Insta Hit, Weapon Mechanics, and much more...

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

I'm not expecting a favorable outcome for any accurate change. The majority of the people that PVP's prefer an altered hybrid t2a shard mixed in with UOR mechanics. This won't ever happen on an accurate t2a shard though. What needs to be said is "does the research seem clear and precise while feeling accurate at the same time" for those that played during '99. This is by far the best and most accurate pvp system that I have seen here yet.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by malice-tg »

makes sense to me and seems accurate.

not all pvp'ers want altered mechanics :P

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Jaster »

I tested some of these new mechanics with Faust on test center yesterday. It brought back the feel of having to use combos like exp eb .. or exp delay hally eb etc ... not just precast ebolt ... hally hally hally release eb harm harm

Actually tried out an archer mage vs hally mage ... not the easiest to play, but possible to kill people with archer mage that actually know what they are doing.

I'm for the update, but at the sametime ... one of the things that allowed this concept to work without making players impossible to kill and have stalemates, was the fact that 7xgm characters were a needle in a haystack. On UOSA, everyone has gm resist or close and 7x gm skills. GM resist actually was a feat, now its just "3 resist sessions" ...
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Hemperor »

Jaster wrote:I tested some of these new mechanics with Faust on test center yesterday. It brought back the feel of having to use combos like exp eb .. or exp delay hally eb etc ... not just precast ebolt ... hally hally hally release eb harm harm

Actually tried out an archer mage vs hally mage ... not the easiest to play, but possible to kill people with archer mage that actually know what they are doing.

I'm for the update, but at the sametime ... one of the things that allowed this concept to work without making players impossible to kill and have stalemates, was the fact that 7xgm characters were a needle in a haystack. On UOSA, everyone has gm resist or close and 7x gm skills. GM resist actually was a feat, now its just "3 resist sessions" ...
exactly, this will only hurt pvp further, lower the effect of resist ffs!
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat

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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

It will hurt and lower pvp further based on what assumption Hemp? Why exactly would you make this assumption when you have clearly said that you don't even understand the current or the new system? You have made this resist comment a number of times in the past. There is no need to clutter this thread up with the same repeated comments. You have already been told why lowering resist would not be a valid option. We all know the majority of players didn't have high resist during t2a. By lowering the resist all you would be doing is swapping for one inaccurate mechanic for essentially an accurate environmental effect of the era while at the same time making another minority environmental effect of the era being inaccurate.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Hemperor »

Faust wrote:It will hurt and lower pvp further based on what assumption Hemp? Why exactly would you make this assumption when you have clearly said that you don't even understand the current or the new system? You have made this resist comment a number of times in the past. There is no need to clutter this thread up with the same repeated comments. You have already been told why lowering resist would not be a valid option. We all know the majority of players didn't have high resist during t2a. By lowering the resist all you would be doing is swapping for one inaccurate mechanic for essentially an accurate environmental effect of the era while at the same time making another minority environmental effect of the era being inaccurate.
the only reason pvp works right now is because of hally hits, for instance, i dumped explo ebolt explo ebolt ebolt on you yesterday when you were afk on TC and you still had 25%

that was all my mana. i have the screenshot of the journal if you do not believe me.
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Derrick »

Hemperor wrote:lower the effect of resist ffs!
To echo what was said above, if we know that a formula is correct, i.e. the resist calculation, we will not make any change to it. This also applies to known and completely indisputable formulas for weapon swing speed, damages, armor absorb, etc. All of this is highly documented as being correct.

The biggest pledge of the shard is that we will not knowingly make any changes away from era, especially to suit any purpose of "balance". Not everything is documented in stone, but combat damages, spell damages, and resist equations are.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Hemperor »

Derrick wrote:
Hemperor wrote:lower the effect of resist ffs!
To echo what was said above, if we know that a formula is correct, i.e. the resist calculation, we will not make any change to it. This also applies to known and completely indisputable formulas for weapon swing speed, damages, armor absorb, etc. All of this is highly documented as being correct.

The biggest pledge of the shard is that we will not knowingly make any changes away from era, especially to suit any purpose of "balance". Not everything is documented in stone, but combat damages, spell damages, and resist equations are.
well the gains certainly aren't...
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Derrick »

Hemperor wrote:well the gains certainly aren't...
Aren't what?

This is a suggestions thread. My post above was intended to clarify why we wouldn't be making a change to resist formulas. If you have a suggestion on skill gains please make a new thread.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Hemperor »

Image

screenshot was a bit after, during meditation, my mana was 0

anyways, getting off topic. ill go on test shard tonight if anyone else would like to log on and check things out and then have a few duels, hopefully test is up for a week or so, so we can have some time to adapt
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

It wouldn't surprise me if 5 6th circle spells didn't kill someone. With a value of 54% chance to resist a 6th circle damaging spell it is feesible for this to occur. On average exp/ebolt does roughly around 25 damage. Five of these spells could kill someone if you hit the average amount everytime without resisting the spell. On the opposite side of the spectrum dishing out 5 of these spells with that average and resisting them only deals a little over 60 damage. Resisting an energy bolt is roughly around the same as missing someone with a weapon with both individuals at GM in both of their combat skills.

Hallies were a major part of the t2a era. If you combine a hally hit that hits for around the same average as those spells that has a potential to dish out 75 damage on average in a fraction of a second if you do a combo with the hally.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Hemperor »

i'm willing to bet that hally+eb rarely does 75 damage, lets check it out
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

I was specifically talking about explosion, hally, ebolt... However, it is possible for a hally and ebolt to do that much damage too. It would be unlikely and rare in most situations though.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by LegsLarrySmiths »

Faust wrote: We have officially confirmed that refreshing your swing was possible during the '99 era through relentless research that falls in line with the memories of many Ultima Online veterans that played the game then.
Just curious but who else has confirmed this?

It seems to me that you believe this is the way the system worked.

I think your being a tad bit misleading.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

I have multiple sources that prove the memories of all the veterans that remember this popular mechanic/tactic. This includes an article written by a UO PVP guide back in early '00 that explains this so called "bug" in the game.

If you also look at my initial post involving Nighthawk's duel it's very apparent that you could "refresh" your hally based on that specific duel that includes the journal log too. A halberd swings every 4.5s at 25 stamina. The outcome of the duel was prep ebolt, hally, release ebolt, prep ebolt, hally, release ebolt for the finish kill. If you also note the three great heals spells trying to be casted by Sysic in the duel it is obvious the first two were disturbed unless the guy canceled the spells and tried recasting them 3 times which is ludacris to even think that since Sysic was a very decent PVPer on Baja.

The first two "in vas mani's" were obviously disturbed by the first prepped ebolt followed up with another disturb on the second greater heal with the second hally hit that was "refreshed". It even notes "(as he tries to heal)" for the hally, ebotl, haly, ebolt line, which suggests the entire process happened at the same time pretty much. An energy bolt takes 1.75s to be casted. It is obvious in that article showing the journal logs that the original hally timer was overriden in some fashion that took around the same time as an energy bolt spell.

If you apply this to the memories of an enormous amount of veterans that remember this tactic it is most certainly a mechanic/tactic that did in fact exist. We have history, evidence, and pvp articles that back up these memories. The research and information that I provide in the beginning of this thread explains the only VALID reason for this tactic to exist since we have confirmed wrestling isn't the culprit.

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