, I hate seeing those big goofy swords that are unrealistic like the final fantasy ones. Being some what realistic is the reason I played ultima in the first place. If i wanted these to be common I would play WoW or some other fruity game.
Read the part where I said being some what realistic. As for the sword I have never seen any pictures of knights welding goofy monster swords.Unrealistic? UO is a game that allows for casting spells that are derived from roots and weeds.In UO we are allowed to 'talk' to a powered up dragon so it will be our friend and fight our battles for us.So what would be so wrong with having an oversized sword that is befitting a paladin?
Actually, the sword pictured would be SMALL for a claymore, there's real swords that were used in combat much larger than that. (used mostly for purposes of breaking through enemy defenses, not any sort of 1 on 1 combat)Read the part where I said being some what realistic. As for the sword I have never seen any pictures of knights welding goofy monster swords.
That looks twice the size of a claymore. Not to mention unbalanced and unwieldly.Actually, the sword pictured would be SMALL for a claymore, there's real swords that were used in combat much larger than that. (used mostly for purposes of breaking through enemy defenses, not any sort of 1 on 1 combat)
I don't get this Raptor: DPS means damage per second. Even if that is the same for all weapons, the ones that are slower will hit harder. You already have what you want in the game. The damage cap on weapons is rather a DPS cap on all weapons. This is obligatory, otherwise everyone will move to the weapon with the highest DPS. It is already the case that certain weapons are more popular than others because of the minute DPS differences that exist, in conjunction with more or less favorable weapon specials. You can also calculate a "DPS" for mages, when you take into account that they can run out of mana. since it becomes rather complex with all of the parameters in the game, I think it is actually a miracle how well balance UO actually is at the moment. Also, I think there is a distinct difference in the PVP arena vs PVM. I hit certain monsters for absolutely crazy damage with certain characters. If you remove the PvP damage cap (is that perhaps what you are talking about?), I would slaughter everyone with a single hit and so would everyone else kill everyone in one hit. Glass daggers? remember that experiment?or if we were finally rid of the silly damage cap on weapons, which makes no sense heavy weapons like a hally and axe being limited to the same max damage that a kryss or dagger can do, actually go back to big slow heavy weapons actually having a use, trade off speed for harder hits. Especially these days when a single mage spell can hit for 50-60 through a 70's suit the flat 35 point damage cap makes no sense, it should at the very least scale by weapon type.
Yeah, that's what i mean about exp+fs being a opener or closer though, (and though it is better without curse, they individually still hit damned hard without, well over the 35 damage cap melee weapons have). The trick is to do it slightly out of order, hit the curse in the middle and the whole routine is actually faster, but as said though it's an opener and a closer, it's for doing a fast takedown before someone even knows your attacking, or a quick takedown when someone looks like they're about to flee. 3 AI's is a possibility but I generally time my attacks to be a surprise, so they're hit before they knew i was there. It's much easier to hit higher levels of damage with myst though too, been toying with it on my tailor (my only currently active account, i took my main pvp char and my thief offline as they're just not fun to play anymore with low pop and nothing but tamers to fight) and between him and his pet vollum, mr fluffykins, I can do some surprisingly high damage, enough to kill an attacker who thinks me an easy target (even though i have 500 points spent towards crafting/mining skills)Yes explosion+flamestrike will do 80+ damage to a CURSED opponent if you are 120'd out and focused... but if you have ever played a mage it is very hard to get off a exp FS combo after you curse someone both those spells are easily interupted and if the mage in in protection they will easily eat 3 armor ignores by the time those spells go off and the victim will have had plenty of time to apple. I personally think that the AI cap should scale to a weapon swing speed (not counting ssi or stam/dex mods). For example a kryss/katana or whatnot with a base speed of 1.5 would have a max of 20 on a AI or something along those lines and the heavier ones like hammer picks maybe 40... just a thought. It is crazy that dexxers can have 80 dex and no ssi and swing weps at cap for 35 dmg and pretty much have an unlimited mana pool now days...
I see where you are going with this, but it will be impossible to balance. Combo's of a fast dexter and a slow finisher/tank will mill through every and all characters in the game by combining fast low damage attacks that are not interrupt able with a giant boom to follow. I just feel that the wish for those kind of hard hitting weapons is a wish to go back in the evolution of UO, ignoring there was a reason for the evolution to go into the direction it did over the years.Yeah, that's what i mean about exp+fs being a opener or closer though, (and though it is better without curse, they individually still hit damned hard without, well over the 35 damage cap melee weapons have). The trick is to do it slightly out of order, hit the curse in the middle and the whole routine is actually faster, but as said though it's an opener and a closer, it's for doing a fast takedown before someone even knows your attacking, or a quick takedown when someone looks like they're about to flee. 3 AI's is a possibility but I generally time my attacks to be a surprise, so they're hit before they knew i was there. It's much easier to hit higher levels of damage with myst though too, been toying with it on my tailor (my only currently active account, i took my main pvp char and my thief offline as they're just not fun to play anymore with low pop and nothing but tamers to fight) and between him and his pet vollum, mr fluffykins, I can do some surprisingly high damage, enough to kill an attacker who thinks me an easy target (even though i have 500 points spent towards crafting/mining skills)
For the second part, yeah for AI it would be silly for the full damage of a maxxed out hally to pass through, that wouldnt work, If that's what you thought I meant by removing the damage cap sorry. In pvp a special like AI should actually be changed to, say, make the weapon do 30% direct damage and 70% normal damage (basicly a partial AI, similar to what that one quiver once did). I was talking about the pub38 damage cap that makes it so that even when i stack my str to 150, wear 100 damage increase, 120 tactics, 120 anat, 100 lumberjacking, ornate axe, and get a critical hit on someone wearing all 50's to resist it does...35 damage, or i could have 125 str, 50 di, 90 tactics and 90 anat and do the exact same damage with a kryss. I dont want the insta-kill glass sword nonsense....nononono...that's just stupid, i just want there to be a reason to have melee fighters that ARENT dexxers once again, actually get combat groups a mix of hard hitters with heavy weapons and dexxers with their krysses and warforks.