Thoughts on the latest Patch

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
Forum rules
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Tronica
Posts: 161
Joined: Sat Mar 21, 2009 11:38 pm

Re: Thoughts on the latest Patch

Post by Tronica »

Faust wrote:Update:
Kaivan wrote:The guide that has the information regarding the 0.5 recovery delay is located here. The guide, which was written a few months after AoS came out, notes the values available at that time, and also references the values that were used before AoS. Here is a brief cut and paste from the guide that highlights the pertinent information:

Faster Cast and its little brother Fast Cast Recovery.

Seems fairly straight forward to most, but this basically means, that you Cast and recover faster. Wasn't so hard eh? But whats this mean to you? Simply put if your opponent is casting at FC 2 / FCR 4 (the old default) and you dont match this speed, you have very little chance of winning, as this effectively means getting off double the spells in the same time frame.
This mentions the 2/4 requirement to backtrack to the old values used during UOR.
<Straight cut, havent meddled with krrios' work at all, major kudos to him for it too [img]/php-bin/shared/images/icons/smile.gif[/img], this is mostly as i havent done my own research and cant highly comment on this, but it all appears accurate. has anyone verified that there is truth/no truth behind LordKambria's claim? krrios post>
-----

as quoted from a developer, a minimum of 0.25 has been applied to the casting delay


-3 FC -2 FC -1 FC 0 FC 1 FC 2 FC 3 FC 4 FC
First 1.75 1.50 1.25 1.00 0.75 0.50 0.25 0.25
Second 2.00 1.75 1.50 1.25 1.00 0.75 0.50 0.25
Third 2.25 2.00 1.75 1.50 1.25 1.00 0.75 0.50
Fourth 2.50 2.25 2.00 1.75 1.50 1.25 1.00 0.75
Fifth 2.75 2.50 2.25 2.00 1.75 1.50 1.25 1.00
Sixth 3.00 2.75 2.50 2.25 2.00 1.75 1.50 1.25
Seventh 3.25 3.00 2.75 2.50 2.25 2.00 1.75 1.50
Eighth 3.50 3.25 3.00 2.75 2.50 2.25 2.00 1.75


0 FCR 1 FCR 2 FCR 3 FCR 4 FCR 5 FCR 6 FCR 7 FCR 8 FCR 9 FCR
Recovery Delay 1.50 1.25 1.00 0.75 0.50 0.25 0.00 0.00 0.00 0.00
This actually outlines the time delays that were discovered at the time. At zero faster cast the delay was 1.0 seconds, and at zero faster cast recovery the delay was 1.5 seconds. Given the fact that each point in faster cast or faster cast recovery would effectively push your delay down by 1 tick, a value of 2/4 would result in a first circle delay of 0.5 seconds would match the values that are used here and recorded elsewhere, and a value of 4 for the faster cast recovery would result in a recovery delay of 0.5 seconds. Thus, this shows that the delay during UOR was set at 0.5 seconds.
Now that we have a source of information in regard to this delay this should be fixed immediately. There is no basis for the current delay to reflect the changes that happened on the test center recently. It was simply based on a few players perception of balance in my opinion to reduce the effectiveness of spamming lower circles.

This recovery delay length makes aboslute sense and backs up my previous belief that the delay was in fact 0.5 seconds here awhile back. The reason this delay makes a lot of sense is quite simple. The guide for the recovery delay is based on the maximum spell delay of 2.25 for an eighth circle spell, while the recovery delay itself is based on the minimum circle value of 0.5 for a first circle spell.

There is no substance or evidence to back up the claims of a 1 second recovery delay in existence anywhere. Now that there is some form of evidence that exists to permit this change it should happen asap.

PS
I think the whole problem that evolved from this issue surrounds the in mani(heal) spell. I guarentee everyone that agreed to these long delays dislike spamming this spell. This is a valid issue that people has though. What is more than likely the problem is the amount that this spell healed during the t2a era. The spell took a huge leap when the UOR era was introduced giving a value of 10% magery plus 1-4 hitpoints. The value should be roughly around 5% magery and plus 1-4 hitpoints.

The greater heal spell has a value of 40% magery and plus 1-10 hitpoints.
mini on t2a should be like 4-9 and uor is like 7-12, at least that is what i remember

User avatar
Faust
Posts: 6247
Joined: Mon Sep 22, 2008 7:01 pm

Re: Thoughts on the latest Patch

Post by Faust »

I'm pretty positive that in mani healed for 11-14 during the UOR era. The only reason that I know this for sure is based on my old RunUO scripts that I still have to this day. I used my old account around '01-'02 that I gave to my brother after I quit to pull the value of the spell for my scripting. I was quite surprised that the formula in use at that time was 10% of the magery plus 1-4 hp. This was definitely not the case ever during the t2a era. Doing a complete overhaul of the spells was one of my first RunUO projects since they were jacked up severely by the UOR era.

You may actually be correct with the 5-9 value instead of 6-9...

That would make the formula 4% of magery plus 1-5 for the end result.

Kraarug
UOSA Donor!!
UOSA Donor!!
Posts: 1448
Joined: Tue Dec 16, 2008 2:46 pm

Re: Thoughts on the latest Patch

Post by Kraarug »

I don't like resurrecting old posts but I'm wondering what was finally put in for the recast delays and interrupt delays.

Again I'm having trouble with the very generous abilty to recast after interrupting and I'm wondering what was actually decidied.

Already with GM wrestling, a mage has a 50% chance of avoiding a hit. I'm wondering what the chance, if a hit is landed, for interruption and what a successful interruption means.
Image

User avatar
Faust
Posts: 6247
Joined: Mon Sep 22, 2008 7:01 pm

Re: Thoughts on the latest Patch

Post by Faust »

Recast delays are defined as spell recovery and interruption. Both are completely seperate systems that are not linked at all besides the fact that both prevent a spell from being casted after being activated. The recovery delay is fairly simple to describe. This particular delay uses a guide line of 2.25s( 8th circle delay) that will apply a 0.5(1st circle delay) on the next spell casted if initiated during the guide line delay. Spell interruption is based on the simple formula of ( Cast Delay - Cast Time ) when interruption occurs. This pretty much means if you hit someone at 0.25 into a sixth circle spell with a cast delay of 1.75s the formula would be filled in with ( 1.75 - 0.25 ) = 1.5s for the recast delay. If you interrupt a spell later on into the casting sequence it will have a much shorter recast delay. I know that the recovery system is precise, however I may be mistaken on the spell interruption recast delay. I'm pretty sure that is the way it works on here currently though...

Spell interruption has not changed since the correction to the formula awhile back. The formula is based on the magery skill of the caster, the damage took when hit, and the spell circle that is being casted. For example, a greater heal spell has roughly around a 50% chance to be interrupted at 5 damage if the caster has a hundred magery. If the spell circle increases so does the percent at that same damage base. The same applies to the casters magery if the magery skill is decreased from that value.

The trade off for both spell and weapon damage resides in the resist skill and armor of the character in game. Higher resist will lower your chance in spell interruption while higher armor will lower your chance in interruption caused by a weapon.

Kraarug
UOSA Donor!!
UOSA Donor!!
Posts: 1448
Joined: Tue Dec 16, 2008 2:46 pm

Re: Thoughts on the latest Patch

Post by Kraarug »

Faust wrote:Recast delays are defined as spell recovery and interruption. Both are completely seperate systems that are not linked at all besides the fact that both prevent a spell from being casted after being activated. The recovery delay is fairly simple to describe. This particular delay uses a guide line of 2.25s( 8th circle delay) that will apply a 0.5(1st circle delay) on the next spell casted if initiated during the guide line delay. Spell interruption is based on the simple formula of ( Cast Delay - Cast Time ) when interruption occurs. This pretty much means if you hit someone at 0.25 into a sixth circle spell with a cast delay of 1.75s the formula would be filled in with ( 1.75 - 0.25 ) = 1.5s for the recast delay. If you interrupt a spell later on into the casting sequence it will have a much shorter recast delay. I know that the recovery system is precise, however I may be mistaken on the spell interruption recast delay. I'm pretty sure that is the way it works on here currently though...

Spell interruption has not changed since the correction to the formula awhile back. The formula is based on the magery skill of the caster, the damage took when hit, and the spell circle that is being casted. For example, a greater heal spell has roughly around a 50% chance to be interrupted at 5 damage if the caster has a hundred magery. If the spell circle increases so does the percent at that same damage base. The same applies to the casters magery if the magery skill is decreased from that value.

The trade off for both spell and weapon damage resides in the resist skill and armor of the character in game. Higher resist will lower your chance in spell interruption while higher armor will lower your chance in interruption caused by a weapon.
Are we sure that the formula checks for the type of damage?

Also, as described above, you talk about a mage casting onto another mage.

HOw does the system differ from a weapon armed character attacking a mage? Are different skill sets checked and, if so, are we sure these systems are working?
Image

User avatar
Faust
Posts: 6247
Joined: Mon Sep 22, 2008 7:01 pm

Re: Thoughts on the latest Patch

Post by Faust »

The formula was pulled straight from the decompiled demo code. It does not check for different types of damage between such as magic or melee. Damage is simply a factor that takes part in the formula of the spell interruption process. Mage vs Mage, Mage vs Melee, Melee vs Melee, or anything for that matter doesn't matter when it comes to spell interruption. Again, it simply comes down to the individual casting the spell. When you are casting a spell the interruption chance is simply based on how much damage you take, your skill level in magery, and the spell circle that you are casting. Your opponent has nothing to do with the decision process outside of how much damage he deals to you while you're casting.

Derrick has stated in the past that everything is correct and in order according to the formula used inside of the demo. There was a bug with in the system at one point that was a mathematical error on his part, but he fixed that a very long time ago. I'm sure he reconfirmed it multiple times before releasing it to the live server after the discovery of that error.

Post Reply