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Pub 69 magic reflect

Discussion in 'UHall' started by Care Bears Rulez, Dec 7, 2010.

  1. This is how magic reflect worked years ago and I see no reason to bring it back. If it was changed, it was obviously changed because it is lame and overpowered and needs to be left alone. For example: everyone knows mysticism is overpowered, so if they tweek mystics now everyone is happy, but then you need to leave it fixed, not wait for a yr or two and come out with the old mysticism powers as "new and improved". Also if I really did want to play the game with the old magic reflect, i could do it for free. I pay for UO because the game evolves and changes, not to play the game how it was when it came out.
     
  2. Cloak&Dagger

    Cloak&Dagger Guest

    You obviously have no idea why it was changed if you post something like this. Try to think when it was changed, and how.
     
  3. WarUltima

    WarUltima Babbling Loonie
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    If you are saying reflect was changed because people "whined" and if you want to play with old resist you would play a free shard... then you probably have never played classic UO.
     
  4. WildWobble

    WildWobble Sage
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    I am sorry you want to wine about the best change in ages! Old school magic reflect is good stuff :)
     
  5. Babble

    Babble Guest

    At least it does what the name says again
     
  6. AzSel

    AzSel Lore Keeper
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    As long as it doesnt last too long with scribe,magery and resist at max, it should still only reflect maximum 2 energy bolts or Explo+eb. Nothing more then that or its just .....
     
  7. Babble

    Babble Guest

    It should reflect 1 strong spell or 1-3 weaker ones I guess, but I have faith in the developers to balance it ....
    *chuckels*
    :)
     
  8. ikaikaman

    ikaikaman Guest

    Agree with Care Bears Rulez.Now,PvP,Warriors are very very strong.
    This change would brings some.I can not estimate GOOD or BAD.But,no doubt,effect ONLY mages-mages,have nothing to do with Warriors.

    First,Devs should change about Warriors(for example,can heal 60~ while running!! by4 seconds!!)so,This change is "can't see the forest for the trees".
    I can not understand what Devs intend to.
     
  9. WarUltima

    WarUltima Babbling Loonie
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    Well in Dec 1998, my record was to magic reflect 2 FSs. and that's with 98.8 magery. And magic reflect lasts FOREVER until taken down.

    However the classic magic reflect doesnt work "off a pool". The new version I will assume has a set value of "shield vs spells". And each spell will deduct x amount of point from the shield, and once it reaches 0, reflect drops. Or those pesky little myst cookie cutter mages will just instantly purge you (why wouldnt devs give real mages SOMETHING, myst mage is pretty much the end-all mage temp rightnow)

    For those who have never played classic. Magic reflect gave a shield of "chance". It works likes this... the higher circle the direct damage spell cast, the higher chance the MRef will break, and after each successful reflect the chance of Mref breaking increases.

    It's possible if the RNG rolls right, magic reflect will reflect more than 1 flame strike, but you can take down MRef in 1 fireball or magic arrow as well. It was hella fun. Oh and back in the days MOST players including warriors had some magery for recalling. And a lot of warriors casts magic reflect back in the day as well.
     
  10. Lynk

    Lynk Grand Poobah
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    Hailstorm is AOE so that can't be reflected?

    I'm sure that will be utilized a bit more with this.

    I personally don't like the reflecting of spells.
     
  11. Coppelia

    Coppelia Guest

    Will reflecting magic items work again?
     
  12. Pinco

    Pinco UOEC Modder
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    this pool is tiny...
    120 magery, 100 inscription and 120 magic res = 100% pool
    lightning removes 40% :D

    120 magery = +15% pool (13% with GM magery)
    100 Inscription = +10% pool
    25% without magic resist: 1 lightning bring it down
     
  13. Babble

    Babble Guest

    I wonder if they could let monsters use that spell too?
     
  14. Elden of Baja

    Elden of Baja Journeyman
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    I think its a bad idea. The scribe effect is minimal, which just means its going to make Mysto Ninja mages even more pesky to bring down.

    I grow tired of this, So I'll just have to make a sig that expresses my opinion and never have to bring up the subject again.

    :fight:
     
  15. Harlequin

    Harlequin Babbling Loonie
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    In the earliest days, prior to the era that WarUltima mentioned, magic reflect would reflect exactly 1 spell, then be removed. Any harmful spell will do. So a tactic to bring reflect down would be to target your opponent with a magic arrow first, just to bring down reflect. But if your opponent is fast, he cast recast reflect immediately, hopefully before the attacker can cast his next spell.

    Having a 5th circle spell easily negated by a 1st circle spell resulted in a call to relook into magic reflect. Hence it was changed so that spells only had a chance to shutdown reflect. The chance is based on what attacking spell was used. A circle 1 spell has a low chance to bring it down. The higher the circle a spell belongs to, the higher the chance of it bringing down reflect. FS was the highest spell that could be reflected.

    The problem after that change was that consecutive spells did not weaken magic reflect. It would remain up until the RNG decides that the reflect has been used up. Sort of like the initial Doom artifact drop chance, you fail the RNG roll, tough luck. No reward for your prior efforts. And iirc, it can still be recast immediately.

    During AOS, instead of trying to balance it by putting in a tracking pool like reactive armour, or like what is being done now, the devs decided to radically change it so that reactive armour and magic reflect just modifies your elemental resists (AOS introduced the elemental resists as opposed to AR).

    What they are doing now is taking into consideration what failed before, and re-implementing it by balancing it better, ie having a pool that tracks how much magic reflect has been weakened, instead of letting it be negated by a circle 1 spell, or overdoing it by having it possibly remaining up for all eternity if the RNG favors you, or letting folks recast it immediately.

    They also tied it in to the skills like magic resist skill to give more incentive to get these skills higher.

    I actually like that abilities are tied more closely to skills. This is a good change imho.



    Edit: The devs have since put in a needless -10 penalty to physical resist cap (yes, not just reducing phys resist, but actually reducing the cap so that you can't get higher than 60 phys resist), I am re-thinking if they should be making any changes to reflect at all.
     
  16. Heartseeker

    Heartseeker Guest

    Did you just sign up to make dumb threads?

    If so congrats.

    Btw, this is a welcome change for some of us.
     
  17. Cloak&Dagger

    Cloak&Dagger Guest

    I would think most of us.
     
  18. G.v.P

    G.v.P Stratics Legend
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    Source: http://vboards.stratics.com/uo-test-center/227658-publish-69-partial-notes.html
     
  19. Coppelia

    Coppelia Guest