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Potential PvP Changes

Discussion in 'UO Siege Perilous' started by Vaelix, Nov 13, 2010.

  1. Vaelix

    Vaelix Guest

    Taken from the Test Forum
    ---------------

    Magery

    Magic Reflection:

    The magic reflect spell will once again be enhanced to provide additional tactical options in player versus player combat. At this time, any targeted non AOE spell, regardless of its circle, can be reflected(excluding Bards). This change will add variety and additional tactical options when fighting a character who has cast magic reflect.

    * When a player casts magic reflect they will receive a pool of reflection power which is based off of their magery, inscription, and scaled by their magic resistance.
    * The level of the spell cast on a target will remove power for the targets reflection pool. The more powerful the spell you cast, the better chance you have of defeating the magic reflection.
    * If the spell is not successful in bringing down the magic reflect, the spell will be reflected back to the caster.
    * Once a spell is cast that succeeds in bringing down the reflect spell, it will damage the target. This is true even if the first spell cast successfully breaks the reflect.
    * Once a reflect is broken, there is a 30 second delay before the target can cast reflect again.
    * Items of reflection will take 60 seconds to charge.
    o After equipping a reflect item there will be a 60 second delay before the reflect is active.
    o This will use only one charge from the item.
    o The reflect will act in the same manner as if it had been cast by the character wearing the item.
    o Once the reflect is broken, the wearer must wait 60 seconds before the item will place another reflect spell.

    Ninjitsu

    Death Strike:

    Damage has been split into two parts (Direct/Physical) verses players.

    Tracking damage bonus now provides additional damage based on player detect hidden skill verses players.

    Hide/Invis Vs Detect Hidden

    Hidden players who have been detected will not be able to rehide/invis for duration based on their hiding skill or magery skill.


    Lumberjacking:

    At GM Lumberjacking players will have a 5% chance to double their Lumberjacking damage bonus of 60% from base weapon damage.
    Mysticism

    Cleansing Winds:

    · Now Factors in Curses

    · Curse removal no longer based on chance.

    · Each Curse Reduces Healing by 3 points + 1% per curse level

    · Eg. Curse = Level 4

    · Max Heal reduced by 12. Then by further 4%

    · Curse Power = the Total levels of all curses in effect

    · Poison reduces healing factor by 15% per level of poison.

    Spell Plague:

    * Now Triggers only on Spell Damage
    * Chance to Trigger is reduced by 3% per 10 points in magic resist above 70
    * 30/60/90 -> 21, 51, 81 @ 100 resist -> 15,45,75 at 120 resist
    * Base Damage lowered by 3 for each explosion

    Other:

    · All Potion weights have been increased to 2 stones. Empty bottles will remain 1 stone.

    · Polymorped players killed with AOE spells can report attackers as murders.

    · Spell Casting - Fixed issues with spell casted directly after another spell showing words of power and gestures but do not complete. Fixed projectile spells not dealing damage sometimes if casted consecutively.

    · Innocent players can now damage primary targeted Innocent player with an area of effect spell.

    · Hit Mana Drain and Hit Fatigue should now correctly drain 20% of the damage given from the targets mana or stamina.

    · Corrected damage calculation of special move: Nerve Strike to work as intended.

    · Reducing hit lower attack and hit lower defense proc duration on ranged weapons:

    o Currently hit lower attack proc duration is 10 seconds for all weapons; ranged weapons will now have duration of 7.

    o Currently hit lower defense proc duration is 8 seconds for all weapons; ranged weapons will now have duration of 5.
     
  2. Kael

    Kael Certifiable
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    Break it down for us bud
     
  3. Vaelix

    Vaelix Guest

    Lol alright..

    Magic reflect will function as it once did in actually reflecting spells back towards the original caster (Of offensive spell)

    Death Strike damage will no longer be 100% Direct based, thew new damage will be 50/50 Phys/Direct which means that Half the damage will not be subject to resists (Direct) And Half the damage will (Phys) Which can be a Nerf or a Buff depending.

    The tracking part *Sounds like* it does damage when you reveal a player with the Detect skill if you have Both Tracking and Detect.

    Lumberjack will now have a chance to go above the damage cap.(Im guessing, otherwise its still useless)

    Cleansing Winds will be subject to % of Overall Effectiveness Loss based of What it is removing, and How powerful the effects are. (More than what it currently is Basically)

    Spell Plague will only Proc off of Spell based Damage [Fire ball, Flamestrike, ect] (No more Dexxer Damage for SP [Not sure about Spell Proc Weaps as i havent tested yet]) and having resisting spells will give you a better chance to "Avoid" having SP "proc" against you.

    The rest is self explanatory IMO
     
  4. Freelsy

    Freelsy Babbling Loonie
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    Aww, I worked my ass off to finish the template before my deployment and got to play it for one day :( Now I'm going to come back to a poopy character/template.
     
  5. Vaelix

    Vaelix Guest

    Well, with Possible Hide/Stealth changes and the DS Change (Which looks more like a Nerf than a Buff)


    You might be doing something completely new :)
     
  6. Tjalle

    Tjalle Grand Inquisitor
    Professional Stratics Veteran Campaign Supporter Gilfane

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    Did it say that this would only affect PvP?

    If not I see yet another nerf to PvM archery...
     
  7. Vaelix

    Vaelix Guest

    Everything is subject to change based on the info/feedback they receive apparently (I highly doubt that as we have been giving feedback saying we want Apples only to be handed Unions for years upon years)

    And I didnt see anything about the changes pertaining specifically to PvM/PvP, only that the changes are being made with PvP in mind.
     
  8. Raptor85

    Raptor85 Certifiable
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    negative on that (detect doing damage would be funny though, you could then kill people while stealth, lol)

    What it's talking about is the damage bonus to deathstrike from your "detect hidden" skill, before I don't believe it worked on players, only monsters.
     
  9. Vaelix

    Vaelix Guest

    That is asinine as Tracking Deathstrike can easily reach 75+ Damage already (One of the Hardest Single hitting abilities in the game[If not the Hardest] For PvP)

    But.. These Split Damages could be their Balance, Keep its over all the same and reduce its minimal, I suppose. (Kinda Crazy IMO)
     
  10. Tjalle

    Tjalle Grand Inquisitor
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    Yeah, that´s what I´m afraid of.

    Thanks for your reply.
     
  11. Draxous

    Draxous Grand Poobah
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    I want to know what this means. How long will the duration be at 120magery or 100hiding.
     
  12. Vaelix

    Vaelix Guest

  13. N49ATV

    N49ATV Slightly Crazed
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    Seems to me the DS is a nerf, because before you took big damage, and now you can resist half of it. unless you hitting a naked person or someone in non 70 phys suit, it might give more. But who doesnt run a 70s suit now?

    Also seems like the tracking bonus, is improved by detect. This will be weighted against the other persons hide skill, or invis.

    Also looks like you wont be able to insta hide after reveal from detector.
     
  14. Chardonnay

    Chardonnay Visitor

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    Too little way to late...
     
  15. Mook Chessy

    Mook Chessy Certifiable
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    Step in the right direction...


    *wanders around the castle looking for the chest with the magic reflect items (4000 charges)*
     
  16. Lorddog

    Lorddog Crazed Zealot
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    so when can i get my glass sword?