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Debuff Disrupts
Posted: Wed Sep 24, 2008 5:20 pm
by Arcanus
The Weaken, Clumsy, Feeblemind, and Curse spells used to always disrupt during the era, even when the target was already debuffed. IMO, this is a pretty important factor in getting the PVP feel of the era accurate.
Re: Debuff Disrupts
Posted: Wed Sep 24, 2008 6:39 pm
by Mens Rea
It's true. Debuffs used to interrupt when they fizzled due to already being in effect.
It was something of a bug though, and was eventually changed at some point. I don't know when it was changed either.
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 9:11 am
by Derrick
Guaranteed disrupt with a first circle spell is not something I recall at all. It would be nice to put a date on when this changed.
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 10:40 am
by alatar
Derrick wrote:Guaranteed disrupt with a first circle spell is not something I recall at all. It would be nice to put a date on when this changed.
a debuff spell was a guarantee disrupt, everytime... why do you think im complaining about fizzle-debuffs now..

Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 2:23 pm
by Arcanus
I am beyond certain that is how it was, as disrupts were a huge part of my play style back in the day. I used to attack "runners" using nothing but the weaken spell and hally hits. It was a guaranteed instant disrupt. I'm sure a lot of other people can attest to this functionality.
I went on uo.com last night and tried finding any patch notes alluding to this, but was unsuccessful. If my memory serves me right, this worked even after they took away pre-casting, but before they nerfed tank mage insta-hit.
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 3:28 pm
by alatar
Even still on OSI a debuff is a guaranteed disrupt, providing you're not using the protection spell... I was greatly disappointed when they introduced fizzling debuffs here.. (also consumes mana & regs..)
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 3:30 pm
by alatar
I think whats missing is the fact that it never "fizzled" when it was already in affect.. On OSI you could infinately debuff somebody, just with no affect.. The only way you were able to alter stats if is you had 99.9 magery locked, so you could do +/- 10, while others were stuck because they had 100 magery with +/- 11
kind of a brief description but don't want to go into full detail on how it worked
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 3:49 pm
by Arcanus
If you casted Weaken on a target you already weakened, you would get the sound of a fizzle and there would be no further change to target's stats, but the spell would disrupt the target. This I'm sure of.
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 6:06 pm
by Kyndrith
I used to duel non stop during t2a on a tank mage on Sonoma. One of the main tactics used was the use of first circle debuffs to disrupt. You could cast them as many times as you wanted, but only the first one would actually debuff and the rest would do nothing but interupt. What would happen was people would play debuff wars and people would make chars with 99.9 magery so they could debuff you to 90 and you would rebuff with gm magery (11) to 101 and would be stuck there because you were considered buffed and could not further buff. Also you would get debuffed to 89 but rebuff to 99 and stay there because you would already be considered debuffed.
NO SPELLS FIZZLED EXCEPT FAILED SPELLS!!!!!!!!
You could cast magic reflect over and over if you wanted it would not fizzled. Same with the debuffs. Notice how the buffs dont fizzle even if you are already buffed? That is how debuffs were. They would do nothing except disrupt. I cant understand how this has gone overlooked for so long on this server. This was key during t2a for tank mage pvp on my server...
As far as the stamina changes...those all are accurate. You did lose stam when swinging weapons. Horses lost stam and you would have to get off create food and hope for some carrots. I remember always carrying veggies picked fresh from Delucia.
The weapon timer...by the way it is worded it does not seem accurate at all. The archery is accurate to the mid to late t2a days. Like anything that was overpowered as archery clearly was, the devs decide to completely nerf it. Makes no sense, but thats how all devs seem to solve problems...So the archery changes are accurate. The key thing about everyting is what era of t2a are we trying to be accurate to? There were many different phases and the balance came with what was there. We cant have part of one phase mixed with parts from others because that isnt how it was intended...
Again on the weapon timers...Dexers used to own t2a! Especially if they had high resist OMFG 80 RESIST! THey would chase you down with a dped kat or kryss and level you...never had to stop...
Also off topic, but this 4 hour or 8 hour murder timer has to go...How accurate it that?
Re: Debuff Disrupts
Posted: Thu Sep 25, 2008 6:11 pm
by alatar
Kyndrith wrote:I used to duel non stop during t2a on a tank mage on Sonoma. One of the main tactics used was the use of first circle debuffs to disrupt. You could cast them as many times as you wanted, but only the first one would actually debuff and the rest would do nothing but interupt. What would happen was people would play debuff wars and people would make chars with 99.9 magery so they could debuff you to 90 and you would rebuff with gm magery (11) to 101 and would be stuck there because you were considered buffed and could not further buff. Also you would get debuffed to 89 but rebuff to 99 and stay there because you would already be considered debuffed.
NO SPELLS FIZZLED EXCEPT FAILED SPELLS!!!!!!!!
You could cast magic reflect over and over if you wanted it would not fizzled. Same with the debuffs. Notice how the buffs dont fizzle even if you are already buffed? That is how debuffs were. They would do nothing except disrupt. I cant understand how this has gone overlooked for so long on this server. This was key during t2a for tank mage pvp on my server...
quoted for fucking truth.. plz revert this debuff crap we have now and implement the above stated..
Re: Debuff Disrupts
Posted: Sat Sep 27, 2008 12:23 pm
by platy
yeah this was the style of pvp later in the t2a era though..
when i was dueling in cats nobody used 1st circle debuffs, curse was usually the 1st or 2nd spell cast..
however I agree this debuff disrupt was definately a funner/better style of pvp then early t2a (and it is still accurate)*i believe:not sure of exact patch dates
Re: Debuff Disrupts
Posted: Sun Sep 28, 2008 12:39 pm
by Faust
The change that EA made for this spell were two things. One they changed the formula from ( Magery / 10 ) to (( Magery / 10 ) + 1) and they also removed the fizzle animation in place of the normal animation. Nothing else was changed besides that.
Re: Debuff Disrupts
Posted: Sun Sep 28, 2008 8:55 pm
by BloodyBandage
Same Faust from Rebirth? If so good to have you here. I used the char names BloodyBandage/Nubby then.
Re: Debuff Disrupts
Posted: Sun Sep 28, 2008 11:17 pm
by Lunyyft
Faust and BB both here. Joy

Re: Debuff Disrupts
Posted: Mon Sep 29, 2008 12:40 am
by BloodyBandage
Lunyyft wrote:Faust and BB both here. Joy

WOW. Hi Luny. Glad to see your still a gamer

any other KWS coming over?