Faust wrote:I am not wasting my time any longer replying to Cortez anymore on this subject... The evidence is out there backing up the veterans that remember being able to have a hally swing ready after a 6th circle spell. To think that it only existed less than a month after insta hit was implemented is ignorant beyond belief. The evidence behind the disarm delay that is STILL in use today with a slight modification that was clearly stated in the article is enough in itself. This doesn't include the multiple articles and the screenshot that obviously defies a 5 second hally dely multiple times. The article clearly states that your swing is ready after casting any spell and this was after pre casting was removed in early 2000... That is only a good 10-11 months after the patch in late February of '99. We can continue spinning around in circles on this topic with assumptions and theories endlessly. The facts will still remain that surrounds this issue clearly backing it up with evidence and logic unlike the opposite argument that is only based on assumptions and theories that has nothing to back it up.
Need I remind you again that your source does not place his fight in August of 1999?
In the quote below Faust is talking to Nighthawk about swing timers and the source used to establish them on UOSA. Please note the section in red.
rroweatl: as i said earlier
rroweatl: 5 seconds sounds long to me
rroweatl: but i can't say what it should be
rroweatl: since i didn't time it
faust8d: we are using the table from stratics '99 web site
faust8d: that states that a hally has a speed of 25
rroweatl: which is probably a year after the fight took place
Look, the simple fact is that a constant 2 second Hally Whack is totally rediculous. That's a hell of a lot of damage from the weapon alone. Throw in there spell damage and there is just no balance in PvP.
I'm sorry, but I think you are the least objecive thinker on this subject and discredited.
Your sources can't even peg it to a hit that fast and simple logic would state that OSI, after announcing they fixed that bug, would not have allowed it to become reincarnated in a version even worse than the orignal.
I'm not going to fold under your relentless rethoric. Sure, you can get a lot of people who have an interest in things going a certain way to 'remember' something on OSI but I can tell you that if such a situation existed where there was a constant 2 second hit you would be able to find many many many sources and not the same lame two you point towards.
Lord Hades, when he was speaking of 2 seconds on the stratics page, could have been talking about 2000ms, 2250ms, 2500ms and even 2750ms. We don't even know if he was talking about using a Hally. Can you prove it?
Secondly, that Nighthawk story from the JOV page has a number of holes. Namely the date of the battle described and timeline of events. Your recent conversation with him, aimed to help clarify, actually punches more holes into your case.
Thridly, and just for arguments sake, let's say that Nighthawks battle occured on 8.19.99, the same date of the story. AttackLast was introduced on 8.26.99. We all know how that thrawts the hally refresh.
And lastely, we know that OSI had just spent a lot of time developing their Stamina based attack speed formula. We know that the wrestling speed is unlisted on the charts. And we know that OSI treats Wrestling like any other melee weapon.
With all that, it is very very clear that the fix of 2.26.99, which fixed the system from using the previously armed weapon, was the implementation of the Disarm timer designed to 'arm' wrestling when your hands were free.
As much as you do not want to admit this, the fact is that this would be the only source of any faster than 5 second refresh of a hally whack. I agree with Derrick that the wresling speed should be 50 and, if used properly, would give you a fast hally whack of 2.4 seconds @ 25 stamina or 3.0 seconds @ 1 stamina. The means, you get to swing the heavist weapon a full 2.6 to 2.0 seconds faster than all OSI published charts in the era say you should.
I fail to see why that would be unacceptable. The difference between the your current flat 2.0 second failed system and a era correct one which uses the wrestling timer is .4 seconds. As I said, I would gladly take 2.6 seconds off the healing timer or even .4 seconds.
I think some people have too many poorly scritped player run shards in their memory of Pre UO:R mechanics.