Search found 49 matches

by Artemis
Tue Nov 04, 2008 12:49 am
Forum: Suggestions & Era Accuracy
Topic: T2A Accuracy Discrepancies (with a focus on PvP)
Replies: 28
Views: 4393

Re: T2A Accuracy Discrepancies (with a focus on PvP)

I disagree about self disrupts. One of my keen memories from the era when learning how to play a tank mage was getting a feel for casting times so I could equip a weapon the very moment the spell was up. Disrupting myself by equipping too early happened a lot. It striked me as incredibly odd when I...
by Artemis
Tue Nov 04, 2008 12:06 am
Forum: Suggestions & Era Accuracy
Topic: Swing timer error
Replies: 32
Views: 4688

Re: Swing timer error

Archer mages existed BEFORE dex monkeys did. The dex monkey patch destroyed the archer mage template. Go to Wtfman.com and watch the commando vids. Archery then became a DEX fighter template as you could use potions while holding a regular bow and therefore you could use potions without having to di...
by Artemis
Thu Sep 25, 2008 4:23 am
Forum: Shard News
Topic: Stamina Loss and Swing TImer
Replies: 82
Views: 49954

Re: Stamina Loss and Swing TImer

As a veteran Player, Pk'er and (I will out right say it) inventor/pioneer of these combos of this era I find it hard to believe anyone that actually played this era could possibly get this stuff, these combos and spell timings so horribly wrong. If you didnt play this era how can you even concieve o...
by Artemis
Wed Sep 24, 2008 11:18 pm
Forum: Shard News
Topic: Stamina Loss and Swing TImer
Replies: 82
Views: 49954

Re: Stamina Loss and Swing TImer

1.75 casting timer for 6th level spells? Thats pure mage casting timers, pure mages were not viable in this era because casting timers were much slower. And using logic on a game that changed randomly per patch with bugs that made all sorts of crazy illogical stuff happen is kinda difficult. There w...
by Artemis
Wed Sep 24, 2008 11:01 pm
Forum: Shard News
Topic: Stamina Loss and Swing TImer
Replies: 82
Views: 49954

Re: Stamina Loss and Swing TImer

Finally, cast times and weapon swing speeds were entirely seperate from eachother. While it is true that by convenience of time you could cast 2 6th circle spells with a 1.75 second cast time and a 0.5 second recast delay, totaling 4.5 seconds, your halberd would be nearly ready to swing with 0.3 s...
by Artemis
Wed Sep 24, 2008 2:38 am
Forum: Shard News
Topic: Stamina Loss and Swing TImer
Replies: 82
Views: 49954

Re: Stamina Loss and Swing TImer

Low level spells, 1st to 4th level spells wouldnt reset the hally, but 5th level and above would. Why? Because your wrestling timer was part of the swing bug, the wrestling timer was 2.4 seconds and casting a 5th level (2.5 seconds casting time with hands empty) and above spell would allow the wres...
by Artemis
Tue Sep 23, 2008 11:00 pm
Forum: Shard News
Topic: Stamina Loss and Swing TImer
Replies: 82
Views: 49954

Re: Stamina Loss and Swing TImer

the double hally hit was purely timing, and im not sure that a harm would reset the hally. the double hally hit was a bug that had to with equiping a hally-unequiping-then reequiping. IF your timing was right it would send a second hit as if it never finished first. ALSO, when i first started here,...
by Artemis
Sat Sep 20, 2008 1:38 pm
Forum: Guides
Topic: Guide: Alchemy & Poisoning
Replies: 32
Views: 44239

Re: Guide: Alchemy & Poisoning

It should cost 220k-250k to Gm alchemy.
Greater poison would not take you to GM you HAD to use deadly for the last 5-6 points of gain, and while MAKING deadly poison there was a chance would get poisoned by it.
by Artemis
Sat Sep 20, 2008 1:33 pm
Forum: Guides
Topic: Guide : Stratics Magery and Weapon Combat Damage and calcs
Replies: 81
Views: 164071

Re: Guide : Combat Damage

Again this is another case of everyone is right. At one point in T2a the katana was faster, then later weapons had some changes during T2a and the kryss was then faster. Or it was kryss was faster then katanas became faster. Daggers though? They always sucked ass, always, even against a naked oppone...
by Artemis
Sat Sep 20, 2008 2:34 am
Forum: Second Age Discussion
Topic: Char Build
Replies: 9
Views: 2057

Re: Char Build

Spells do 0 damage in town, but without resist you will be poisoned EVERY time. If you go without magery, better make sure you pack plenty of pots. Also, you're eventually going to find yourself out of the guard zone, and once you do you'll really miss having resist. My favorite dex build is: Sword...
by Artemis
Fri Sep 19, 2008 10:45 pm
Forum: Shard News
Topic: Stamina Loss and Swing TImer
Replies: 82
Views: 49954

Re: Stamina Loss and Swing TImer

I honestly can say I dont remember a delay for archery. With that being said it completely throws off archery tank mages. There is no way of telling how much your hit does until a few tics later. Making your arch hit no different from explosion, and imposible to use archery to disrupt even if your ...
by Artemis
Fri Sep 19, 2008 12:46 am
Forum: Suggestions & Era Accuracy
Topic: A few minor things:
Replies: 14
Views: 3553

Re: A few minor things:

Starting max stats should be total 45/10/10
The extra stat points for starting characters where added with later expansions
by Artemis
Fri Sep 19, 2008 12:43 am
Forum: Suggestions & Era Accuracy
Topic: Controlling Pets
Replies: 22
Views: 4395

Re: Controlling Pets

The stat change for GM magery is just one of many inconsistencies which add up. Im just using this one as an example.
by Artemis
Thu Sep 18, 2008 3:25 am
Forum: In Game Bug Reports
Topic: Few possible era inaccuracies
Replies: 24
Views: 5555

Re: Few possible era inaccuracies

1. This is defenately an era accurate feature. It was some time in early UOR right before the switch from the ASCII to the unicode text system that universal identification came around. This is not Era Accurate. The first magic item I had was a mask. Someone with the ID skill told me what it was, b...
by Artemis
Thu Sep 18, 2008 3:16 am
Forum: Suggestions & Era Accuracy
Topic: Controlling Pets
Replies: 22
Views: 4395

Re: Controlling Pets

Thats why I couldnt play or recommend this shard, I know it was -/+11 for GM magery, and it was the entire time I played. Theres a lot of T2a-ness you will never be able to "document", only memory will serve the best as most documents of that time were off back then, so it makes no sense t...