In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.
Discussion in 'UO Developer Feed' started by UODevTracker, Nov 12, 2010.
To view the original thread, please click here.
Hello everyone this is just the first of several published that will be put on TC1 as we complete the tasks.
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.
After equipping a reflect item there will be a 60 second delay before the reflect is active.
This will use only one charge from the item.
The reflect will act in the same manner as if it had been cast by the character wearing the item.
Once the reflect is broken, the wearer must wait 60 seconds before the item will place another reflect spell.
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.
At GM Lumberjacking players will have a 5% chance to double their Lumberjacking damage bonus of 60% from base weapon damage.
· 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.
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
· 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.
This is currently live on TC1.
Edit: To clarify another comment, what you see above is live now on TC1. Just don't mistake these for the full publish notes. We'll be tweaking and appending to the notes as we approach Publish 69's release.
This change is only to active use of the detect hidden skill which uses detectors skill verses targets hide skill. JOAT will not be an issue for players with decent hiding skill and elves only get a bonus to passive detection.
Active use of the detect hidden skill will prevent smoke bombs from re-hiding players once detected.
Field spell and conflagration potion fixes are live on TC1.
We're aware of those issues. Please keep the thread discussion focused on what's live on TC1 right now. Thank you.
Tweaked damage split (Direct/Physical) verses players. All damage over 35 direct damage will be treated as physical damage.
Corrected throwing weapon DCI penalty for gargoyles with shields equip. At unmodified 120 Parry players will reduce the DCI penalty to 10%.
Yes it is possible.
@ 120/120 Max Cleansing Winds has 80% Cure rate on DP. 64% on Lethal.
Healing Stone 21% Cure rate on DP 17% Cure rate on Lethal
It was mentioned in the TC1 notes. The portion about consecutive casting leading to words of power and gestures coming out, but no spell coming out. It was a bug in the code, but fixing it also changes the dynamic of spell casting slightly for something that's been that way for so long, which is why this was put onto TC1 this early. We'll keep monitoring and we'd like to hear some constructive feedback on this.
Alrighty, just a heads up.
We did some testing over the weekend and confirmed the casting-on-the-run issue. It is a bug and will be fixed.
It is a separate issue from the "anti-overcast" thing I mentioned in my previous post. However, due to the feedback, this will be reverted.
These changes won't be on TC1 until some time after Thanksgiving.
Eh, it was more just playing on TC1 while at home.
Sorry if I wasn't clear. Let's see if this helps.
Casting-on-the-run was the issue where players can spam earthquake/wither/etc while running and never needing to stop in place during the cast. This is a bug and will be fixed.
There was a fix where you casted two spells consecutively and on the second spell, you see the Words of Power and casting animations, but the spell did not activate. The fix allowed for the spell to activate properly. Due to feedback, this fix is NOT going live.
There was a fix where you can spam projectile spells such as fireball over and over again and every other fireball did not apply damage to the target. The fix allowed for the damage to be applied to the target properly. This fix will undergo further review but is currently NOT going live.
The magic arrow/nether bolt spam fix is still going live.