Re: How are Damage Types Used
Posted: Sat May 05, 2012 5:07 am
I have the original Second Age manual too. It sucks.
A forum for discussion of Second Age UO Shard
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Amazing find.Kaivan wrote:The full explanation is very long and contrived, but the short version is this:
...(nerdy stuff)...
Thanks again for closing the book on this one. And thanks to everyone who resisted this change in the first place as well!Kaivan wrote:The full explanation is very long and contrived, but the short version is this
Are you arguing that it was implemented in the code based on these variables? Or that they determined the table from these variables, and then hard-coded those results?Kaivan wrote:The full explanation is very long and contrived, but the short version is this:
Items on the smithing menu appear once you have enough skill to have a 0% chance to create something (note, this is meaningful because you can have a negative chance to do something) based on its "relative difficulty". The absolute difficulty for creating an item is calculated based on its stats and materials required to create it. That absolute difficulty is then scaled between the two extreme ends of difficulty (buckler and platemail tunic for anyone interested), creating the relative difficulty. Since this relative difficulty is based on the stats of an item, we can cross-reference the difficulty of creating any blacksmithy based item with stratics tables from the era. It turns out that those tables reflect exactly what would be expected for the difficulty in creating a katana if the katana had a speed of 58 with its expected damage and resources. This expected calculation follows through UOR (and the relevant changes to platemail), and matches with UOR information pulled from the new crafting menu that was put into place during mid-UOR which provided detailed statistics about success and exceptional rates.
Ultimately, this may seem somewhat uncomfortable to some players, considering the result is that we started at 58 speed, reduced the speed to 48, and are now reversing that decision. However, this is a good example of using our best information to guide our mechanics, and at the time of the speed reduction, the best information was that the speed was probably 48.
It was actually implemented in the code based on the item's stats and resources. The results for stratics Blacksmithy tables 'fall out' of the weapon statistics & blacksmithy code.Mikel123 wrote:Are you arguing that it was implemented in the code based on these variables? Or that they determined the table from these variables, and then hard-coded those results?Kaivan wrote:The full explanation is very long and contrived, but the short version is this:
Items on the smithing menu appear once you have enough skill to have a 0% chance to create something (note, this is meaningful because you can have a negative chance to do something) based on its "relative difficulty". The absolute difficulty for creating an item is calculated based on its stats and materials required to create it. That absolute difficulty is then scaled between the two extreme ends of difficulty (buckler and platemail tunic for anyone interested), creating the relative difficulty. Since this relative difficulty is based on the stats of an item, we can cross-reference the difficulty of creating any blacksmithy based item with stratics tables from the era. It turns out that those tables reflect exactly what would be expected for the difficulty in creating a katana if the katana had a speed of 58 with its expected damage and resources. This expected calculation follows through UOR (and the relevant changes to platemail), and matches with UOR information pulled from the new crafting menu that was put into place during mid-UOR which provided detailed statistics about success and exceptional rates.
Ultimately, this may seem somewhat uncomfortable to some players, considering the result is that we started at 58 speed, reduced the speed to 48, and are now reversing that decision. However, this is a good example of using our best information to guide our mechanics, and at the time of the speed reduction, the best information was that the speed was probably 48.
I find it hard to argue with the actual in-game data from Xena's email. Is it possible it was intended to be 58 but was in actuality 48 or 45?
I can't think of a way a guy with a stopwatch could screw this up and miss 6 swings within a minute's time, unless maybe the client and server were out of sync.