Healing Timer
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
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- Posts: 5
- Joined: Sat Aug 21, 2010 7:16 pm
Healing Timer
The healing timer seems to be off again.
http://web.archive.org/web/199812120219 ... atics.com/
The amount of damage that can be healed depends on the Healing skill and the Anatomy skill. The following formulas are used;
Minimum amount healed = Anatomy/5 + Healing/5 + 3 Maximum amount healed = Anatomy/5 + Healing/2 + 10
Minimum and Maximum Amount of Damage Healed
A minimum level of 60 for both Anatomy and Healing will give a chance of 80% to cure someone who is poisoned.
A minimum level of 80 for both Anatomy and Healing will give a chance of 25% to resurrect a ghost.
Healing others has a 5 second delay. Healing yourself has a 15 second delay.
Curing others has a 6 second delay. Curing yourself has an 18 second delay.
Resurrecting others has a 10 second delay. It is not possible to resurrect yourself.
The healer has to stay close to the person he is healing.
If the healer is interrupted during the healing process then the amount of damage healed will decrease.
Healing someone can only result in gaining karma, never a loss of karma.
http://web.archive.org/web/199812120219 ... atics.com/
The amount of damage that can be healed depends on the Healing skill and the Anatomy skill. The following formulas are used;
Minimum amount healed = Anatomy/5 + Healing/5 + 3 Maximum amount healed = Anatomy/5 + Healing/2 + 10
Minimum and Maximum Amount of Damage Healed
A minimum level of 60 for both Anatomy and Healing will give a chance of 80% to cure someone who is poisoned.
A minimum level of 80 for both Anatomy and Healing will give a chance of 25% to resurrect a ghost.
Healing others has a 5 second delay. Healing yourself has a 15 second delay.
Curing others has a 6 second delay. Curing yourself has an 18 second delay.
Resurrecting others has a 10 second delay. It is not possible to resurrect yourself.
The healer has to stay close to the person he is healing.
If the healer is interrupted during the healing process then the amount of damage healed will decrease.
Healing someone can only result in gaining karma, never a loss of karma.
Re: Healing Timer
This was the same timers being used the last time I checked.bufamafungis wrote: Healing others has a 5 second delay. Healing yourself has a 15 second delay.
Curing others has a 6 second delay. Curing yourself has an 18 second delay.
Resurrecting others has a 10 second delay. It is not possible to resurrect yourself.
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- Posts: 5
- Joined: Sat Aug 21, 2010 7:16 pm
Re: Healing Timer
Nope, it changes on a regular basis. Used to be 12. then 15. Now up to 16. I mean a mage mini heal takes .5 seconds, so 1 second is a pretty big difference.
Re: Healing Timer
I have also noticed that bandages take me 16seconds to apply to myself. But just assumed it was only on my screen that it seemed like it took 16secs when it infact was lag or something that's causing it.
Re: Healing Timer
Did a test right now and it seems perfectly fine to me as suspected.
You guys are probably relying on the Razor bandage counter that isn't linked with the server at all. The problem with relying on this counter is due to the fact that the server and original OSI timers on top of that are based on 'ticks' where Razor is based on real time. This counter can sometimes show different values from time to time. For example, my tests for regular healing resulted in a display count of 14-16 and poison typically displayed 17. Dex based healing definitely didn't get accidentally reverted back into the game(which can cause different timer values). Derrick can do server side tests to see if the real values are matching up but in my opinion isn't necessary since I guarentee it's working as intended.
You guys are probably relying on the Razor bandage counter that isn't linked with the server at all. The problem with relying on this counter is due to the fact that the server and original OSI timers on top of that are based on 'ticks' where Razor is based on real time. This counter can sometimes show different values from time to time. For example, my tests for regular healing resulted in a display count of 14-16 and poison typically displayed 17. Dex based healing definitely didn't get accidentally reverted back into the game(which can cause different timer values). Derrick can do server side tests to see if the real values are matching up but in my opinion isn't necessary since I guarentee it's working as intended.
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Re: Healing Timer
I'd like a test done by Derrick. It seems like a pretty big deal considering a mage can solo 5 dexxers with mini heal spamming, taking little to no mana (which the timer is correct, but the heals always seem to be on the high side of the values). It seems pretty ridiculous that the dexxer time continues to change. There is no dex based healing, or the heal timer would be 10-12 seconds for a 100 dex warrior with 100 anatomy and healing. There is also proof on the old uo forums to prove this.
Go to any tournament and watch a dexxer fight a mage....retarded the mage can run around in circles spamming mini heal for hours and still have enough mana to earth quake when the sudden death timer is almost on. I would say this is completely inaccurate. In the old days a power dexxer and mage were very similar.
Go to any tournament and watch a dexxer fight a mage....retarded the mage can run around in circles spamming mini heal for hours and still have enough mana to earth quake when the sudden death timer is almost on. I would say this is completely inaccurate. In the old days a power dexxer and mage were very similar.
Re: Healing Timer
The problem is sudden death. With that, a mage can always do lots of damage fast while the warrior can't heal. Warriors are fine where they are, but of course they aren't as good in tourneys unless they manage to kill the mage before sudden death. It's very possible too, explosions potions help.bufamafungis wrote:I'd like a test done by Derrick. It seems like a pretty big deal considering a mage can solo 5 dexxers with mini heal spamming, taking little to no mana (which the timer is correct, but the heals always seem to be on the high side of the values). It seems pretty ridiculous that the dexxer time continues to change. There is no dex based healing, or the heal timer would be 10-12 seconds for a 100 dex warrior with 100 anatomy and healing. There is also proof on the old uo forums to prove this.
Go to any tournament and watch a dexxer fight a mage....retarded the mage can run around in circles spamming mini heal for hours and still have enough mana to earth quake when the sudden death timer is almost on. I would say this is completely inaccurate. In the old days a power dexxer and mage were very similar.
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Re: Healing Timer
Honestly, when did you ever have to carry a potion keg filled with greater explosions, deadly poisons, 20 red pots, cures, blue pots....to kill a mage? I've killed plenty of mages, but the fact that this server is trying to be an era accurate server, but keeps changing dexxers in order to put up with mages demands is completely ridiculous. It is great that everyone wants to play the same spec of mages, but for those of us who don't care to tele over every gate, and mini heal for hours, it would be nice for the sake of ear accuracy to make things a bit more legit.
Archers? They used to be the #1 used warrior skill in this era, but they have been nerfed so badly they are pretty much pointless to play. Just as an example.
Archers? They used to be the #1 used warrior skill in this era, but they have been nerfed so badly they are pretty much pointless to play. Just as an example.
Re: Healing Timer
I'm going to agree. In this era there were a lot of mages and a lot of warriors. There was a very fine line of which was more dominant because they were very much even and would come down to just skillful game play. A good warrior could hold his own against a good mage. Here, you must be an absolutely superb warrior to stand up to even a decent mage. We can go ahead and say "oh well if you were a warrior and you did xxxx..." fill with whatever stuff you want, then you might be able to beat a mage, and that xxx is usually a +25 vanq DPed weap, and 20 or more explosion pots. Yet dexxers will still and always be called 'no skill' on this server and that feels like the driving force to making such "era accuracy" is simply that dexxers are not liked by the veteran mages here.
But anywho back to topic,
I too see a timer and count a timer that is 1 second too long no matter how its looked at and it would make a huge difference. I dont understand this server side delay explanation at all. My Razor timer and a regular timer still display 16 seconds to heal, not 15, every single time.
But anywho back to topic,
I too see a timer and count a timer that is 1 second too long no matter how its looked at and it would make a huge difference. I dont understand this server side delay explanation at all. My Razor timer and a regular timer still display 16 seconds to heal, not 15, every single time.
Re: Healing Timer
I have played so many play styles in my time on UO. For the last two years I have been addicted to making great warrior builds. While in no means do I consider myself the best dexer there ever was; I could give you some great advice on taking down decent/pro mages. PM me if interested and I can try to find time to help in any way possible.
Re: Healing Timer
This is very very wrong.bufamafungis wrote:Archers? They used to be the #1 used warrior skill in this era, but they have been nerfed so badly they are pretty much pointless to play. Just as an example.
You're thinking of 1998, if anything. In T2A, archers sucked. My first (and second) characters I ever built were archers, because I used to dabble in it IRL. I play archers in every game I possibly can. And they were, and are, absolutely horrible.
Re: Healing Timer
I've got to concur on these findings just a little bit.
I just did a test gm healing/anatomy.... with a real stopwatch.. from start to finish just over 17 seconds.. but round off to 17 seconds or just slightly under to account for the delay of pressing the stop button...... no interruptions during healing
second test using the razor timer and real stopwatch .. razor said 16 seconds stop watch said 17.29 seconds (.12 longer than last time)
ticks or not, it should be 14 real world seconds
I just did a test gm healing/anatomy.... with a real stopwatch.. from start to finish just over 17 seconds.. but round off to 17 seconds or just slightly under to account for the delay of pressing the stop button...... no interruptions during healing
second test using the razor timer and real stopwatch .. razor said 16 seconds stop watch said 17.29 seconds (.12 longer than last time)
ticks or not, it should be 14 real world seconds
Re: Healing Timer
Should be 15, right?
Re: Healing Timer
Healing Bandage
Heal Self - 15.0 Seconds
Cure Self - 18.0 Seconds
Heal Other - 5.0 Seconds
Cure Other - 6.0 Seconds
Resurrect - 10.0 Seconds
Heal Self - 15.0 Seconds
Cure Self - 18.0 Seconds
Heal Other - 5.0 Seconds
Cure Other - 6.0 Seconds
Resurrect - 10.0 Seconds
Re: Healing Timer
These numbers are right on. The best way to probably test this would be to run a razor macro. You should be able to bandage yourself twice back to back using perfect 15.0 second pause in between and get two heals. I will test this myself as soon as i can.

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