Hemperor wrote:This is more of a discussion and what exists in the demo.
Equipping in the demo does not interrupt your spell. You can cast a spell, equip and start loading a swing/fight. This is what actually makes Pre-T2A combat work, because there is a large equip delay in Pre-T2A.
If I remember correctly, the implementation of equip-disrupt was based off of majority opinion, there was no evidence either way. Correct me if I'm wrong, curious as to what is really behind our mechanic on it.
As another small note, earthquake damage (from quick glance) appears to do half the damage of a victim's maximum HP (if they aren't a NPC), which would tend to be 50 rather than the 60 we see here.
EDIT:
Discussion during the re-implementation of precasting (UOR)
you do need hands free to cast
> the spell. Re-equipping during the casting will interrupt the spell.
> After the spell is over, you can re-equip the weapon."
http://groups.google.com/group/rec.game ... +interrupt#
http://update.uo.com/design_346.html
So a long equip delay...means breaks debuff spell interruption combo's (exactly what I remember not being part of early uo)
Manually equip/unequip target breaks debuff spell interruption combo's (once again)
per-meditation curse>feeble mind+weaken+clumsy (less mana used curse was widely used makes sense even used in wtfman.com flash video Des Sanct!)
curse>feeble mind+weaken+clumsy less time equip, unequip, and target manually without hot key macro's (remember per spell and remember long equip delay as well above!)
UOExtreme no arm/disarm equip delay to or unequip I remember being able to spam this like flicking a light switch on/off quickly OSI 1 second delay per item to do either.
Mages favored Katana's more sustain particularly deadly poisoned and spell interrupts and used Hablred's really only as a finish after a explosion ebolt mana dump combo and gank attacks due to the higher burst damage (I don't really see that being the case on private emulator servers so much seems like its the opposite that I've seen come across)
Their was no instant hit pre-T2A from what I recall or you could dodge the melee animations if you moved out of the way at the last second a lot of times even with some of the quicker weapons it was the case, but far more apparent with slower weapons as well as players with low dex.
I remember what felt like instant for archery during the preT2A archery era,but I think what I'm remember wasn't instant hit at all, but rather a reset timer from all ready equipped item not one that you had just taken off and equipped again.
The hands must be free disrupt message you had to unequip your weapon before casting a spell or got that message OSI I believe changed that with the added arm/disarm patch by making you auto unequip items I'm unsure if it also applied to equipping the spell again prior to casting finished though it might have and could have been in place to provide none UOExtreme users are more fair chance against them some (completely explains the unequip hands before casting feature in UOExtreme however and that's proof enough to unequip hands first or spell fizzling part!)
See I don't recall spell disruptions from players at least during PVP outside of melee and actual spell damage or not to the spell combo extent and impact it's been used on the private servers in contrast to live and I've been saying that for years in RunUO servers my biggest problem is the bulk of my UO playing was during UO Gold and early T2A, but ask yourself this if the feeble mind+weaken+clumsy interrupt combo I know it wasn't used really during the era for that purpose because for starters arm/disarm and last target weren't even legit OSI game features at the time they were 3rd party exploits.