Re: ITT: We discuss changes on testcenter as of 5/6.
Posted: Fri May 08, 2009 8:52 am
Faust wrote::'(
A forum for discussion of Second Age UO Shard
http://forums.uosecondage.com/
Faust wrote::'(
Derrick wrote:We have found significant evidence, and even more today (which I think Faust may post shortly) that the "refreshes" were indeed stamina based. If what was found today pans out in a straight face test, we may be making a slight modification tommorrow to the swing system.
Figured that I probably should post this in here too.Faust wrote:Derrick is correct with his statement. I have conceded that the disarm delay could very well not have been 2 seconds as suggested in the stratics article. My basis for anything in research is the evidence that is presented in front of my face. I don't base my opinion on bias for how the game should be or what template should be best. I simply go by the facts that are on the table.
There are two known logical theories that resolve around "insta hit refreshes", "weapon cycles", "fast swings", or whatever you prefer to call the process... These two theories are wrestling and the static 2 second disarm delay mentioned at Stratics in early February '99.
The difference between the two vary slightly...
The evidence that surrounds wrestling is very slim but there has been some discoveries lately. I'm still convinced that the disarm delay was implemented in 2.26.99, but it was based on the wrestling delay instead of a static 2 second delay. There are a few reasons behind this ideology... First, the disarm delay in modern UO functions exactly the same way. When you unequip your weapon the delay shifts to your wrestling delay. The problem with this philosophy at first was that the speed of wrestling is 50 in modern UO, which would produce roughly the same results in a similar manner like it did in t2a. This was actually a good thing to back up this theory. However, the key arguement behind this was that the delay in the demo for wrestling is 25 and it was hard to believe that the delay increased by a hundred percent when all other weapons were decreased.
This article claims that wrestling was just as fast if not faster than a kryss... A kryss stands at a speed of 53. This is VERY close to the suggested speed of 50 that is listed for wrestling now. The only known change of speeds was in late '98 and '03 when AOS was released. This article dates all the way back to the year of 2001. Now given the mechanical nature of the disarm delay in modern UO and this plausible theory that wrestling was in fact a speed of 50, it's highly likely to be the true result of this feature that many people remember all too well.
I can no longer support my other theory that surrounds the disarm delay over my previous theory of the wrestling delay when disarming a weapon that reproduces this process.
hey it could have worked i just know harm was the interuption of choice...nightshark wrote:I dunno how people can't remember debuff interrupt spam. I clearly remember it being commonplace in duel pits on Wakoku. I left Wakoku well before UO:R release, so I know my memory is not fuzzy on that one.malice-tg wrote:This tactic was widespread during UOR and not much during era on catskills pvp. I have a feeling this wasnt in for era... i think the harm interupt was probably the only garaunteed interupt because thats what people used on catskills for interuptions. we should consider tweaking it so harm is interuption everytime.Derrick wrote:Debuffs will disrupt even if the target is already debuffed. This has to my surprise been pretty well documented as accurate, at least to March 2000, and there's no evidence that I've seen showing that this was a new feature in 2000.