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Bandage Interruption

Posted: Thu Jul 02, 2009 8:08 pm
by Kraarug
I don't know what you may have this set to but according to this patch note, damage of less than 26 should not interrupt a bandage.

source: http://www.uoherald.com/news/news.php?newsid=748
Publish 25 Updates and Bug Fixes
UO Team
12 Jan 2005 00:00:00 EST
Publish 25, as with most game publishes, contains a number of game updates and bug fixes. This article contains a summary of the game improvements that came about with Publish 25.
General Summary:

* Bug fixes
* PvP balance changes
* Archery fixes

Contents:

* House demolition, and character transfer will now be disabled while the housing and character transfer server is down
* Faster casting cap of 2 (if not using the protection spell)
* Faster casting cap of 0 (if using the protection spell)
* Paladin spells are subject to a faster casting cap of 4
* Paladins with magery of 70.0 or above are subject to a faster casting cap of 2
* PvP spell damage increase cap of 15% from an item’s magic property – spell damage increase is also derived from intelligence and inscription
* Added caps for: Lower Mana Cost = 40%, Hit Chance Increase = 45%, Defense Chance Increase = 45%, Damage Increase = 100%, Swing Speed Increase = 1/second for all weapons.
* Maximum swing rate capped at one swing per 1.25 seconds
* Added runic crafting tools to test center bank boxes
* Added all artifacts to test center bank boxes
* Added ethereal mounts to test center bank boxes
* Added a kills/deaths tracking and leader board on test centers
* Painstrike takes 1/2 second less to cast, 2 points higher minimum and maximum damage
* Cleanse by fire is now difficulty based
* Damage required to interrupt bandaging reduced from 26 to 19 for PvP only
* Lesser and normal healing potions have smaller delays to use than greater healing potions
* Lowered cure spell chance of success
* Enhanced cure potions now correctly cure lower poisons
* Archcure doesn't cure aggressors or victims
* Archcure is now 1/4 second faster
* Infectious strike special move now uses poisoning skill to help determine potency
* Using a special move within 3 seconds of the previous special move costs double mana
* Parried special moves have no mana cost
* Dexterity below 80 reduces the chance to parry
* Reveal uses magery and detect hidden vs. hide and stealth
* Reveal always reveals vs. invisibility spell
* Tracking players uses tracking and detect hidden and random (1 to 20) vs. hiding and stealth
* Ghosts can no longer be tracked
* Necromancy forms affect tracking difficulty
* Archers can now move immediately after firing
* Archers must hold still for a minimum of 1/2 second before firing
* Fixed Dryad bow and added it to the Doom boss loot
* Fix for daemon, lich, vampire, and wraith form issues
* Fix for enemy of one issues
* Fix for divine fury issues (stat penalties, faction points, etc)
* Two handed weapons can now be disarmed
* Can no longer immediately rearm disarmed mage weapons
* Faction traps now decay after one day
* Swamp dragons no longer reduce PvP damage
* Spell casting creatures no longer try to cast old buffs (reactive armor, protection, magic reflection) resulting in more challenging monsters
* Fixed low level gain for weapon skills
* Sake is now called "sake" instead of "water" on Japanese shards
* Added jewelry slots in 2D client
* Added "object handles" in 2D client

Misc. "behind the scenes" changes:

* Improved internal debugging tools
* More logging for "IGR time limit" error

Re: Bandage Interruption

Posted: Thu Jul 02, 2009 8:10 pm
by tenduil
For accuracy purposes they are probably going to require finding at what time it was set to 26 originally. (i'm all for making it 26!)

Re: Bandage Interruption

Posted: Thu Jul 02, 2009 8:15 pm
by Kraarug
Actually, there is no other reference to a set point.

So, with that, and the statement that "Damage required to interrupt bandaging reduced from 26.." is enough to make a documented case that it was always 26 unless proven otherwise.

The demo should be a good place to check. Perhaps it's already at 26 however I think that the default RunUO code would be 19 so I'm asking if that is the case, please set it to 26.

Re: Bandage Interruption

Posted: Thu Jul 02, 2009 8:19 pm
by tenduil
I know for a fact its not 26 as I get constantly interrupted while bandaging when taking LOW damage. I can figure out the numbers when I get home tonight.

Re: Bandage Interruption

Posted: Thu Jul 02, 2009 9:05 pm
by Faust
I would have backed this claim up with a second source before posting...

Publish 21 Updates & Bug Fixes Nov 26 2003 3:07PM CST - http://update.uo.com/design_482.html wrote: It is now more difficult to interrupt bandage-healing—your fingers will not slip if you take less then 26 damage while bandaging. However, if interruption & slipping does occur, the amount healed will be reduced by about 35%.
The demo uses the pre-t2a healing system where there was a zero delay when bandaging instantly healing you with a huge re-healing delay of several minutes before another bandage can be attempted for a heal.

Re: Bandage Interruption

Posted: Fri Jul 03, 2009 1:21 am
by valheru
Publish 21 Updates & Bug Fixes Nov 26 2003 3:07PM CST - http://update.uo.com/design_482.html wrote: It is now more difficult to interrupt bandage-healing—your fingers will not slip if you take less then 26 damage while bandaging. However, if interruption & slipping does occur, the amount healed will be reduced by about 35%.
November 26 2003, ouch, way out of era.