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Re: Poison

Posted: Wed Jul 29, 2009 10:55 pm
by Derrick
Finesse wrote:I also dont understand why we consider demo code as how it was in t2a the pvp system got completely revamped in t2a thus the code from the demo becomes void as it works on the old pvp system?
We do not consider the demo code valid on face value, but when it's demonstrated not to have changed throughout T2A, and especially when we find that it's the same today on EA as it was in the demo, we can be pretty sure the code is valid. This is a general answer to your question, and not specific to the poisoning topic.

On the poisoning topic. We've found five specific things that needed corrected in the UOSA code.
  • The poison was recalculating too often.
  • There should not be a minimum damage
  • The duration of the poison, or total number of ticks, should be random and based on the level of the poison.
  • The damage percentage for regular poison was slightly lower than it should have been.
  • You should only receive an overhead message when the damage is recalculated.
These errors are slated to be corrected on next publish. Possibly as early as tomorrow.

Thanks to everyone who did an immense amount of digging to find these errors.

Re: Poison

Posted: Thu Jul 30, 2009 3:18 am
by Redbeard72
Derrick wrote:
Finesse wrote:I also dont understand why we consider demo code as how it was in t2a the pvp system got completely revamped in t2a thus the code from the demo becomes void as it works on the old pvp system?
We do not consider the demo code valid on face value, but when it's demonstrated not to have changed throughout T2A, and especially when we find that it's the same today on EA as it was in the demo, we can be pretty sure the code is valid. This is a general answer to your question, and not specific to the poisoning topic.

On the poisoning topic. We've found five specific things that needed corrected in the UOSA code.
  • The poison was recalculating too often.
  • There should not be a minimum damage
  • The duration of the poison, or total number of ticks, should be random and based on the level of the poison.
  • The damage percentage for regular poison was slightly lower than it should have been.
  • You should only receive an overhead message when the damage is recalculated.
These errors are slated to be corrected on next publish. Possibly as early as tomorrow.



Thanks to everyone who did an immense amount of digging to find these errors.



I Love YOU !

Re: Poison

Posted: Mon Aug 03, 2009 7:15 pm
by Kraarug
There my have been a mimimum damage as early as 5.25.1999 pegged at 1 HP per 5 seconds.

Please take review the notes on the bottom of this resource:

http://web.archive.org/web/199910121938 ... m/alch.htm

Code: Select all

* Poisons cause a gradual loss equal to a percentage of a character's current HP over time (minimum of one damage per 5 seconds), until Cured or the effects wear off. For much more detailed information, please see the Poisoning Essay.

Re: Poison

Posted: Mon Aug 03, 2009 9:46 pm
by Mikel123
Totally, completely unrelated to the A, B, and C story lines of this thread... but I agree with Faust - people often confused DP and Level 5 Poison, and Terathan/Ophidian Avengers had Lethal (Level 5) Poison. I'd bet there's a Galad episode out there where he hide-blocks someone in Terathan Keep, getting LP'd by an Avenger.

Re: Poison

Posted: Sun Aug 16, 2009 3:40 pm
by poogoblin
Redbeard72 wrote:Poison Hallys is inaccurate .

Holy Cripes! Someone else actually remembers that hally's and axes could be DPed as well. I was thinking I had lost my mind, then I saw this post as well as the blog about Ophidian Avengers in reference to curing their poison
archivedblog wrote:Call me weird, but how
exactly does an avenger poison, when it uses a halberd? I could understand
if the damned things BIT, but they swing a halberd, and much faster than any
player can, to boot. Does it drool on the blade before it fights?

On another note nice to see poison getting some love in this patch but 2 minutes for a DP to kill someone still seems fairly week. I actually remember my blacksmith days at the forge, newbies that were poisoned by a snake or spider would always come running by like chickens with their heads cut off NEEDING a mage cure to stay alive. Regular poison would kill 50hp in less than 2 minutes then.

Mark me up to another of those that remembers DP meant serious trouble if a greater orange wasn't in their pack.

Re: Poison

Posted: Tue Aug 18, 2009 12:38 am
by Hicha
Did some testing with DP and stamina tonight; is the stamina drain supposed to be a percentage now? What exactly is the stamina drain formula now?

Tested this on a dexxer (100 dex), took 15 sta off, then 12, then 8, yada yada. Around 30 dex, it was barely taking 2-3 stamina every 5 secs. Kept healing myself, after about 2-1/2 minutes of ticks, I had gotten my stamina down to 7; at this point the regen is faster than the loss, so it bounces between 7-8 stamina.

On a mage (with 25 dex), the ticks are basically 2-3 stamina every 5 secs. Same thing, couldn't get below 7.

I know some people want DP to be weak as shit, but damn this is getting ridiculous.

Re: Poison

Posted: Tue Aug 18, 2009 3:31 pm
by poogoblin
hiicha wrote:Did some testing with DP and stamina tonight; is the stamina drain supposed to be a percentage now? What exactly is the stamina drain formula now?

Tested this on a dexxer (100 dex), took 15 sta off, then 12, then 8, yada yada. Around 30 dex, it was barely taking 2-3 stamina every 5 secs. Kept healing myself, after about 2-1/2 minutes of ticks, I had gotten my stamina down to 7; at this point the regen is faster than the loss, so it bounces between 7-8 stamina.

On a mage (with 25 dex), the ticks are basically 2-3 stamina every 5 secs. Same thing, couldn't get below 7.

I know some people want DP to be weak as shit, but damn this is getting ridiculous.

I know not having patch notes and going off of memory isn't a favorite of posters around here, but from what I've seen of DP around here it no way matches my memory of T2A.
A DPed dexer with no magery and full resist struck fear in most mages.

Re: Poison

Posted: Tue Aug 18, 2009 3:34 pm
by Faust
When you're running on a 28-56k modem unable to get away or cast cure because of disruption DP was devestating to a mage.

Re: Poison

Posted: Tue Aug 18, 2009 3:52 pm
by poogoblin
Something that took possibly 2 minutes to kill another play was devastating? The effects of DP were not totally due to lag.

Re: Poison

Posted: Tue Aug 18, 2009 4:05 pm
by Faust
Are you not forgetting to include the average 15-20 damage a dexer can dish out every 1.25s?

Re: Poison

Posted: Tue Aug 18, 2009 4:21 pm
by poogoblin
Faust wrote:Are you not forgetting to include the average 15-20 damage a dexer can dish out every 1.25s?

I understand with the dexer doing damage it becomes different, but I remember DPing people, they then would run into their house and if no cure pots were in sight the poison would usually kill them in a 30s time frame. The two minutes (given I realize this is the max time) it can take DP to kill a player is a ways off, I'm hoping to find something somewhere to validate this, but I'm not holding my breath

Re: Poison

Posted: Tue Aug 18, 2009 4:33 pm
by Mephistopheles
Poison and cure seems to be working relatively fine on this shard.

The damage is spot on for sure.

If anything, I think that Cure pots should fail at least a little more often for higher level poisons. I seem get it the first shot many times but I thought the point was they were guaranteed for their own strength and began failing at a much higher rate w/ any Poisons of higher levels.

http://web.archive.org/web/199911040027 ... sessay.htm

Like on that link? It says that Greater Cure is "guaranteed" to get rid of DP? That can't be right. I'm going to call bull or at least some form of a mistake. These things happen. I'm not sure if that's the reference the shard uses.

Greater Cure should fail at least once or twice every so often with DP.

On here however:

I went on test and can cure DP w/ a regular strength Cure pot the first go?

No, not right. Common sense please.

As for the spell:

It would make sense that a level 2 spell would be able to cure even Level 5 at GM Magery the first try considering the Mage has long "mastered" a spell of that caliber.

Re: Poison

Posted: Tue Aug 18, 2009 4:39 pm
by poogoblin
Mephistopheles wrote:Poison and cure seems to be working relatively fine on this shard.

The damage is spot on for sure.

If anything, I think that Cure pots should fail at least a little more often for higher level poisons. I seem get it the first shot many times but I thought the point was they were guaranteed for their own strength and began failing at a much higher rate w/ any Poisons of higher levels.

http://web.archive.org/web/199911040027 ... sessay.htm

Like on that link? It says that Greater Cure is "guaranteed" to get rid of DP? That can't be right. I'm going to call bull or at least some form of a mistake. These things happen. I'm not sure if that's the reference the shard uses.

Greater Cure should fail at least once or twice every so often with DP.

On here however:

I went on test and can cure DP w/ a regular strength Cure pot the first go?

No, not right. Common sense please.

As for the spell:

It would make sense that a level 2 spell would be able to cure even Level 5 at GM Magery the first try considering the Mage has long "mastered" a spell of that caliber.

I don't remember GC ever failing on DP but the spell cure failing multiple times (not including fizzles from the affected poison). I also remember you could cure DP with regular cure pots, though it would take 4-5. Again, I know how little "water" memories account for here but I figured I'd chime in since I do remember these things fairly clearly.

Re: Poison

Posted: Tue Aug 18, 2009 4:51 pm
by Mephistopheles
I'm only 21 so I'm assuming senility hasn't struck yet. The only thing wrong with Poisons, right now IMHO, is the effectiveness of Cure Pots vs. Poison levels.

Lesser
Cure
Greater

vs.

Lesser - Yes, Yes, Yes
Regular - Few (as in maybe not the first one but on the second) Tries, Yes, Yes
Greater - More Tries, Few Tries, Yes
Deadly - Lotso Tries, More Tries, Few Tries
Lethal - Lotso Tries, Lotso Tries, More Tries

Magery is different in that a GC pot takes 65 skill to make so perhaps that's like a "static" skill level in terms of cureability whereas if you cast the spell with 100 skill it'll be able to cure it much more quickly...

Maybe the web archive sites are right.

Maybe it's best that we just contact Richard Gariotte to find out and hope he doesn't bring a lawsuit on Derrick =P

Re: Poison

Posted: Tue Aug 18, 2009 5:00 pm
by Kraarug
Mephistopheles wrote:I'm only 21 so I'm assuming senility hasn't struck yet. The only thing wrong with Poisons, right now IMHO, is the effectiveness of Cure Pots vs. Poison levels.

Lesser
Cure
Greater

vs.

Lesser - Yes, Yes, Yes
Regular - Few (as in maybe not the first one but on the second) Tries, Yes, Yes
Greater - More Tries, Few Tries, Yes
Deadly - Lotso Tries, More Tries, Few Tries
Lethal - Lotso Tries, Lotso Tries, More Tries

Magery is different in that a GC pot takes 65 skill to make so perhaps that's like a "static" skill level in terms of cureability whereas if you cast the spell with 100 skill it'll be able to cure it much more quickly...

Maybe the web archive sites are right.

Maybe it's best that we just contact Richard Gariotte to find out and hope he doesn't bring a lawsuit on Derrick =P
***********************************************************
UOHOC - 11.18.99 wrote:
Niobe - *Eddie* Is there any plan on fixing the cure potions so that the higher cures are needed to cure the higher poisons? Right now lesser cures have a large percentage to cure even deadly, and magic cure can cure all of them way too easily, making poisoning pretty weak.
Firedog - Yes.
Firedog - Yes there is.
Firedog - Soon, hopefully.
Firedog - Should be a part of early phases of the new alchemy stuff.
This pretty much seals the deal that cure potions didn't work as you suggested, at least in 1999.

It seems you are suggesting the UO:R system.
Renaissance Publish Apr 28 2000 10:28AM CST wrote:
Cure Potions
Cure potions will now cure poison based on the relative strength of the cure potion and the poison afflicting the character. A lesser cure will have virtually no chance of curing a deadly poisoned character, while a greater cure will cure greater poison much more often than not. All other cure and poison levels will scale accordingly.
In fact, the T2A era documents suggest GC cures deadly 100% of the time as well as a successfully casted cure spell from a GM.

They also suggest carrying and using GC [potions over casting cure because it takes 0 mana and has no chance of disruption which was a real concern. You had to time the casting to not get hit with a 'tick'.