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Deadly Poison
Posted: Mon Aug 17, 2009 10:12 pm
by KydVicious
Is there a point to deadly poison, I'm healing it first try with bandages and anyone I happen to hit with it after whiffing with my shortspear 20 times in a row seems to either heal through it or cures it with a plain cure potion. Aside from fencing being a whiffer spectacular (BTW I have gm fencing, tactics and anatomy with 100 dex) the deadly poison seems to be completely nerfed. The damage ticks hardly kick in before it's cured. I think I would have better luck with regular or lesser poison.
Re: Deadly Poison
Posted: Mon Aug 17, 2009 11:15 pm
by n3g
DP is only good for killing newbs...
Re: Deadly Poison
Posted: Tue Aug 18, 2009 12:19 am
by Hicha
Poison Thread
Continuation after patch
I agree, it's nerfed to shit but it's been argued, discussed, referenced, cross-referenced, and tested... and the minority won. Just roll a hally mage like the rest of the server and be happy.
Re: Deadly Poison
Posted: Tue Aug 18, 2009 9:04 am
by Faust
Welcome to the second age era where it doesn't reflect uor era game mechanics unlike the rest.
Re: Deadly Poison
Posted: Tue Aug 18, 2009 12:36 pm
by zzyzx
Faust wrote:Welcome to the second age era where it doesn't reflect uor era game mechanics unlike the rest, son.
FTFY
Re: Deadly Poison
Posted: Tue Aug 18, 2009 3:39 pm
by poogoblin
Faust wrote:Welcome to the second age era where it doesn't reflect uor era game mechanics unlike the rest.
I might only have my memory but I KNOW this is an incorrect statement. The only time I had a dexer with DP was during T2A. It must have been that during T2A DP must have been a premium, I can't believe so many people have this mind set.
Re: Deadly Poison
Posted: Tue Aug 18, 2009 3:43 pm
by Faust
The research done on poison/curing is concrete and in all honesty will not be disproven in my opinion.
Re: Deadly Poison
Posted: Tue Aug 18, 2009 3:50 pm
by Xazz
From what I remember DP was deadly and it wasent possible to get rid of it 100 % with Cure spells, most of the time it took 2 tries to get rid of it .... or multiple pots.
Re: Deadly Poison
Posted: Tue Aug 18, 2009 3:59 pm
by Faust
Potions are without a doubt a hundred percent accurate and cannot remotely be disputed even slightly...
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.
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.
I would suggest following hiicha's lead.. and follow the discussion that lead to the changes before continuing this never ending path of wasting bandwidth on a topic that has been discussed and proven time after time already.....
The people that continue this ongoing crusade on poison/curing is either drowning in current UO alterations or misled/incorrect RunUO distro packages from previous shards...
Re: Deadly Poison
Posted: Tue Aug 18, 2009 4:55 pm
by Kraarug
Faust wrote:Potions are without a doubt a hundred percent accurate and cannot remotely be disputed even slightly...
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.
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.
I would suggest following hiicha's lead.. and follow the discussion that lead to the changes before continuing this never ending path of wasting bandwidth on a topic that has been discussed and proven time after time already.....
The people that continue this ongoing crusade on poison/curing is either drowning in current UO alterations or misled/incorrect RunUO distro packages from previous shards...
I didn't play UO:R so my only experience with poison was in era and DP was a big deal unless you had a GC (because you couldn't get interrupted.)
I've looked into this a lot and feel confident that the success of curing poison via cure maybe correct here.
It seems the difference is how poison interrupted casting because it was a real concern and something you had to time to make it work.
Unlike damage from melee which can be avoided through wrestling, the damage from DP was a constant tick and would interrupt your casting if you didn't time it right.
That, I think, is what we are seeing as being off here.
The poison damage study essay from 2.00 that Ronk got is pretty solid. I think there needs to be some addressing of interruption to get the sence of deadly poison that we seem to be missing.
Re: Deadly Poison
Posted: Tue Aug 18, 2009 5:33 pm
by Batlin
The poison damage study essay from 2.00 that Ronk got is pretty solid. I think there needs to be some addressing of interruption to get the sence of deadly poison that we seem to be missing.
I don't think it's the interruption that's wrong. It could be the chance for recalculation.
If I'm not mistaken this is the site Ronk gave :
http://uo.stratics.com/Archive/alchemy/ ... mage.shtml
Now, those damage values are the same as in the demo.
There is one outstanding difference:
Poison damage for all poisons is not "recalculated" for each "interval" of damage (only about a 50% chance).
In the OSI poisoned script there is only a 1 out of 3 chance for the damage to be recalcuated.
Code: Select all
on callback<0x53>() // 0x53 is called every X seconds to apply the damage
{
// abort if user died
if(!Q5JE(this))
{
Q660(this);
return(0x00);
}
// handle poison duration
Q5JF --;
if(Q5JF < 0x01)
{
systemMessage(this, "The poison seems to have worn off.");
Q660(this);
return(0x00);
}
// go damage the victim
// NOTE: even though a minimum of 2 is applied
// there is a divide by two inside the core
// giving us an actual minimum damage of 1
doDamageType(NULL(), this, (Q42Y + 0x02), 0x08);
// abort if user just died
if(!Q5JE(this))
{
Q660(this);
return(0x00);
}
else
{
// 0-2 = 0,1,2 = 3 choices, only execute if return value is 0 -> 1 out of 3
if(!random(0x00, 0x02))
{
// go recalculate
strength = getObjVar(this, "poison_strength");
Q5JB(this, strength);
}
// go schedule a new callback
callBack(this, Q4R0, 0x53);
return(0x00);
}
// unused... taking up space
Q660(this);
return(0x00);
}
Maybe the stratics pages are wrong about the chance...?
Re: Deadly Poison
Posted: Tue Aug 18, 2009 6:39 pm
by Kraarug
Batlin wrote:The poison damage study essay from 2.00 that Ronk got is pretty solid. I think there needs to be some addressing of interruption to get the sence of deadly poison that we seem to be missing.
I don't think it's the interruption that's wrong. It could be the chance for recalculation.
If I'm not mistaken this is the site Ronk gave :
http://uo.stratics.com/Archive/alchemy/ ... mage.shtml
Now, those damage values are the same as in the demo.
There is one outstanding difference:
Poison damage for all poisons is not "recalculated" for each "interval" of damage (only about a 50% chance).
In the OSI poisoned script there is only a 1 out of 3 chance for the damage to be recalcuated.
Code: Select all
on callback<0x53>() // 0x53 is called every X seconds to apply the damage
{
// abort if user died
if(!Q5JE(this))
{
Q660(this);
return(0x00);
}
// handle poison duration
Q5JF --;
if(Q5JF < 0x01)
{
systemMessage(this, "The poison seems to have worn off.");
Q660(this);
return(0x00);
}
// go damage the victim
// NOTE: even though a minimum of 2 is applied
// there is a divide by two inside the core
// giving us an actual minimum damage of 1
doDamageType(NULL(), this, (Q42Y + 0x02), 0x08);
// abort if user just died
if(!Q5JE(this))
{
Q660(this);
return(0x00);
}
else
{
// 0-2 = 0,1,2 = 3 choices, only execute if return value is 0 -> 1 out of 3
if(!random(0x00, 0x02))
{
// go recalculate
strength = getObjVar(this, "poison_strength");
Q5JB(this, strength);
}
// go schedule a new callback
callBack(this, Q4R0, 0x53);
return(0x00);
}
// unused... taking up space
Q660(this);
return(0x00);
}
Maybe the stratics pages are wrong about the chance...?
Great work.
Ronk's version doesn't have min dmg of >1 for any poison.
So, what you are saying is that the demo code gave a 1 in 3 chance for recalculation? That's interesting.
I think you point something else out that we should consider... it's about pre-halved damage and applied damage. My issue is that DP doesn't interrupt properly and you may have unlocked the reason.
If poison damage is halved like melee damage, then that means the damage before the division is twice what is realized by a player and so, the damage used to calculate interruptionwould be twice what is suggested by Stratics.
Since interruption from melee damage uses this unadjusted damage, then interruption from poison should use unadjusted damage too for a similar effect.
So in short, poison should interrupt like melee damage. Add this to the 1 in 3 chance for calculation and we may have arrived at the system we've been looking for.
Re: Deadly Poison
Posted: Wed Aug 19, 2009 12:30 am
by Watatsumi
Faust wrote:Potions are without a doubt a hundred percent accurate and cannot remotely be disputed even slightly...
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.
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.
I would suggest following hiicha's lead.. and follow the discussion that lead to the changes before continuing this never ending path of wasting bandwidth on a topic that has been discussed and proven time after time already.....
The people that continue this ongoing crusade on poison/curing is either drowning in current UO alterations or misled/incorrect RunUO distro packages from previous shards...
Wow you actually use that garbage for your basis to change deadly poison? In the first quote he simply said it was too easy to cure dp with the cure spell, you have NO clue what his idea of too easy is. Maybe only casting cure 2 times is too easy in his estimation. I fail to see how the 2nd quote helps your cause what so ever. Funny how you point these bits of info out and ignore guides written on stratics from the very time peroid we are looking for. Your "research" is very questionable.
I would suggest you take everyone's advice on these forums and just stop posting.
Re: Deadly Poison
Posted: Wed Aug 19, 2009 12:35 am
by archaicsubrosa77
*holds kryss in hand and shouts*
"ALL KILL"
Re: Deadly Poison
Posted: Wed Aug 19, 2009 8:42 am
by Faust
Watatsumi wrote:
Wow you actually use that garbage for your basis to change deadly poison? In the first quote he simply said it was too easy to cure dp with the cure spell, you have NO clue what his idea of too easy is. Maybe only casting cure 2 times is too easy in his estimation. I fail to see how the 2nd quote helps your cause what so ever. Funny how you point these bits of info out and ignore guides written on stratics from the very time peroid we are looking for. Your "research" is very questionable.
I would suggest you take everyone's advice on these forums and just stop posting.
This is the key reason you have no idea what you are talking about and clearly have no creditibility to your name what so ever. The comment in UOHOC tells you at that time that lesser cure pots had a good chance at curing DP. If you take a look at the ACTUAL patch in UOR(after our era) it tells you the same thing. Now when you look at the EXACT code that OSI used in the Demo the same thing applies. We are now using that formula for our cure potions.
Do you think you can follow this time or negate the obvious as you always do in every thread?
I won't even go into the cure spell issue since you obviously STILL HAVE NOT read the threads that led to these changes. I have already posted those results NUMEROUS times, but you still continue to neglect reading it. Try to follow a topic before making yourself look stupid in each thread time after time.
Kraarug wrote:If poison damage is halved like melee damage, then that means the damage before the division is twice what is realized by a player and so, the damage used to calculate interruptionwould be twice what is suggested by Stratics.
I would like to point out an interesting fact and issue that popped up in the demo that was heavily discussed by Batlin, Derrick, and Kaivan previously. The damage overall would show up twice as much as it did and "finally" cut in half at the end. This was for ALL damage not just melee. My theory behind this was that the interruption formula may have possibly calculated the incorrect damage variable before it was finalized at the end being divided by half. This was a strange phenomenon in the code that could very well hold the key to the interruption problem. The theory that I have is based on older OSI code written in '97 that modified damage. For example, there is a patch in 1997 that states ALL OVERALL damage was reduced. The OSI coding team could have simply thrown a global division problem that cut the damage in half to simply reduce ALL damage... I think it's a very interesting issue to look into personally.