Weigh in on new disrupt changes
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Re: Weigh in on new disrupt changes
Derrick said he would put up all spell rolls on test (halved of course), rather than basing it off that one stratics page (resist calc)
Makes sense to me
Makes sense to me

[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
Re: Weigh in on new disrupt changes
I agree with a lot of what has been said as far as tired of changing the pvp system, etc. At this point you don't want to duel non stop to get used to a new pvp system again. After roughly 10 duels last night me Cindrew and Fwerp (I think I can speak for them on this one) came to the conclusion that pvp has been slowed down and more random than ever. Harm spam like everyone else is saying is what everyone is going to be doing. At this point it basically boils down to who gets off the first, or the first few hally hits followed by a harm spam. There's no worry about spell combinations, no use of one handed weapons. If the changes are accurate then so be it, maybe like someone previously posted for the 1v1 tournaments we can change some of the mechanics since it's instanced anyway.

Syntax of the Wolfpack (TW) - PVP Since 97'
Re: Weigh in on new disrupt changes
I guess it wouldn't hurt to try... but you have to understand that these values were pre-t2a before eval was put in place making spell damage based on that skill. I will have to review those values again when I get home to see how much they were when. I know the values were extremely high but that was before the knowledge that damage was finalized by cutting it in half. Hopefully something good out of it comes. The heal spell still needs to be switched over to the demo values though.
Re: Weigh in on new disrupt changes
I'm just interested to see if the demo rolls harm any differently. I know the other rolls tend to be similar, if not higher. Playing on a shard that uses the demo rolls ripped (not halved) someone at 60 magery managed a 61 damage ebolt.

[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
Re: Weigh in on new disrupt changes
I don't get why everyone is complaining...
Before: Spam weaken (100%), hally hit.
Now: Spam harm (not 100%), hally hit.
Sure, harm does a little damage... nothing a quick heal or a bandage can't overcome.
Am I seriously missing something?
Before: Spam weaken (100%), hally hit.
Now: Spam harm (not 100%), hally hit.
Sure, harm does a little damage... nothing a quick heal or a bandage can't overcome.
Am I seriously missing something?
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Weigh in on new disrupt changes
I will compile a list and post it tonight if somebody else doesn't by then Hemp...
The damage in the demo is based on the circle being casted not the specific spell, making explosion/ebolt exactly the same damage ranges to show an example of the differences between Stratics and the Demo besides the values.
The damage in the demo is based on the circle being casted not the specific spell, making explosion/ebolt exactly the same damage ranges to show an example of the differences between Stratics and the Demo besides the values.
Last edited by Faust on Mon Aug 31, 2009 2:22 pm, edited 1 time in total.
Re: Weigh in on new disrupt changes
You definitely are, you don't get all the people that understand pvp complaining in unison for no reason.zzyzx wrote:I don't get why everyone is complaining...
Before: Spam weaken (100%), hally hit.
Now: Spam harm (not 100%), hally hit.
Sure, harm does a little damage... nothing a quick heal or a bandage can't overcome.
Am I seriously missing something?

[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
Re: Weigh in on new disrupt changes
I understand this as well, also, here's another brain tickler.Faust wrote:I will compile a list and post it tonight if somebody else doesn't by then...
The damage in the demo is based on the circle being casted not the specific spell making explosion/ebolt exactly the same damage ranges for example.
Apparenlty in the demo resist gains are based off damage taken, not circle...When did this change, is this how it should be here?
Could explain why you never heard of MS resist parties back in era!

[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
Re: Weigh in on new disrupt changes
Yes, you're missing a lot obviously.zzyzx wrote:I don't get why everyone is complaining...
Before: Spam weaken (100%), hally hit.
Now: Spam harm (not 100%), hally hit.
Sure, harm does a little damage... nothing a quick heal or a bandage can't overcome.
Am I seriously missing something?

Syntax of the Wolfpack (TW) - PVP Since 97'
Re: Weigh in on new disrupt changes
Well, enlighten me then.Mirage wrote:Yes, you're missing a lot obviously.zzyzx wrote:I don't get why everyone is complaining...
Before: Spam weaken (100%), hally hit.
Now: Spam harm (not 100%), hally hit.
Sure, harm does a little damage... nothing a quick heal or a bandage can't overcome.
Am I seriously missing something?
<Derrick> I guarantee world peace will not be seeded in a UO FreeShard IRC channel
Re: Weigh in on new disrupt changes
zzzz or whatever his name is actually right...
The only thing that changed was a swap from 100% debuffs to almost a 100% harms...
Nothing else was changed making this tactic any more worth while now. However, in reality it's actually a lot worse in regard to actual disrupts. First, the harm spell takes 0.25s longer to cast and it also doesn't disrupt 100% of the time. Also, weapon cycles slowed down half a second making "spell spam" even weaker than previously possible too.
The only thing that changed was a swap from 100% debuffs to almost a 100% harms...
Nothing else was changed making this tactic any more worth while now. However, in reality it's actually a lot worse in regard to actual disrupts. First, the harm spell takes 0.25s longer to cast and it also doesn't disrupt 100% of the time. Also, weapon cycles slowed down half a second making "spell spam" even weaker than previously possible too.
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Re: Weigh in on new disrupt changes
So does this mean Harm wands will be more in demand?
"When you remove human error, accuracy, and speed, you remove the human element."
Re: Weigh in on new disrupt changes
Harm wands will always blow as they only hit with 50 magery, no sense in replying to this topic until we are able to test the pvp with all the demo has to offer.. Apparenlty this will be tonight

[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
Re: Weigh in on new disrupt changes
zz, as in the other topic what you are missing is that weaken did no damage, at all. Someone can literally harm spam you to death after they get one good hally hit, not casting a single other spell or even trying to do a hally hit on you.
If someone spammed weaken on you, they were interrupting your cast while wasting mana trying to keep you from healing, you could keep yourself alive with mini heal while wrestle disrupting there hally swings, not having to worry about losing chunks of life from a quick spell.
You could also sneak in gheals when they'd equip hally to try and swing on you, if they noticed and tried to switch, then you messed up there hally swing by making them try and weaken you.. so either way it was win win?
With the harm spam, mini heal keeps you balanced, while all you can do is pray that they miss the rest of their hallies and you get some good ones in to stop their barrage of harms.
If someone spammed weaken on you, they were interrupting your cast while wasting mana trying to keep you from healing, you could keep yourself alive with mini heal while wrestle disrupting there hally swings, not having to worry about losing chunks of life from a quick spell.
You could also sneak in gheals when they'd equip hally to try and swing on you, if they noticed and tried to switch, then you messed up there hally swing by making them try and weaken you.. so either way it was win win?
With the harm spam, mini heal keeps you balanced, while all you can do is pray that they miss the rest of their hallies and you get some good ones in to stop their barrage of harms.
(10:15:37 AM) mark: wana pk?
(10:15:41 AM) Cataclysm: all mine are dead, sigh
(10:15:44 AM) Cataclysm: thank weezy for one, spanky for the other
(10:15:49 AM) Cataclysm: and a dc for the third
(10:15:57 AM) mark: why u shouldnt team with ethnics
(10:15:41 AM) Cataclysm: all mine are dead, sigh
(10:15:44 AM) Cataclysm: thank weezy for one, spanky for the other
(10:15:49 AM) Cataclysm: and a dc for the third
(10:15:57 AM) mark: why u shouldnt team with ethnics