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NEWS [UO.Com] Publish 81 Updated on TC1

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Patch Notes
2013 Apr 05 19:05 GMT
Publish 81 has been updated on TC1 and the patch notes detailing all the changes are listed below.

Please note: Kyronix will be on TC1 to help test the city elections so please come join in to help us test this system. There will be loyalty gates in each city by the elections stones located by the bank, these gates will either give you love or hate depending on the gate you choose.

Publish 81.0.0


Player vendor change

Any item that is identified as duped can not be placed on a vendor. If a duped item is on a vendor when we publish Pub 81 you can not purchase it. We highly suggest you go thru in- game vendors for all your UO needs.

City Elections

A new election system has been added to the loyalty towns. Players with a sufficient amount of loyalty will be able to nominate themselves for the ballot. Citizens of that town will endorse candidates, then vote in a general election to select a Governor. The Governor will have the ability to negotiate trade deals with NPC Guilds, grant titles to the citizens of the City, and attend council meetings with His Royal Highness King Blackthorn.
  • City Elections begin on the first day of March, June, September, and December.
  • The Nomination period beings on the first day of the listed months and lasts for 1 real world week.
  • Players wishing to nominate themselves can visit the City Stone located near the banks of each of the Loyalty Cities.
  • In order to nominate oneself for the ballot a character must:
    • Not be on a trial account
    • Not be a young player
    • Hold citizenship to the City they wish to nominate themselves
    • Be at least adored
    • Only 1 character can be nominated per city per account
  • At the time of nomination the stone will track how much love and hate a character has from the City.
  • A nominated character must be endorsed within 24 hours of their nomination by another citizen of the city.
  • Failing to receive an endorsement will require a character to re-nominate themselves.
  • There is no limit to the number of times a player can nominate themselves.
  • In order to offer an endorsement a character must:
    • Not have already offered an endorsement with the same account in the same City
    • Not currently be on an account that is nominated for the ballot
    • Not be on a trial account
    • Not be a young player
    • Hold citizenship to the city they wish to offer an endorsement
  • Players that have been successfully endorsed will be placed on the ballot for a 1 week voting period at the conclusion of the nomination period
  • In order to vote in an election a character must:
    • Not have already voted in that City’s election with the same account
    • Not be on a trial account
    • Not be a young player
    • Have citizenship to the city they wish to vote
  • At the conclusion of the 1 week voting period a winner will be chosen based on the character who has received the most votes
  • In the event of a tie:
    • The character with the most love recorded at the time of nomination will win the election
    • If a further tie exists between those characters’ love values the character with the least amount of hate recorded at the time of nomination will win the election
    • If a tie exists still at this point the King will choose a winner
  • After winning the election a Governor-Elect must visit the City Stone to accept office. If a significant period of time passes before the Governor-Elect accepts office the King may opt to choose another Governor.
  • Upon accepting the office a Governor may:
    • Grant a title to a citizen by accessing the context menu on the City Stone
      • Governors can only grant titles to the Citizen of their City
      • Characters may remove their city title by accessing the City Stone and selecting “Remove City Title”
      • Governors may remove City titles by leaving the title input form blank
      • Titles do not persist through character transfer and will be removed if a character denounces citizenship
      • Titles will expire at the conclusion of the Governor’s term in office
    • Open a Trade Deal with an NPC guild
      • Trade deals cost 2,000,000gp from funds obtained from the City Treasury.
      • The City Treasury can be donated to by dropping gold or checks on the City Herald near each City Stone.
      • The City Treasury is subject to a daily 5% reduction above 10,000gp to pay for general City Services.
      • Trade deals can be changed once per real world week and persist indefinitely.
      • Citizens may utilize the trade deal for 24 hours by visiting the City Stone and selecting “Utilize Trade Deal” from the context menu.
      • Trade Deals Include:
        • Guild of Arcane Arts: +5% Spell Damage Increase
        • Society of Clothiers: +1% Resist bump to all resists
        • Bardic Collegium: +1 Faster Casting
        • Order of Engineers: +3 Dexterity Bonus
        • Guild of Healers: 5% Bandage Healing Bonus
        • Maritime Guild: +2 Hit Point Regeneration
        • Merchant’s Association: +2 Mana Regeneration
        • Mining Cooperative: +3 Strength Bonus
        • League of Rangers: +3 Intelligence Bonus
        • Guild of Assassins: +5% Swing Speed Increase
        • Warrior’s Guild: +5% Hit Chance Increase
      • Buffs will not go over caps
    • Sit in the Governor designated seating at public Council Meetings at Castle Blackthorn
      • See specific Shard Event Moderators for a schedule of when council meetings occur.
  • Renouncing Citizenship, Character Transferring, or falling into a negative loyalty rating will cause an automatic removal of Governorship.

Weapon Revamp

All weapons have now been normalized based on weapon speed and handedness.

Mace:

  • Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
  • Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
  • Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
  • Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Club, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
  • War Axe, Base damage 12-16 / Weapon Speed 3.0 seconds
  • Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
  • Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Hammer Pick, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
  • War Mace, Base damage 16-20 / Weapon Speed 4 seconds
Fencing:

  • Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
  • Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
  • Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
  • Sai, Base damage 10-13 / Weapon Speed 2 seconds
  • Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
  • Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds
  • Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
  • Kama, Base damage 10-13 / Weapon Speed 2 seconds
  • Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
  • Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
  • War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds 2.5
  • Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
  • Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds
Axes:

  • Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
  • Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
  • Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
  • Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
  • Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
  • Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
Swords:

  • Bokuto, Base damage 10-12 / Weapon Speed 2 seconds
  • Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
  • Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
  • Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
  • Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
  • Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
  • Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
  • Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
  • Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
  • Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds
  • Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
  • No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds
  • Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
  • Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
  • Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
  • Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
  • Halberd, Base damage 18-21 / Weapon Speed 4 seconds
  • Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds
Bows:

  • Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
  • Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
  • Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
  • Elven Composite Longbow, Base damage 15-19 / Weapon Speed 3.75 seconds
  • Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
  • Composite Bow, Base damage 16-20 / Weapon Speed 4.0 seconds
  • Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
  • Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds
Throwing:

  • Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
  • Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
  • Soul Glaive: Base damage 16-20 / Weapon Speed 4.0 seconds

Weapon Special Move Updates*

  • Sai – Primary: Dual Wield / Secondary: Armor Pierce
  • Dagger – Primary: Shadow Strike / Secondary: Infection Strike
  • Tessen– Primary: Feint / Secondary: Dual Wield
  • Nunchaku– Primary: Block / Secondary: Double Strike
  • Club – Primary: Crushing Blow / Secondary: Dismount
  • Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
  • Maul - Primary: Double Strike / Secondary: Concussion
  • War Mace - Primary: Crushing Blow / Secondary: Mortal Strike
  • Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
  • Daisho - Primary: Feint / Secondary: Doublestrike
  • Leafblade - Primary: Feint / Secondary: Armor Ignore

Weapon Special Move Mana Cost Changes

  • Block mana cost decreased from 30 to 20.
  • Crushing Blow mana cost decrease from 25 to 20.
  • Concussion mana cost decreased from 25 to 20.
  • Dual Wield mana cost decreased from 30 to 20.
  • Defense Mastery mana cost decreased from 30 to 20.
  • Double Shot mana cost increased from 30 to 35.
  • Force Arrow mana cost increased from 15 to 20.
  • Force of Nature mana cost decreased from 40 to 35.
  • Frenzied Whirlwind mana cost decreased from 30 to 20.
  • Infectious Strike mana cost increased from 15 to 20.
  • Moving Shot mana cost increased from 15 to 20.
  • Mystic Arc mana cost decreased from 25 to 20.
  • Serpent Arrow mana cost decreased from 40 to 25.
  • Shadow Strike mana cost decreased from 30 to 20.
  • Talon Strike mana cost decreased from 30 to 20.
  • Riding Swipe mana cost decreased from 30 to 25.
  • Bladeweave mana cost decreased from 30 to 15.


Weapon Special Move Changes

  • Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
  • Dual Wield, base chance to proc extra attack increased from 15% to 25%.
  • Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
  • Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
  • Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
  • Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
  • Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
  • Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
  • Frenzied Whirlwind, now deals scaled damage based on Ninjitsu/Bushido skill levels within a two tile radius over 2 seconds. Applies a movement slow to its initial target if it is player. The initial delay of damage over time has been removed.
  • Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
  • Concussion, now applies scaling direct damage between 10-15 based on weapon speed. Ranged weapons mana drain max 50% and return max 40%. Melee weapons mana drain max 80% and return max 70%. Two handed melee weapons mana drain max 80% and returned max 40%.
  • Crushing Blow, now drains 10 points of stamina from target on impact when used on weapons with speeds 3.5 or greater.
  • Paralyzing Blow, paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.

Armor Revamp

Armor Stamina Loss Update:

Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take priority.
  • Cloth armor, leather armor, and jewelry will give the same stamina loss reduction as Pub 80.
  • Blacksmith armor (platemail, ringmail, chainmail, and dragon armor) will provide a heavy bonus to stamina loss reduction.
  • Studded leather armor, stone armor, bone armor, woodland armor, and hide armor will provide a light bonus to stamina loss reduction.
*Human racial ability Tough now provides a small bonus to stamina loss reduction.

Armor Inherent Lower Mana Cost


Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is not subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
  1. Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece.
  2. Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.


Armor Refinement

Phase two of the Armor Revamp will allow players to apply Refinements to non-medable armor.

Armor Refinements are crafted from refinement components that can be collected from:
  • Treasure Maps
  • MiB Chests
  • Merchant Vessels
  • Pirate Vessels
  • Town shop container stealables
  • Champion Spawn Bosses

There are two methods of refining armor:
  • Reinforced - Increase max individual resist while lowering max defense chance increase by two.
  • Deflecting - Decrease max individual resist while increasing max defense chance increase by two.

Refinement Component Levels:
  • Invulnerability - Applies four modifications with a chance to apply five modifications.
  • Fortification - Applies three modifications with a chance to apply four modifications.
  • Hardening - Applies two modifications with a chance to apply three modifications.
  • Protection - Applies one modification with a chance to apply two modifications.
  • Defense - Applies one modification.

Refinement Component Types:
  • Blacksmith Armor
    • Polish (DCI) & Scour (Resists)
  • Tailor Armor
    • Wash (DCI) & Cure (Resists)
  • Carpenter Armor
    • Gloss (DCI) & Varnish (Resists)

Components can be combined with 20 raw materials available from NPC Merchants:
  • Blacksmiths
    • (Malleable Alloy)
  • Weavers
    • (Leather Braid)
  • Carpenters
    • (Solvent Flask)

When combined with the appropriate raw material the crafter will create Armor Refinements that can be applied to non-medable armor:
  • Plating – Blacksmith Armor
  • Threads – Tailor Armor
  • Resin – Carpenter Armor

The components required to craft an armor refinement will be stocked in a minimum starting quantity of 500 on each vendor that sells them.
Armor refinements and components are insurable.
An anvil and forge have been added to the Armorer shop in Cove.
GM Blacksmith, Tailoring, or Carpentry skill is required to craft an armor refinement. The refinement, however, can be applied by anyone so long as they are in the correct shop location.
Tooltips are available on refinement components and tools indicating useful information.
*There is now a gump to assist in Armor Refinement. Specific resistance modification order can be selected from the gump.
Armor Materical Enhancement Bonus Update

Ore Type:


  • Dull Copper:
    • Updated Physical Resist to 10
  • Shadow:
    • Updated Physical Resist to 3
    • Updated Fire Resist to 2
    • Updated Energy Resist to 7
  • Copper:
    • Updated Physical Resist to 2
    • Updated Fire Resist to 2
    • Updated Energy Resist to 2
    • Updated Poison Resist to 7
  • Bronze:
    • Updated Physical Resist to 3
    • Updated Cold Resist to 7
    • Updated Energy Resist to 2
    • Updated Poison Resist to 2
  • Golden:
    • Updated Physical Resist to 2
    • Updated Fire Resist to 2
    • Updated Cold Resist to 3
    • Updated Energy Resist to 3
  • Agapite:
    • Updated Physical Resist to 2
    • Updated Fire Resist to 7
    • Updated Cold Resist to 2
    • Updated Energy Resist to 2
    • Updated Poison Resist to 2
  • Verite:
    • Updated Physical Resist to 4
    • Updated Fire Resist to 4
    • Updated Cold Resist to 3
    • Updated Energy Resist to 1
    • Updated Poison Resist to 4
  • Valorite:
    • Updated Physical Resist to 5
    • Updated Cold Resist to 4
    • Updated Energy Resist to 4
    • Updated Poison Resist to 4
Leather Type:


  • Spined:
    • Updated Physical Resist to 9
  • Horned:
    • Updated Physical Resist to 2
    • Updated Fire Resist to 4
    • Updated Cold Resist to 3
    • Updated Energy Resist to 3
    • Updated Poison Resist to 3
  • Barbed:
    • Updated Physical Resist to 3
    • Updated Fire Resist to 2
    • Updated Cold Resist to 3
    • Updated Energy Resist to 5
    • Updated Poison Resist to 3
Dragon Scale Type:


  • Red:
    • Updated Physical Resist to 1
    • Updated Fire Resist to 11
    • Updated Cold Resist to -3
    • Updated Energy Resist to 1
    • Updated Poison Resist to 1
  • Yellow:
    • Updated Physical Resist to -3
    • Updated Fire Resist to 1
    • Updated Cold Resist to 1
    • Updated Energy Resist to 1
    • Updated Poison Resist to 1
  • Black:
    • Updated Physical Resist to 11
    • Updated Fire Resist to 1
    • Updated Cold Resist to 1
    • Updated Energy Resist to -3
    • Updated Poison Resist to 1
  • Green:
    • Updated Physical Resist to 1
    • Updated Fire Resist to -3
    • Updated Cold Resist to 1
    • Updated Energy Resist to 1
    • Updated Poison Resist to 11
  • White
    • Updated Physical Resist to -3
    • Updated Fire Resist to 1
    • Updated Cold Resist to 11
    • Updated Energy Resist to 1
    • Updated Poison Resist to 1
  • Blue
    • Updated Physical Resist to 1
    • Updated Fire Resist to 1
    • Updated Cold Resist to 1
    • Updated Energy Resist to 11
    • Updated Poison Resist to -3

Mage Armor Update:

Mage armor has been removed from imbuing, reforging, and enhancing. Armor now can be converted to and from Mage Armor by paying a Mage guild master 250,000 gold. Applying mage armor is still subject to the armor not having more than four properties or not being an artifact. Mage Armor now has an imbuing weight of zero.

Misc Changes:


  • The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
  • Hit lower defense now scales 35% of the players Defense Chance Increase and remains -25 DCI versus non players. Hit lower defense now ignores over capped DCI.
  • Ninjitsu Surprise Attack and Force Arrow special move now ignores over capped DCI.
  • Ninjitsu: animal form can now be interrupted while casting. Faster casting no longer effects animal form.
  • Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
  • Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
  • All cool downs have been removed from refresh potions. “Total” refresh potions have now been converted to “Greater” refresh potions which will provide more refresh than standard refresh potions.
  • Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
  • Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
  • Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.
  • The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
  • Imbuing base intensity caps have been increased up to 550 for two handed melee weapon and up to 500 for bows and crossbows.
  • The looting rights threshold has been lowered for all mobs.
  • Dragon Scale armor can now be reforged. Corrected issue which prevented yellow dragon scale from being reforged.
  • The gargish daisho, gargish tessen, and leaf blade now follow standard special move requirements when performing the Feint special move.

Bug Fixes

  • The delay associated with spawning the black order grand mage has been adjusted.
  • Players who attack with riding swipe will not be able to immediately remount.
  • Neither the attacker nor the defender can immediately use animal form after using riding swipe.
  • Adjusted misaligned housing regions in the Zento area of Tokuno.
  • Character Statues are now handled better during house customization:
    • If the statue’s location is clear, the statue will be restored to its original position
    • If the statue cannot fit where it was, but a deed can, the statue will remain as a deed, but be correctly locked down
    • Otherwise, the statue deed remains in the house moving crate
  • Secured containers in houses are no longer reset to “owner only” security after house customization
  • The Hearth of the Home Fire, the Fountain of Life, and Ballot Boxes are no longer turned to face south after house customization
  • Soul Stones will now be placed back in their original location after house customization (if the location remains clear)
  • Players will no longer receive the system message “You cannot access this house while it is being edited” while customizing their house
  • In some cases, expired vendors would create bugged stacks of gold coins in house moving crates. They now deliver bank checks instead
  • In some cases, expired vendors would create bank checks whose value was greater than 1,000,000 gp. They now only create legal checks (1,000,000 gp or less)
  • Vendors that run out of funds and go to the house moving crate would remain permanently in their “grace period”, never allowing the house owner to claim them
    • The grace period now counts down hours normally instead of always remaining at 167 hours
    • The house owner can claim the vendor’s goods if the vendor owner does not claim them during the 7-day grace period
  • All house co-ownership is now account based
    • Existing co-ownership lists will be automatically updated such that only one character from any unique account will remain
    • All characters on the same account as any house co-owner will also have full co-owner access to that house
    • When a character becomes a co-owner of a house, all other characters on the same account will be removed from the house’s friends list
    • Previously, one character could only be co-owner of up to 10 houses. There are now no restrictions on how many houses a single account can be co-owner of
    • Houses are now limited to having 10 co-owner accounts instead of 10 co-owner characters
  • Players may now choose to refuse all incoming trade requests
    • Toggle this option using the context menu on your own avatar
    • When refusing trades, you are not notified of any incoming trade attempts
    • When you attempt to initiate a trade with someone who is refusing trades, you will receive notification of the refusal as a system message
    • You are still allowed to initiate trades when you are refusing incoming trade requests
  • Pets will now be “rescued” if a server reverts to a backup during which the pet was out in the world
    • During server maintenance, these pets will be teleported to a safe location
    • This prevents the pets from being killed, or losing loyalty and going wild
    • When their owners log in:
      • The rescued pets will teleport to the player, if the player has control slots available
      • Otherwise, the pets will go to the owner’s stables for later retrieval
  • The Leaf Gorget’s base Energy Resist is now 4% instead of 2%. All pre-existing Leaf Gorgets will have their Energy Resist increased by 2
  • When re-smelting blacksmith items, the skill check now uses the greater of the character’s Mining or Blacksmith skills (capped at 105)
  • Combining fish baits now requires that the targeted fish bait be in the player’s backpack or bank box
  • The Demonic Jailor in Dungeon Wrong will now destroy objects that are blocking his way
  • Hit lower defense now scales 35% of the players Defense Chance Increase and remains -25 DCI versus non players. Hit lower defense now ignores over capped DCI.
  • Four dyes have been added to the Cleanup Britannia
    • Old Dyes: Polished Bronze, Deep Violet
    • New Dyes: Star Blue, Mother of Pearl

Classic client 7.0.29

Cliloc Changes


Enhanced Client 4.0.29

Cliloc Changes

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Cetric

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Stratics Legend
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Welp.

Disappointed refining remains, and any suit that has overcapped dci will now have xx amount of useless dci. Kinda feel like some dev is scratching his forehead with his middle finger while he read through all of our feedback about refining.

the city elections thing is cool if you are into that sort of thing.

the duped item on vendors is nice.


But yea, i'm just gunna run off and prepare my 95 dci sampire now.

Sick of waiting for these changes,s o i'll take the good with the bad i suppose. though 35% hld dci drops seems nice, anyone that had 45dci before and was used to it gets a big boost, while others who overcapped won't be overcapped anymore. Though 35% against something with 95 dci will be laughable.
 
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Promathia

Social Distancing Since '97
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For a minute, I was worried this Publish might actually make me want to play UO again...then I read it.

Yay
 

Drowy

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I dont know if its just a typo, but I liked the scaling of 55% of the players DCI way more than 35% from HLD. Otherwise high DCI Players maybe even with parry will be barely hittable.
 

Cetric

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Kyronix, can you maybe detail the diminishing returns on stam leech, and what causes the diminishing returns to break? Monster death?

The cap on dci after refinements is still 95 right?
 

Cetric

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I dont know if its just a typo, but I liked the scaling of 55% of the players DCI way more than 35% from HLD. Otherwise high DCI Players maybe even with parry will be barely hittable.
Yea but 55% was way too much of a hit against the majority of people who would run with 45% dci as their cap. 35% is actually really good for those running at 45% without refinements, but yea, the heaviliy refined 95% dci non-med armor guy with parry is only going to be down to like 62 dci or soemthing after hld.
 

Cetric

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So wood armor is non-medable why isn't there mana reduction?
Wood armor already has its benefits, obviously. if wood=studded for instance, why would you use studded when you can enhanced wood for properties?
 

silent

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and diminishing returns for stam leech is still in there? I'm out, SOTA here I come....
 

UO News

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Publish Notes
2013 Apr 05 20:01 GMT
Publish 81 has been updated on TC1. The updated patch notes are so large that they had to be put on a separate page.

Please note: Kyronix will be on TC1 to help test the city elections so please come join in to help us test this system. There will be loyalty gates in each city by the elections stones located by the bank, these gates will either give you love or hate depending on the gate you choose.
en

Continue reading...
 

Quickblade

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Wood armor already has its benefits, obviously. if wood=studded for instance, why would you use studded when you can enhanced wood for properties?
maybe by doing this (suggestion) :

  1. Platemail, ringmail, chainmail, and dragon armor provides 2% of lower mana cost per piece.
  2. Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.
  3. Woodland Armor provides 1% of lower mana cost per piece.
in the end not a over-cap of 5% lmc thats gonna unbalance everything with woodland armor, studded would still provides a total of 15% with five pieces. Plate would provides 10% which would be fair I think.
 

Tina Small

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  • All house co-ownership is now account based
    • Existing co-ownership lists will be automatically updated such that only one character from any unique account will remain
    • All characters on the same account as any house co-owner will also have full co-owner access to that house
    • When a character becomes a co-owner of a house, all other characters on the same account will be removed from the house’s friends list
    • Previously, one character could only be co-owner of up to 10 houses. There are now no restrictions on how many houses a single account can be co-owner of
    • Houses are now limited to having 10 co-owner accounts instead of 10 co-owner characters
I really think this could be problematic in some situations when you have other people set up as a co-owner and don't know who all their characters are because this gives them ALL co-owner access. You also will no longer have any way of knowing exactly which characters you are removing from the house if you delete a single character as a co-owner. I really wish that the solution had been what we all asked for originally: Just increase the size of the co-ownership list to more than 10. I do NOT like this solution at all. It's way, way too vague on which characters you're either adding as co-owners or deleting as co-owners when the account(s) involved are not your own. I think some people may end up getting ripped off or subjected to other problems because of this change.

  • Pets will now be “rescued” if a server reverts to a backup during which the pet was out in the world
    • During server maintenance, these pets will be teleported to a safe location
    • This prevents the pets from being killed, or losing loyalty and going wild
    • When their owners log in:
      • The rescued pets will teleport to the player, if the player has control slots available
      • Otherwise, the pets will go to the owner’s stables for later retrieval
  • When re-smelting blacksmith items, the skill check now uses the greater of the character’s Mining or Blacksmith skills (capped at 105)
Thank you for the above two changes!

Is it possible to let us know if this publish is going to include anything else that Mesanna mentioned in her January 18th letter as being included in this publish? Or is this it for now and everything else that was mentioned in that letter as either definite or a possibility is being deferred to later publishes?
 

CovenantX

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Yea but 55% was way too much of a hit against the majority of people who would run with 45% dci as their cap. 35% is actually really good for those running at 45% without refinements, but yea, the heaviliy refined 95% dci non-med armor guy with parry is only going to be down to like 62 dci or soemthing after hld.
Exactly 95 dci from refinements is still too high... without lower D a person with 95% DCI and 120 weapon skill (0 parry) only has like 20-22%ish chance to get hit, if the attacker has 120 weapon skill and 45% HCI?

but honestly, refinements are the only thing that really needs looked at, most of the other changes look good.

Them "Mage Armor" changes are interesting...
I don't see why you wouldn't be able to add/remove "Mage-Armor" from artifacts & items with more than 4 properties, it basically insures that no one would bother paying 250k for this...
I mean, why would there be limitations on it since the "Mage-Armor" property negates the +1-3% LMC bonus, & the stamina protection as well?...

The only limitation for adding/removing mage armor Should be Refinements Mages don't need a dci cap above 45%.

Only things that need changed with this current update IMO are...

Refinements - Max DCI cap needs to be reduced 95% DCI cap is a bit ridiculous.

The new "Mage Armor" add/removal options, need to only be limited to refinements as the only reason you couldn't be able to add mage armor to an item.
 

Cetric

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Exactly 95 dci from refinements is still too high... without lower D a person with 95% DCI and 120 weapon skill (0 parry) only has like 20-22%ish chance to get hit, if the attacker has 120 weapon skill and 45% HCI?

but honestly, refinements are the only thing that really needs looked at, most of the other changes look good.

Them "Mage Armor" changes are interesting...
I don't see why you wouldn't be able to add/remove "Mage-Armor" from artifacts & items with more than 4 properties, it basically insures that no one would bother paying 250k for this...
I mean, why would there be limitations on it since the "Mage-Armor" property negates the +1-3% LMC bonus, & the stamina protection as well?...

The only limitation for adding/removing mage armor Should be Refinements Mages don't need a dci cap above 45%.

Only things that need changed with this current update IMO are...

Refinements - Max DCI cap needs to be reduced 95% DCI cap is a bit ridiculous.

The new "Mage Armor" add/removal options, need to only be limited to refinements as the only reason you couldn't be able to add mage armor to an item.
You can remove mage armor form those items still, you just can't add mage armor unless theres a property open basically. probably fine, i mean, you wouldnt want to see people tkaing their crazy greater artifact stuff and just adding mage armor to it too, if i read it correctly?


Same here on the rest though. I'd like to hear the diminishing returns on stam leech detailed a bit, but the only thing that still heavily concerns me is the ability to hit 95% dci through refinement. Just feel it needs to cap out somewhere lower. Also believe that a 2 handed weapon with Balanced should probably just be treated as a 1 handed weapon in regards to parry/Evasion.

But like i said above, i'm so ready for the good parts of this change to come in that i could almost not care. Its been 2 months or so.


does anyone know how much stam a "Greater Refresh potion" returns?
 
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Quickblade

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Why do Balanced still cost 150 imbuing weight to make you unable to parry or evade. I mean, I know its a benefit to chug potions but at the cost of not being able to parry and evade. So Balanced has its benefits and desavantages for some. The cost of 150 weight is too high imo, 100 imbuing weight would be fair .
 

Uvtha

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The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
Ugh. Why bother? No one will ever use this property.

Isn't having to take up an imbue slot enough punishment??
 
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Uvtha

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Why do Balanced still cost 150 imbuing weight to make you unable to parry or evade. I mean, I know its a benefit to chug potions but at the cost of not being able to parry and evade. So Balanced has its benefits and desavantages for some. The cost of 150 weight is too high imo, 100 imbuing weight would be fair .
It makes no sense. If you want to chug potions as a melee character you have the option of having a two handed weapon with 4 spare properties (with balance taking up the 5th at 150 intensity) at 400 intensity, and 0% parry chance, OR a one handed weapon with 5 slots and 500 intensity with 35% parry chance. Which might one choose?

I don't understand how they can't see that taking away parry from two handed weapons with balance kills them nearly entirely.
 

Tangled Metal

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"Imbuing base intensity caps have been increased up to 550 for two handed melee weapon and up to 500 for bows and crossbows."

Isn't the imbuing cap for bows and crossbows already 500? Is this a typo or does that mean bows and crossbows are not getting a boost to 550 like was previously stated?
 

Uvtha

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"Imbuing base intensity caps have been increased up to 550 for two handed melee weapon and up to 500 for bows and crossbows."

Isn't the imbuing cap for bows and crossbows already 500? Is this a typo or does that mean bows and crossbows are not getting a boost to 550 like was previously stated?
+50 for exceptional I assume.
 

Quickblade

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It makes no sense. If you want to chug potions as a melee character you have the option of having a two handed weapon with 4 spare properties (with balance taking up the 5th at 150 intensity) at 400 intensity, and 0% parry chance, OR a one handed weapon with 5 slots and 500 intensity with 35% parry chance. Which might one choose?

I don't understand how they can't see that taking away parry from two handed weapons with balance kills them nearly entirely.
I know theres still a problem with balanced , they need to reduce the mod weight to 100 (btw they made the mistake again , right now on test server 1 , two hands weapons can have only 5 mods with 600 imbuing weight and not 550 as they just listed in this update) - I still dont know tho why they removed the part where two-hands weapons were going to have 6 mods. But now with 5 mods it makes balanced even less desired. Same with bows they can only have 5 mods and balanced still cost 150 weight, really they need to fix all this by reducing balanced to 100 for both bows and 2-hands, and also increase number of mods to 6 for 2-hands.
 

NuSair

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Don't care to see the restriction on balance for 2 handed weapons- would like to hear the justification for that one. It really makes no sense. Using 2 handed weapons is already an inherent disadvantage in UO. Removing the slight bonus it receives from Bushido in being able to parry makes no damn sense at all.

I like the saving pet feature.

Refinements- I like the general idea of it, I hate this implementation.
 

NuSair

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I know theres still a problem with balanced , they need to reduce the mod weight to 100 (btw they made the mistake again , right now on test server 1 , two hands weapons can have only 5 mods with 600 imbuing weight and not 550 as they just listed in this update) - I still dont know tho why they removed the part where two-hands weapons were going to have 6 mods. But now with 5 mods it makes balanced even less desired. Same with bows they can only have 5 mods and balanced still cost 150 weight, really they need to fix all this by reducing balanced to 100 for both bows and 2-hands, and also increase number of mods to 6 for 2-hands.
The 600 weight isn't a mistake. It's 550 base, then you get +50 bonus from being exceptional crafted.
 

Gheed

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Them "Mage Armor" changes are interesting...
I don't see why you wouldn't be able to add/remove "Mage-Armor" from artifacts & items with more than 4 properties, it basically insures that no one would bother paying 250k for this...
I mean, why would there be limitations on it since the "Mage-Armor" property negates the +1-3% LMC bonus, & the stamina protection as well?...
Good questions. I think the 4 mod max only applies to adding mage armor. The notes say 0 imbuing wieght. Does that mean 0 intensity consumed and 0 mods from the 5 mod pool? If so then exceptional sam plate gets interesting for tank mage templates. But if the LMC and stam damage protection are negated by the property then I feel for the ex sam plate melee who will pay 1.5 mil to scrub mage armor from a full suit.
 
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NuSair

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I am all for balanced having 150 weight- as long as it doesn't have that nerfing out of existence restriction.
 

ShadowTrauma

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I've read the patch notes multiple times over the course of all these changes and revisions, and while I am incredibly thankful for the opportunity you have given us to provide you feedback, I am currently left feeling slightly jaded with the amount of system additions and changes this publish contains, some of which seemingly still remain unchanged/unexplained after said feedback. I am certain there will be many players that are pleased and welcome the majority of these new changes, but I believe that the massive bulk of this publish is preventing many of the changes from receiving the polish and finishing touches they deserve.

I would still like to thank you for your ambitious undertaking, but at the same time strongly urge you to consider the necessity of all these changes in one publish.

A few examples: *I'm not trying to be rude, so please forgive me if this list seems too critical at this point.*
- There are still a multitude of slow weapons (particularly 2 handers) that will remain unused.
- There are still several wording issues and problems in general with the weapon special move changes: Wrote about some of the issues here, http://stratics.com/community/threads/disarm-mortal-and-bleed-testing.294134/
*If reading Force of Nature doesn't make you feel like these changes need more polish, then we may disagree, and thats ok too.*
- The armor revamp I've come to terms with... Until my brain attempts to remind me the refinement system will be a part of these changes as well. There have been numerous posts also pointing out some imbalances within the system.
*I will be totally honest with you, I have a difficult time building suits as it is with all the possible mods and stats I want/need... It's not that I struggle intellectually with the crafting, it's the fact that I need notes and spread sheets, and it feels like a chore, rather than something fun. Now we will also be adding refinements to the mix and I feel done with it all.*
- Finally, some of the Misc changes still need some work: HLD feels close but is complicated once again by refinements, we have never actually been told how the Throwing change functions, Balanced on 2 handers remains too prohibitive (there were many good compromises)...

*There are more issues I'm sure and this is obviously just my personal opinion, but these are just a few of the changes that could have some serious potential, unfortunately they currently seem unpolished.*

I would like to also say that if you told me the next publish was going to simplify the game and "Refine ;) " the myriad of systems we (will) have in UO, I'd be 100% ok with these changes. Seeing as that is unlikely to happen I just feel a little disappointed currently.

- And we all lived happily ever after. -
 
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Vexxed

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OK.... just a quick question....


HLD. The statement was a little unclear to me so am I correct when I assume that it means " A 35% Reduction in your targets current DCI?" So for instance I'm running 45% DCI and go up against a warrior with HLD. A 35% Reduction of my 45% DCI would leave me sitting at 29.25% DCI. If it rounds up which I think it does lets call that 30% DCI which means that vs. that warrior (assuming again he has 45% HCI) that I would be hit 55% of the time?? Considering I run 66% DCI on my current mage setup and just about EVERY warrior I see has HLD of some amount I was accustomed to being hit 51% of the time so an upgrade to 55% of the time won 't be too bad. Especially considering that I can give up the whole over capping thing & put more useful mods......


Sound about right?
 

budman23

Journeyman
Stratics Veteran
It says
There are two methods of refining armor:
  • Reinforced - Increase max individual resist while lowering max defense chance increase by two.
  • Deflecting - Decrease max individual resist while increasing max defense chance increase by two.
Now who picks what resist is being lowered or raised? If this is a choice it will simply be an obscure resist such as cold or poison.
You want to make this fair? Lower their fire resist EVERYTIME.
Otherwise its obvious where everyone will put their points to exploit the most of this.
 

Daelomin

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Even the hardcore gamers think that new additions makes it too complicated.
Ppl were quite happy with "Defense, Guardian, Hardening, Fortification and Invulnerability".
Off course plate should have advantages and disadvantages compared to leather, but they should be made simple to understand and enjoy.
Not require a spreadsheet to evaluate - make is simple and fun and let the "game mechanics" determine the outcome of a fight not the combination of properties on a suit.
 

chise2

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Yeah definitely mixed feelings on this. The town election things seems kinda cool not sure if I will bother with it though. I am disappointed refinements still remain however I am happy at least we get to choose resist order now. Disappointed that the cap for dci still seems to be 95% *though I didn't see a specific number mention but I am assuming it didn't change* I donlt see why they can't see that 95% dci is very inbalancing. At least though hld wonlt be devastating to those that can't/wonlt use refinements thogh. But that just makes 95% dci even worse because before you could reduce them to something like 43% dci with hld. So they fixed one problem and made another worse. If they are going to keep refinements they need to reduce the 95% dci cap. Maybe something like 65 would be more reasonable.

Twohanded weapons still notbeing able to parry or evade with balance is something I just donlt get. I mean even with the increase imbuing weight we are still losing out on some nice stuff if we chose to not use a onehander and shield. I think they should remove that restriction or reduce the imbuing weight of balanced like another poster suggested. I think removing the restriction would be best or simply do what MANY people have suggested and have parry/evade work like a onehanded weapons would then.

I will have to do some testing maybe *or I will just wait for someone else lol!* for stamina leech I get the feeling though nothing has changed from last time. :(

Over all though I am still mostly happy with this publish its just a few issues. Heck even refinements wouldn't bother me that much at this point if they just removed the dang 95% dci cap!
 

Pinco

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it seems the 2 new pigments hue has not been included to the client patch :(
 

budman23

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OK.... just a quick question....


HLD. The statement was a little unclear to me so am I correct when I assume that it means " A 35% Reduction in your targets current DCI?" So for instance I'm running 45% DCI and go up against a warrior with HLD. A 35% Reduction of my 45% DCI would leave me sitting at 29.25% DCI. If it rounds up which I think it does lets call that 30% DCI which means that vs. that warrior (assuming again he has 45% HCI) that I would be hit 55% of the time?? Considering I run 66% DCI on my current mage setup and just about EVERY warrior I see has HLD of some amount I was accustomed to being hit 51% of the time so an upgrade to 55% of the time won 't be too bad. Especially considering that I can give up the whole over capping thing & put more useful mods......

Sound about right?
The warrior will hit 55% of the time while the opponent is armed.
Its not like the dexxer isnt going to disarm spam anyways?
This cure for people running 75 dci in my opinion shows the devs have 0 creativity.
Instead of fixing a problem they are complicating it, because apparently the only templates they understand only require 2 buttons.
 

Prana

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So I have one house on a shard with 3 accounts of characters, you guys think its fair that only one of the 2 non house owning accts gets access to my items? And if I set access to friends( where most of my chars will be) I either won't b able to have a friends chest in house or I'll run the risk of being stolen from?

Why in the world are refinements even an option? Why is 95 an option for dci?

And I guess the head scratching middle finger decided to blatantly turn into a smack in the face when u decided to update the resists of the leaf gorget, but surely after the rest of the material bonuses go thru all of our current suits will be lacking the new bonuses.

I feel this publish is a complete waist of ? 4 months? now. Dev team...your loyal following wants to play uo, and u are not listening.
 

chise2

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Welp.

Disappointed refining remains, and any suit that has overcapped dci will now have xx amount of useless dci. Kinda feel like some dev is scratching his forehead with his middle finger while he read through all of our feedback about refining.

the city elections thing is cool if you are into that sort of thing.

the duped item on vendors is nice.


But yea, i'm just gunna run off and prepare my 95 dci sampire now.

Sick of waiting for these changes,s o i'll take the good with the bad i suppose. though 35% hld dci drops seems nice, anyone that had 45dci before and was used to it gets a big boost, while others who overcapped won't be overcapped anymore. Though 35% against something with 95 dci will be laughable.


Yeah like I said they fixed one problem and made another worse haha.
 

budman23

Journeyman
Stratics Veteran
they wrote
Imbuing base intensity caps have been increased up to 550 for two handed melee weapon and up to 500 for bows and crossbows.

Last time i checked my excep bows and xbows were already at 500, and guess what? You didnt say the excep ones will get ANY bonus.
Yea that makes sense.
 
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Bleak

UO Software Engineer
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Kyronix, can you maybe detail the diminishing returns on stam leech, and what causes the diminishing returns to break? Monster death?

The cap on dci after refinements is still 95 right?
Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina. Effectively this means that the amount stamina leeched is soft capped at 5% of your max stamina base on the damage dealt. The remainder is reduced then added to the cap which is total amount leeched.

The DCI cap is still 95 on TC but it will be lowered to 7o.
 

CovenantX

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UNLEASHED
Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina. Effectively this means that the amount stamina leeched is soft capped at 5% of your max stamina base on the damage dealt. The remainder is reduced then added to the cap which is total amount leeched.

The DCI cap is still 95 on TC but it will be lowered to 7o.

Welp, there you have it, notes look pretty amazing with the last tidbit about the 95 dci cap being reduced to 70.
 

CovenantX

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they wrote
Imbuing base intensity caps have been increased up to 550 for two handed melee weapon and up to 500 for bows and crossbows.

Last time i checked my excep bows and xbows were already at 500, and guess what? You didnt say the excep ones will get ANY bonus.
Yea that makes sense.

It was listed as a typo on the first update for 2h weapons (melee & ranged), If it still stands its actually 600 item/imbuable weight for 2handed Melee, and 550 item/imbuable for 2handed ranged (bows) .
 

chise2

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Welp, there you have it, notes look pretty amazing with the last tidbit about the 95 dci cap being reduced to 70.
Yeah I am still kinda eh about refinements this publish is bloated enough as it is but this change is much more reasonable. They really should have included that in the notes though because I am sure a lot of people will miss Bleaks post lol!
 

Quickblade

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The DCI cap is still 95 on TC but it will be lowered to 7o.
So what is going to be the ratio Resist/dci refined with this change? It was previously I think 2% Dci for each 1% resist you wanted to increase/reduce right ? is it going to be 1% dci for 1% resist ?
 
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Arcades

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Stratics Legend
Mage Armor Update:

Mage armor has been removed from imbuing, reforging, and enhancing. Armor now can be converted to and from Mage Armor by paying a Mage guild master 250,000 gold. Applying mage armor is still subject to the armor not having more than four properties or not being an artifact. Mage Armor now has an imbuing weight of zero.

So when did they sneak this new idea in the game? Totally makes current samurai, woodland, arti mage armors useless if the armor can only have 4 mods before mage armor. Thanks, but no thanks, so long to buying any more forged metal tools to make 6-mod mage armors. Screw all these caps/limits that are ruining this game.
 

Schatzi

Sage
Stratics Veteran
Stratics Legend
I like they are adding new dyes...any mention of what additional items can be turned in for
cleanup? I know this might be small compared to the armor and weapon changes, but I do not
need a degree in anything to figure out what to turn in. ( A little sarcastic sorry)
 

CovenantX

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UNLEASHED
Mage Armor Update:

Mage armor has been removed from imbuing, reforging, and enhancing. Armor now can be converted to and from Mage Armor by paying a Mage guild master 250,000 gold. Applying mage armor is still subject to the armor not having more than four properties or not being an artifact. Mage Armor now has an imbuing weight of zero.

So when did they sneak this new idea in the game? Totally makes current samurai, woodland, arti mage armors useless if the armor can only have 4 mods before mage armor. Thanks, but no thanks, so long to buying any more forged metal tools to make 6-mod mage armors. Screw all these caps/limits that are ruining this game.
from what the notes say, its to allow one to Remove Mage Armor from an item, it's not useless, if your trying to reforge LRC armor for a dexer, and you get the "Mage Armor" property on it.

Mage Armor cancels out the +1-3% LMC cap-bonus non-med armor applies.
 

Merus

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UNLEASHED
OK.... just a quick question....


HLD. The statement was a little unclear to me so am I correct when I assume that it means " A 35% Reduction in your targets current DCI?" So for instance I'm running 45% DCI and go up against a warrior with HLD. A 35% Reduction of my 45% DCI would leave me sitting at 29.25% DCI. If it rounds up which I think it does lets call that 30% DCI which means that vs. that warrior (assuming again he has 45% HCI) that I would be hit 55% of the time?? Considering I run 66% DCI on my current mage setup and just about EVERY warrior I see has HLD of some amount I was accustomed to being hit 51% of the time so an upgrade to 55% of the time won 't be too bad. Especially considering that I can give up the whole over capping thing & put more useful mods......


Sound about right?
So the obvious question... Why not just leave it the hell alone!
 
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MissEcho

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Stratics Legend
UNLEASHED
I don't understand the stamina loss thing. Surely those wearing leather should experience way less stamina loss than those in clunky metal, and those in clunky metal/dragon scale should have way better super resists in comparison to lightweight leather, with those in chain/ringmail somewhere between the two?

To me it seems entirely the opposite and it is super confusing, or am I reading it incorrectly, can someone explain all that in SIMPLE TERMS.

I also have zero understanding of the DCI capping stuff, my main fighting chars currently wear leather with 45 dci on them. How is this going to be affected in simple terms?
 
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