Spell Disruption Antecdote/Inaccuracy
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Spell Disruption Antecdote/Inaccuracy
Well, seeing as there has been a lot of discussion about spell disruption lately, I figured I'd add this observation. On SecondAge, you are able to cast spells up through 7th circle while standing in a fire field. On OSI, you simply could not cast anything beyond first circle spells without being interrupted.
This is one of the few anecdotes that I tested extensively at the time. I had to convince my neighbor to delete a character on his account to create our island PK (appropriately named, "YesURIslePkd"), so we did many field tests, all of which confirmed our hypothesis, viz., that spamming recall and other spells would be futile. Moreover, the character's run as a PK was wildly successful. Many pvpers and real characters recalled off our rune to the one tile island near the Buc's Den Inn (or were gated in under false pretenses), and with few exceptions, they were killed by the firefield as they vainly spammed recall or teleport. Those that survived either had many gheal potions, or spammed mini heal from the get-go.
Fruit Loops and I just did some testing on the test shard, and even with 0.0 resist, you can cast higher level spells through a fire field. This is simply not how it was. I am not sure what the greater implications are for game mechanics, but I can definitively say that this aspect is wrong.
DISCUSS.
This is one of the few anecdotes that I tested extensively at the time. I had to convince my neighbor to delete a character on his account to create our island PK (appropriately named, "YesURIslePkd"), so we did many field tests, all of which confirmed our hypothesis, viz., that spamming recall and other spells would be futile. Moreover, the character's run as a PK was wildly successful. Many pvpers and real characters recalled off our rune to the one tile island near the Buc's Den Inn (or were gated in under false pretenses), and with few exceptions, they were killed by the firefield as they vainly spammed recall or teleport. Those that survived either had many gheal potions, or spammed mini heal from the get-go.
Fruit Loops and I just did some testing on the test shard, and even with 0.0 resist, you can cast higher level spells through a fire field. This is simply not how it was. I am not sure what the greater implications are for game mechanics, but I can definitively say that this aspect is wrong.
DISCUSS.
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Re: Spell Disruption Antecdote/Inaccuracy
I very much remember doing this as a pk, whenever I saw someone trapped behind a ledge I would FF them and they would die unless they did mini heals or chugged potions.
They could never recall out of it! Here I have tried it, but they indeed recall out of it!
They could never recall out of it! Here I have tried it, but they indeed recall out of it!

rdash wrote:BLACKFOOT STAY AWAY FROM MY FRIENDS OR MEET A BLADE OF VANQUISH AND ADDITIONAL TACTICS
Re: Spell Disruption Antecdote/Inaccuracy
We were able to get of Flamestrike with 0.0 resist in the FS with no trouble at all. Something is off...
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Re: Spell Disruption Antecdote/Inaccuracy
Indeed something is way off for this to occur, why no more discussion on it?

rdash wrote:BLACKFOOT STAY AWAY FROM MY FRIENDS OR MEET A BLADE OF VANQUISH AND ADDITIONAL TACTICS
Re: Spell Disruption Antecdote/Inaccuracy
Has anyone ever experienced even one disruption? What magery levels has been tested for the caster being disrupted?
Re: Spell Disruption Antecdote/Inaccuracy
We have found what we belive are the problems. More info to follow.
Re: Spell Disruption Antecdote/Inaccuracy
The mages were Grandmaster, but up to 7th levels were casted with no issue whatsoever. I'll give it a try on test with lower on the test shard.
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Re: Spell Disruption Antecdote/Inaccuracy
I imagine this info will affect other spells and their disruption rates?

rdash wrote:BLACKFOOT STAY AWAY FROM MY FRIENDS OR MEET A BLADE OF VANQUISH AND ADDITIONAL TACTICS
Re: Spell Disruption Antecdote/Inaccuracy
Awesome. I def remember it being harder to recall and/or easier to disrupt.
Re: Spell Disruption Antecdote/Inaccuracy
I predict that it was probably an isolated problem associated with the firefield spell in general. I doubt it will effect all other spells. I will let Derrick confirm it for a 100% certainty though.son wrote:I imagine this info will affect other spells and their disruption rates?
Re: Spell Disruption Antecdote/Inaccuracy
I believe it's a combination of an inaccuracy in firefield and also an error in our interrupt formula which was discovered last night. Kaivian and I spent most of last night re looking at the interrupt algorithm, in which an error of translation was found.
There is some new spell code up on test center currently. There are also some changes to the firefield spell which are in no way at this point documented, I simply tweaked it based on personal memory and it is very likely incorrect.
test.uosecondage.com 2593
There is some new spell code up on test center currently. There are also some changes to the firefield spell which are in no way at this point documented, I simply tweaked it based on personal memory and it is very likely incorrect.
test.uosecondage.com 2593
Re: Spell Disruption Antecdote/Inaccuracy
Interesting.
I don't know any details, but would the error in the interrupt formula have any impact on the changes made to spell disruption back in December?
I don't know any details, but would the error in the interrupt formula have any impact on the changes made to spell disruption back in December?
Spell disruption formula changed and now accounts for the circle of the spell being interrupted. Based on (copy of) the OSI code for disruption.
Re: Spell Disruption Antecdote/Inaccuracy
Aye. it was an error in translation, the same fators of course apply in the "fixed" code, this was primarily a math error when the formula was converted.
There's been some testing on this and I expect this fix will be in in the morning.
There's been some testing on this and I expect this fix will be in in the morning.
Re: Spell Disruption Antecdote/Inaccuracy
I still remember it being more difficult to cast 4th circle in a firefield than it appears to be on the test shard, but this is definitely a marked improvement. I haven't gotten to test out the disruptions against other players, but I suspect that more players found the interruption system on the live server more troublesome than does Ezp. I can't speak to the impact on overall pvp, though.
Re: Spell Disruption Antecdote/Inaccuracy
I was talking about the spell "delay tweak" which was apart of the test that wasn't accurate. Its out im satisfied, another win for accuracy.