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(from uhall) [UO Herald] Summary of the Game Balancing Changes

Discussion in 'UO Siege Perilous' started by Raptor85, Jun 22, 2011.

  1. Raptor85

    Raptor85 Certifiable
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    I like them all, though I think apple should be doubled, not tripled, and healing maybe not heal after the cure. I think this is the first time I've agreed with a full list of changes in the history of UO.

    http://vboards.stratics.com/uhall/245002-[uo-herald]-summary-game-balancing-changes.html
    Game Balance Changes
    Focus Skill Spec (PVP)

    Increase of spell damage increase cap from *15% to 40%* for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
    *subject to change based on testing

    Poisoning:
    A few tweaks to Poison and Poisoning Skill
    Poisoning skill now grants a small measure of resistance to being poisoned.
    When poison is cured by any means except potions, the target receives a temporary resistance which is similar to, but less effective than the natural resistance granted by the poisoning skill.

    Spells:
    • Poison (Magery): Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range instead of dropping to 1 at ranges 3 or greater.
    • Poison Strike (Necromancy) : Necromancers with greater than 60 poisoning skill will have a 3% to 9% chance (Scales with poison skill) to poison their target.


    Healing Skill

    For healers with 80 skill or greater in healing and anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects. This will reduce the amount healed when the heal is finished its normal duration.
    Max Heal Duration Reduced to 8 seconds.
    Slip Damage Now Scales based on Dexterity
    **Faction Bandages do not require the healing skill and so function using the old healing methods.


    Cure Potions:
    Success chance for curing poison with cure potions has been adjusted.

    Cleansing Winds:
    Should no longer heal target after removing mortal wound.

    Enchanted Apples:
    Cooldown Increased to 45
    They now have a chance to fail depending on the level and number of curses applied to the user.
    Failure does not invoke the cooldown period.
    Petals/Poison Immunity:
    Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.

    SPECIAL MOVES:
    Lightning Strike
    Mana Cost raised from 5 to 10.

    Dual Wield
    A successful Dual Wield attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials during the initial effect to provide a very slight buff to the duration and an increased chance to execute extra attacks.
    Duration of the dual wield effect scales with Ninjitsu skill above 70. Extra attacks are commited at 60% damage of a regular attack and CAN cause additional weapon effects.
    Executing additional Dual Wield strikes while already under the dual wield effect will extend the duration by 2 seconds and increase the chance by 15%.
    The effect can be stacked up to 2 additional times.
    Defensive Mastery:
    Defensive mastery will now provide an increase to physical resistance which can exceed the 70% resist cap. The increase scales with Bushido/Ninjitsu and Parry skills.

    Block:
    On executing a successful block, players will receive a bonus to their defense chance which scales with their Ninjitsu or Bushido skill for a short duration. Players will also receive a temporary penalty to their hit chance and damage. While under the block effect, the next damage the player receives will be severely reduced. (Damage reduction scales with parry skill above 70)
    Psychic Attack:
    A successful psychic will now afflict the target with a 15% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration.

    Force Arrow:
    This attack now provides a 20% Damage increase. Additionally it will reduce the target’s DCI by 10%. This attack can also be stacked multiple times for a further DCI reduction of 5% per stack and 2 second duration increase.
    The Dazed effect, will now provide a GUARANTEED spell interrupt. Even if the target is under the effect of Protection.
    Once this effect wears off, it cannot be re-applied for 10 Seconds.




    CHIVALRY
    The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.



    Divine Fury:
    Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina.

    Cleanse By Fire:
    Cure chance for poison has been updated.

    Enemy of One
    Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
    The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma
    (PvP)
    Enemy of One will now work against Players and Pets. The damage increase cap will be significantly reduced and apply ONLY to the player or Pet being attacked. Damage received from all other sources will be increased by 30% while this ability is in effect versus a player or pet. Duration is capped at 8 seconds for PvP.
    Remove Curse
    The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.

    Consecrate Weapon
    Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type.
     
  2. Sprago

    Sprago Certifiable
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    Hey i love it. I like everything about it i hope it happens
     
  3. archite666

    archite666 Guest

    Get rid of tamer pvp, then we will talk.
     
  4. Guardian KX

    Guardian KX Lore Keeper

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  5. Hoffs

    Hoffs Gilfane Keeper of the Hall
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    If you have only one of the listed primary skills above 30, and only one of the secondary skills above 30 (eval, focus/imbue, spirit speak), then your PvP SDI cap is raised to 40%.

    So an old-school mage with magery/eval/med/wrestle/int/resist, say, would get the increase. A tamer with, say, myst/focus and no ninja or magery, or magery/eval with no ninja or myst, etc, would be able to do more damage from spells, but it wouldn't affect their pets.
     
  6. Sprago

    Sprago Certifiable
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    there making pure templates stronger how is that not a good thing and tamers arent all that you just gottta learn to play against them which isnt hard
     
  7. Sprago

    Sprago Certifiable
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    no thats not how i see it taming is considered one of the main skills if you have taming and a spell casting skill you CANT get the additional spell damage inc

    so to me that means tamers mages or actually tamer/spellcasting wont ever be as strong as a full spellcaster. which is perfect imo
     
  8. Sprago

    Sprago Certifiable
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    i think the point is that a tamer already has its pets and shouldnt get more damage output so they are making tamers in pvp weeker when compared to a mage without taming ITS A GOOD THING

    now i dont understand why music is in there but what ever i guess. who uses music in pvp anyway?
     
  9. Guardian KX

    Guardian KX Lore Keeper

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    I am 100% tamer and I agree with the above changes. This absolutely is needed against templates like D's who rocks you with magery and then jumps off a dread for a "all kill". Esp wall jumpers. I also like the idea of necros that cast a reveran and then basically have a pet that you cannot get rid of even in hiding better as they always have one of the other skills at 120 as a addition to there template. Maybe i'll get off a dispell before they've casted 3 spells that drop me instantly... But I've said enough and don't want to give "people unable to rock a simple tamer" a advantage. Music BTW is awesome against a tamer, but again I don't wanna give the cryers more info, and info is power.

    People that continue to whine against tamers are the ones who have no idea how to deal with the pet and then rock the tamer (or rarely both at the same time). Usually these are the same mage's that simply find it hard to NOT stand in one place too PvP. They feel movement and quick thinking are cheating tactics. They want to stand in one spot and push the buttons in a certain order to fight. Them having to move AND think AND decide is somehow cheating. Yes, saying "all kill" and thats it, is lame. Yes stealth is lame in combat as well, but I spent my 720 points and so did you.

    I would suggest that people that cannot learn new tactics and die all the time to a tamer shouldn't fight one or maybe move to a new game. But again, if you'll notice, the biggest complainers are the ones that DON'T play UO, DON'T play Siege, and are simply trying to feel part of a game that they cannot compete in but are too rearend sore to give it up 100%. They feel that the same statement that there not happy with (this or that) over and over will somehow make the change happen WHILE NOT PLAYING OR PAYING.

    If you dont vote then don't cry about the outcome. I play the game and "cry" about the things I don't like IN THE GAME IM PLAYING.
     
  10. Roland'

    Roland' Lore Keeper
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    If your a mage a good tactic to use on a tamers pet (dreadmare) is to paralize it then cast invis on it so they cannot remount. Now they are just a mage on foot for a bit.

    As always smart players will always be able to work around this, but youd be surprised how much easier this will make the fight for you.
     
  11. Hoffs

    Hoffs Gilfane Keeper of the Hall
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    Ah yes. Sorry, hadn't seen that Animal Taming was on the list.
     
  12. Heavenless

    Heavenless Journeyman

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    I can't wait to camp Yew MG and spam Holy Light & EOO w/ my l33t tekagi :owned:
     
  13. wavace

    wavace Guest


    :) :)
     
  14. Lord_Puffy

    Lord_Puffy Crazed Zealot
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    I disco/peacer who is trying to get rid of the naked tamers who keep coming back and logging and in out with their pets.

    They should remove that auto log thing that allows pets to be stabled after the owner is killed.
     
  15. Sprago

    Sprago Certifiable
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    agree totally
     
  16. Guardian KX

    Guardian KX Lore Keeper

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    I absolutely agree that once a person or pet is flagged as the aggressor that the auto log pet feature should not work (5 minute flag timer would be great).
     
  17. Raptor85

    Raptor85 Certifiable
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    /signed
     
  18. Urin

    Urin Journeyman
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    Does the wording here imply poisoning will be the next skill 120 points will be possible in?
     
  19. Sprago

    Sprago Certifiable
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    if you read the main forum on this topic messana did answer this question and the answer is no not at this time.

    105 magery and 100 poisoning is greater then the GM level thats what they mean
     
  20. Mr.StinkyPants

    Mr.StinkyPants Slightly Crazed
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    SWEET they changed poison! yay its at least twice more annoying :D