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NEWS [UO.Com] Updated Publish 81 on TC1

Discussion in 'UHall' started by UO News, Feb 22, 2013.

  1. UO News

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    Patch Notes
    2013 Feb 22 23:22 GMT
    Changes to Publish 81 have been patched to TC1. Click on more for the updated publish notes.

    Please Note: An alternate client is needed to test the changes.
    Currently testing Publish 81.0.0 on Test Center

    *Weapon special move changes requires alternate game client found in patch directory: client_tc.exe or UOSA_TC.exe . This client is needed to test the following changes.

    Weapon Revamp


    All weapons have now been normalized based on weapon speed and handedness.


    Mace:
    • Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
    • Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
    • Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
    • Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Club, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
    • War Axe, Base damage 12-16 / Weapon Speed 3.0 seconds
    • Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
    • Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Hammer Pick, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
    • War Mace, Base damage 16-20 / Weapon Speed 4 seconds

    Fencing:
    • Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
    • Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
    • Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
    • Sai, Base damage 10-13 / Weapon Speed 2 seconds
    • Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
    • Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds
    • Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
    • Kama, Base damage 10-13 / Weapon Speed 2 seconds
    • Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
    • Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
    • War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds 2.5
    • Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
    • Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds

    Axes:
    • Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
    • Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
    • Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
    • Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
    • Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
    • Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds

    Swords:
    • Bokuto, Base damage 10-12 / Weapon Speed 2 seconds
    • Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
    • Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
    • Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
    • Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
    • Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
    • Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
    • Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
    • Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
    • Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds
    • Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
    • No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds
    • Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
    • Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
    • Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
    • Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
    • Halberd, Base damage 18-21 / Weapon Speed 4 seconds
    • Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds

    Bows:
    • Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
    • Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
    • Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
    • Elven Composite Longbow, Base damage 15-19 / Weapon Speed 3.75 seconds
    • Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
    • Composite Bow, Base damage 16-20 / Weapon Speed 4.0 seconds
    • Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
    • Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds

    Throwing:
    • Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
    • Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
    • Soul Glaive: Base damage 16-20 / Weapon Speed 4.0 seconds

    Weapon Special Move Updates*


    • Sai – Primary: Dual Wield / Secondary: Armor Pierce
    • Dagger – Primary: Shadow Strike / Secondary: Infection Strike
    • Tessen– Primary: Feint / Secondary: Dual Wield
    • Nunchaku– Primary: Block / Secondary: Double Strike
    • Club – Primary: Crushing Blow / Secondary: Dismount
    • Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
    • Maul - Primary: Double Strike / Secondary: Concussion
    • War Mace - Primary: Crushing Blow / Secondary: Mortal Strike
    • Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
    • Daisho - Primary: Feint / Secondary: Doublestrike
    • Leafblade - Primary: Feint / Secondary: Armor Ignore
    Weapon Special Move Mana Cost Changes

    • Block mana cost decreased from 30 to 20.
    • Crushing Blow mana cost decrease from 25 to 20.
    • Concussion mana cost decreased from 25 to 20.
    • Dual Wield mana cost decreased from 30 to 20.
    • Defense Mastery mana cost decreased from 30 to 20.
    • Double Shot mana cost increased from 30 to 35.
    • Force Arrow mana cost increased from 15 to 20.
    • Force of Nature mana cost decreased from 40 to 35.
    • Frenzied Whirlwind mana cost decreased from 30 to 20.
    • Infectious Strike mana cost increased from 15 to 20.
    • Moving Shot mana cost increased from 15 to 20.
    • Mystic Arc mana cost decreased from 25 to 20.
    • Serpent Arrow mana cost decreased from 40 to 25.
    • Shadow Strike mana cost decreased from 30 to 20.
    • Talon Strike mana cost decreased from 30 to 20.
    • Riding Swipe mana cost decreased from 30 to 25.
    • Bladeweave mana cost decreased from 30 to 15.
    Weapon Special Move Changes

    • Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
    • Dual Wield, base chance to proc extra attack increased from 15% to 25%.
    • Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
    • Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
    • Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
    • Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
    • Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
    • Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
    • Frenzied Whirlwind, now deals scaled damage based on Ninjitsu/Bushido skill levels within a two tile radius over 2 seconds. Applies a movement slow to its initial target if it is player. The initial delay of damage over time has been removed.
    • Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.
    • Concussion, now applies scaling direct damage between 10-15 based on weapon speed. Ranged weapons mana drain max 50% and return max 40%. Melee weapons mana drain max 80% and return max 70%. Two handed melee weapons mana drain max 80% and returned max 40%.
    • Crushing Blow, now drains 10 points of stamina from target on impact when used on weapons with speeds 3.5 or greater.
    • Paralyzing Blow, paralyze immunity applied to targets have been reduced to 6-8 seconds when used on weapons with speeds 3.5 or greater.
    Armor Revamp

    Armor Stamina Loss Update:

    Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The armor pieces which provide the most stamina loss reduction will take priority.
    • Cloth armor, leather armor, and jewelry will give the same stamina loss reduction as Pub 80.
    • Blacksmith armor (platemail, ringmail, chainmail, and dragon armor) will provide a heavy bonus to stamina loss reduction.
    • Studded leather armor, stone armor, bone armor, woodland armor, and hide armor will provide a light bonus to stamina loss reduction.
    *Human racial ability Tough now provides a small bonus to stamina loss reduction.

    Armor Inherent Lower Mana Cost


    Each piece of non medable armor will provide lower mana cost with the exception of woodland armor. Each piece of armor up to five pieces will provide a percentage which is not subject to the lower mana cost cap of 40. The armor pieces which provide the most lower mana cost will take priority.
    1. Platemail, ringmail, chainmail, and dragon armor provides 1% of lower mana cost per piece.
    2. Studded leather, hide armor, stone armor and bone armor provides 3% of lower mana cost per piece.

    Armor Refinement


    Phase two of the Armor Revamp will allow players to apply Refinements to non-medable armor.

    Armor Refinements are crafted from refinement components that can be collected from:
    Treasure Maps
    MiB Chests
    Merchant Vessels
    Pirate Vessels
    Town shop container stealables
    Champion Spawn Bosses

    There are two methods of refining armor:
    • Increase max individual resist while lowering max defense chance increase by two.
    • Decrease max individual resist while increasing max defense chance increase by two.

    Blacksmith Armor
    Wash (DCI) & Cure (Resists)
    [​IMG]

    Tailor Armor
    Polish (DCI) & Scour (Resists)
    [​IMG]

    Carpenter Armor
    Gloss (DCI) & Varnish (Resists)
    [​IMG]


    Refinement Levels:
    • Defense - provides least chance at achieving maximum individual resist/ DCI bonus.
    • Shielding
    • Guarding
    • Protection
    • Hardening
    • Fortification
    • Invulnerability - provides greatest chance at achieving maximum individual resist/ DCI bonus.


    Components can be combined with 20 raw materials available from NPC Merchants:

    Blacksmiths
    (Malleable Alloy)
    [​IMG]

    Weavers
    (Leather Braid)
    [​IMG]

    Carpenters
    (Solvent Flask)
    [​IMG]


    When combined with the appropriate raw material the crafter will create Armor Refinements that can be applied to non-medable armor:

    Plating – Blacksmith Armor
    [​IMG]

    Threads – Tailor Armor
    [​IMG]

    Resin – Carpenter Armor
    [​IMG]


    There are seven levels of intensity for refinements ranging from “Defense” to “Invulnerability”. There is a much greater chance to acquire high intensity components in Felucca.

    When applied to non-medable armor the Refinement can provide a bonus to:

    Max Resists – Armor Refined to increase max resists will provide a bonus to a resist category cap up to 75 (80 energy resist for elves), while lowering the Defense Chance Increase cap.

    Max Defense Chance Increase – Armor Refined to increase max Defense Chance Increase will provide a DCI cap bonus up to a maximum of 95 while lowering max resists.

    Misc Changes:

    • The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
    • Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
    • Ninjitsu: animal form can now be interrupted while casting. Faster casting now longer effects animal form.
    • Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
    • Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
    • All cool downs have been removed from refresh potions. “Total” refresh potions have now been converted to “Greater” refresh potions which will provide more refresh than standard refresh potions.
    • Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
    • Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
    • Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.
    • The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
    • Imbuing base intensity caps have been increased up to 500 for two handed melee weapon and up to 550 for bows and crossbows.

    Please submit feedback through one of the following:

    Continue reading...
     
    G.v.P, Mentiras, Cetric and 1 other person like this.
  2. CovenantX

    CovenantX Babbling Loonie
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    finally! :grin:
     
    Cetric likes this.
  3. chise2

    chise2 Sage
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    Yep my feelings exactly! :p Mixed feelings about these notes some good some bad *is it just me or did they keep the horrible dci/hld changes?* I was hoping they removed that...but will read again I could be misreading it.

    Oh and I hope this is just a type because twohanded melee weapons have 500 imbuing weight now...I hope they mean that has been raised to 550.. If anything though I would raise the max imbue weight of only melee twohanded weapons and keep bows as they are.
     
    #3 chise2, Feb 22, 2013
    Last edited: Feb 22, 2013
  4. Podolak

    Podolak Crazed Zealot
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    It is a typo. I checked test and two handed melee has an imbuing weight of 600. Bows have a weight of 550.
     
    kRUXCg7, CovenantX and Lord Frodo like this.
  5. Merus

    Merus Babbling Loonie
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    With the ability to enhance with extra mods for bows I tend to agree that the imbuing cap should stay the same.
     
  6. GalenKnighthawke

    GalenKnighthawke Grand Poobah
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    Clap on the war mace specials making more sense. (A lot more sense actually.)

    Boo on the non-removal of the HLD/DCI changes and the LMC changes.

    But clap on the LMC changes being more-reasonable. They still leave me queasy though.

    Non-medable armor is getting three nice things (stamina damage absorption; refinement; over-capped LMC) to compensate for one nice thing (medability) on medable armor! Overkill, perhaps?

    I am pleased that they are going in a better direction, however.

    -Galen's player
     
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  7. Goodmann

    Goodmann Babbling Loonie
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    Leather armor stam loss/refresh pots with no timer, why even have stam loss bc its a joke the way it is now.
     
  8. chise2

    chise2 Sage
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    Yeah different metal types really need to give some interesting properties like wood does. I think that would be better then this refinement thing personally but maybe that is just me :/
     
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  9. chise2

    chise2 Sage
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    Well thats cool though I still think it would probably be best to keep bows as they are now. And I say this as someone who used a bow so this change would actually be great for me.
     
  10. Tina Small

    Tina Small Stratics Legend
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    I was looking at Mesanna's January 18, 2013 letter [ http://uo.com/article/Letter-Producer-1 ] and, unless I'm completely misinterpreting it, I thought that the following other items would probably also be included in this publish. It would be nice to know when we will hear more about them and be able to test the things that are actually "testable", if they will indeed be included in this publish:

     
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  11. Love them Redheads

    Love them Redheads Adventurer

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    Yes this is what we needed........ more complicated forumlas that someone has to research on a 3rd party site to understand.

    Also once again some of this crap is so vague, how can we really understand how it works? For instance... is the 3% per peice an additional mod added when the piece is created, inherant on the piece or just increases the cap and u still have to get the mods. Plus, my 2 cents on this is giving somone a total of 58% LMC seems OPed. Anyone not running med will almost certainly have to switch to studded, bone, etc.

    My brain hurts......
     
  12. Lythos-

    Lythos- Lore Keeper
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    That's actually one of the changes i really liked. Sure saves from having to disarm before you can hit so it's actually a balance to the disarm nerf.

    Another thing i LOVE is they hard capped animal form cast speed.
     
  13. chise2

    chise2 Sage
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    Ahh perhaps anyway guess I will have to test the changes hehe. Glad they are finally on test :)
     
  14. chise2

    chise2 Sage
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    Yeah I think there should be a cap on the lmc 55% at most probably 50. 58 seems like way too much but guess more testing will be necessary like how good the stamina protection of studded and so on is.
     
  15. Cetric

    Cetric Grand Inquisitor
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    ok on most of it i guess. still dont like the 95dci cap thing... hate it in fact

    love thd two increased imbue caps

    wish heavy slow weaps were a little more powerful, base damage wise


    all workable though, i'm just worried about the dci cap part.

    thanks for taking our input into consideration on all of this :)
     
    #15 Cetric, Feb 22, 2013
    Last edited: Feb 22, 2013
    chise2, kRUXCg7, Lord Frodo and 2 others like this.
  16. chise2

    chise2 Sage
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    Agreed it looks like some*most?* got a little bit of a damage increase but not enough to really mean anything you would still be better off using a faster one handed weapon :/
     
  17. LordDrago

    LordDrago Certifiable
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    I know this is a bit nitpicky, but shouldn't you wash and cure tailor armor (cloth and leather) and polish and scour blacksmith armor (metal)?

    Tried scouring one of my shirts once with a brillo pad and it didn't work out so well....and you should have heard the noise when I threw my plate armor breastplate in the washing machine!!!!! :)
     
  18. silent

    silent Lore Master
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    Does this apply to exceptional only?
     
  19. Kyronix

    Kyronix UO Designer
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    They are in fact! I must've flip flopped them by accident in the notes. :oops:
     
  20. CovenantX

    CovenantX Babbling Loonie
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    That's the only thing two-handed melee weapons need to make them competitive with one-handers.

    I'm liking the updated notes much more than I expected. :D
     
  21. RaDian FlGith

    RaDian FlGith Babbling Loonie
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    My question about this "armor revamp" then really has to be: "What about the disparity between various armor types in the base resists they give?" There's definitely a reason to use different armors for PvM and PvP arguably, but the base armor resists based on type still exists, and that leaves leather still the easiest and most desirable to craft with. What is furtherk strange then is the max resists increase on leather armor (and other tailored armor), furthering that disparity somewhat. Also, out of curiosity, how do 7 levels of thread exist across a 5-point disparity to begin with?... you can already get to 70... 7 levels into 5 additional points seems odd.

    In my opinion, there's still a small handful of issues to address then before going ahead with this.
     
  22. CovenantX

    CovenantX Babbling Loonie
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    Hit Lower Defense: should be slightly tweaked, so it allows a negative defense on targets that have 0 DCI. (the current changes, make HLD completely useless in PvM?)
    ^^^ don't blame us PvPers for this change btw. ^^^ :flame:

    Chivalry>Divine Fury: needs to stop getting weakened, chivalry is worth having only because of Consecrate Weapon, & Enemy of One Divine fury hasn't been worth using since it was nerfed the first time after it's release. refresh potions were FAR superior (because of no dci penaltys & no skill point investment)

    Ninjitsu>Animal Form: Is now interruptable & is No longer effected by Faster Casting. Couldn't be better, I absolutely love this change. amazing. !!!!!!:grin:!!!!!!!

    Necromancy>Evil Omen: now reduces Mysticism Stone Form Immunity by 30. Does this mean, Stoneform is now poison-able 30% of the time after an Evil Omen? because it's the interrupting protection+stoneform together is the problem.

    Imbuing base intensity caps have been increased up to 500 for two handed melee weapon and up to 550 for bows and crossbows. Is this switched around?

    Melee should have a higher imbue cap than ranged. but it's far better than it was, that's for sure.

    overall, very good publish. HLD vs DCI, does need a slight tweak though.
     
  23. Goldberg-Chessy

    Goldberg-Chessy Crazed Zealot
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    Assuming the 10 second Disarm timer starts when the target is disarmed I don't think it will change current Disarm mechanics at all or be any type of balancing factor :(

    Once you factor in the 5 second unable to rearm time it is basically only a 5 second cool down. Now factor in the amount of time it takes to land the second straight Disarm and you are basically at the same timeframe as before the cool down. It may not sound like a chain issue but it most certainly is in the field.

    As it stands right now too many people with overly fast connections are doing nothing other then mashing disarm until the rng rolls their way then trying to run you down with moving shots. Its gimp but so effective there are a lot of people using the template daily.
    Is this what 1 vs 1 pvp is supposed to be about? And its even more gimp and deadly in gank situations as once you are disarmed everybody hits you. Who wants to promote that?

    Please think about making it a 15 second cool down or at the very least greatly increase the amount of mana needed to use the move. You want to chain a move that completely renders approx 300 skill points useless for 5 seconds? Okay, but it should cost a lot more mana then it does now based on how powerful it is.

    I cant tell you how many mages will fight you straight up 1 vs 1 until you get them redlined. Then out comes the Disarm.
    Again, I understand the tactic but no way should it be such an inexpensive and chainable crutch.
    Obviously it doesn't always land and sometimes they die trying but that's not the point as they would have died anyway redlined.
    The point is that it essentially is a one-sided safety net and that's not fair based upon how chainable and cheap it cost imo.
    When a mage gets a warrior redlined what can the warrior do that is the equal to disarm? Nothing.
    Why cant the warrior toggle a cheap move that causes the mages spellbook/spells to become invalid for 5 seconds? Parablow sure isn't it as its not on every weapon and was nerfed long ago.

    And anyone trying to tell me that I should counter warrior vs warrior disarm by using disarm myself just doesn't get 1 vs 1 pvp imo. That not pvp. that's a resource-consuming dance with no winner and the nasty side effects explained above to boot.
     
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  24. chise2

    chise2 Sage
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    The imbuing caps were a typo it is apparently 600 for two handed melee and 550 for bows.
     
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  25. Schatzi

    Schatzi Seasoned Veteran
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    Would be nice to know for those of us that do not pvp or pvm much.
     
  26. Katrena

    Katrena Sage
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    Hi,

    Can someone please explain how these changes to armor will affect artifacts that are metal or leather?

    Thanks, Katrena
     
    #26 Katrena, Feb 22, 2013
    Last edited: Feb 22, 2013
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  27. O'siris

    O'siris Journeyman
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    I agree with you, I use this temp because it was just to good to pass up. But as the changes stand with the disarm timer It has almost no penalty because half the time your are playing cat and mouse for ten seconds trying to get the next hit to land.
     
  28. O'siris

    O'siris Journeyman
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    It says that leather armor will not change how it protects against stam loss as it stands now. If that means I will not notice a difference when it comes to stamina compared to the last few months then why would I change my armor? Honestly the extra LMC doesn't seem a big enough factor for me to completely redo my suit. I mean the LMC would be nice but if I am already killing people fine now Ill save my mills and not spend them on more forged metal tools.
     
  29. CovenantX

    CovenantX Babbling Loonie
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    Oh sweet, very nice this change is amaz-za-zing!
     
  30. Vexxed

    Vexxed Certifiable
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    Can anyone comment on how stamina damage has changed between pub 80 anenpub 81? I cantnhop on TC at work.
     
  31. Gheed

    Gheed Certifiable
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    TC just went down but from what I can see the stamina loss reduction is significant for plate. In full plate, I was taking no stamina damage untill i was almost dead (@20ish hp). It may be worth converting to plate to free up the need for stamina leech on your weapon in PvM. I was testing my ring/studded just before TC dropped. That didnt look it was working so well. I have questions though:

    1. I don't see the "non medable" disclaimer on the stamina protection piece of the change. Does it still apply? It seems like it does.

    2. Medable armor seems to have some pretty stiff negatives now. I'm not quite getting why concerning the mage armor property. The mage armor tag comes at a pretty stiff price for imbuing. And there is a small cache of artifacts that have the mage armor tag. These artifacts are kind of ruined for warriors. I guess I would suggest introducing an item to scrub the mage armor tag or allowing mage armor to be refined. Possibly allowing the refine process to scrub mage armor. Much like imbuing scrubs self repair.

    3. I see you have set out barrels for refinement components. In Brit there are barrels specific to metal armor types (chainmail, dragon. samurai plate, platemail, ringmail, gargish plate). Is this how the components will drop? A component very specific to the type of armor it is applied to? If it is, just a reminder that most exceptionally crafted samurai plate comes with the free mage armor tag, wich make a specific refinement component for non medable samurai plate kind of useless.

    4. Is there a way to un refine your armor?

    Forgive me if these answers are already on TC. I've been trying to test refinement but we aren't quite there yet with the barrels and the like.
     
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  32. CovenantX

    CovenantX Babbling Loonie
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    The Armor changes give great diversity for dexers.

    Studded, Hide, Bone, & Stone Armors: give you up to a maximum of 55% Lmc.
    All Metal Armors: take you up to 45%, but offers additional stamina protection over studded-level & all med-able armor types.

    This stacks Above the 40% LMC cap. :D

    My Heavy Archer set, is making it's return, Woootie.
     
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  33. Lord Frodo

    Lord Frodo Grand Poobah
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    As a PvPer you are right and your suit is going to be just fine as is. I do not see any PvPer changing thier suits now, and that is a damn good thing. As a PvMer, we can still use our suits as is and see no change and that too is a good thing. But as a PvMer depending on the MOB and the # of them I have taken some heavy stam loss going toe to toe and I really don't care much if my suit is med or not so this allows me to replace some parts to give me a better stam loss resist suit. It really all depends on what I am in the mood to fight. Are we ready to go kill some Greater Dragons my brave knight. And as for the LMC part I thing you will see PvMers using this more than PvPers will. PvPers suits/templates are already built to take care of mana needs where PvMers may use this to lower the mana cost for Chiv, but then again it all depends on what MOBs we intend to fight. PvPers prep for max loss of everything because you never know what another PvPer might do where PvMers prep for the MOB they are going to fight at that time knowing that there is a low chance of a supprise coming from the MOB.
     
  34. G.v.P

    G.v.P Stratics Legend
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    I'll probably miss a lot of the new changes, but here's my $9.95.

    Stamina Loss should be decided by an individual tier*:

    1) Cloth, Jewelry (same as Pub 80)
    2) Leather (+10% protection)
    3) Studded / Hide (+15% protection)
    4) Ringmail (+20% protection)
    5) Chainmail (+25% protection)
    6) Woodland (+30% protection)
    7) Bone (+35% protection)
    8) Stone (+40% protection)
    9) Plate (+50% protection)
    10) Dragon (+55% protection)
    *numbers just for comparative purposes

    All non medable armor should have the same lower mana cost, perhaps 2% per (+10% for 5 items).

    This change is fun but I feel as if you guys ought to focus on the weapon balance and leave this part out until we test all of the balance out first.

    Also, it's about time spells like Evil Omen and Corpse Skin scaled based on skill, and bows, as a few have suggested, need to stay at 500% weight. The benefit of a ranged attack is enough. 600% for two-handed should be fun.

    Additionally, here's a quick attempt to help balance woodland armor material bonuses:

    BLACKSMITH
    -Durability and Lower Requirements no longer count towards imbuing cap
    -Make Dragon Armor re-forgeable

    Valorite) 6/0/4/4/4 (+18), +150 durability
    Verite) 4/4/4/4/0 (+16)
    Agapite) 0/5/3/3/3 (+14)
    Golden) 3/1/2/0/3 (+9), +40 luck and +50 lower requirements
    Bronze) 3/0/7/1/1 (+12)
    Copper) 0/2/0/7/2 (+11)
    Shadow Iron) 2/1/0/0/7 (+10), +50 durability, +20 lower requirements
    Dull Copper) 8/0/0/0/0 (+8), +100 durability

    Black) 10/0/0/0/-3, +2% Kinetic Eater
    Blue) 0/0/0/-3/10, +2% Energy Eater
    Green) 0/-3/0/10/0, +2% Poison Eater
    Red) 0/10/-3/0/0, +2% Fire Eater
    White) -3/0/10/0/0, +2% Cold Eater
    Yellow) -3/0/0/0/0, +100 luck

    TAILOR

    Barbed) 3/1/2/4/5 (+15)
    Horned) 3/4/3/2/2 (+14)
    Spined) 7/0/0/0/0 (+7), +40 luck
     
    #34 G.v.P, Feb 23, 2013
    Last edited: Feb 23, 2013
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  35. Lord Frodo

    Lord Frodo Grand Poobah
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    Gets ready to break out my Val Plate suit and kill me some Dragoons. Yea for the old skool warriors return.
     
  36. KLOMP

    KLOMP Sage

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    Thank you for getting Force of Nature off the War Mace. Sincerely. I made a stink over that and it's only fair that it be the first thing I acknowledge.

    I just wanted to say that before I go back to ripping everything.
     
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  37. KLOMP

    KLOMP Sage

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    Ahem, back to form. Right now, as is, Balanced melee weapons are garbage and were a waste of keystrokes to code. Even without the parrying penalty they would have little to offer over one-handers, and with it they're hopeless.

    [​IMG]
     
    #37 KLOMP, Feb 23, 2013
    Last edited: Feb 23, 2013
  38. THP

    THP Stratics Legend
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    and UO gets even more confusing.....just bring back the olde school labelling...was far easier....jesus

    can new players really take all this in......getting farcical.....even for a vet
     
    #38 THP, Feb 23, 2013
    Last edited: Feb 23, 2013
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  39. KLOMP

    KLOMP Sage

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    The following are quotes from the thread in which the DCI changes were clarified. Each is from a different person, and none of them are from me.

    "wtf... now im lost. going away for a while lol"
    "Why? Why make these changes?"
    "this is this is just messed up."
    "This example doesn't make any bloody sense at all."
    "WHAT ARE YOU EVEN PUTTING IT IN THE GAME FOR?"
    "This is a bad idea."
    "Cease and Desist"
    "God I hate this game so much."

    And then they just walked out here and posted it again a week later with a straight face and everything.


    Also, does HLD still work in PVM or not? Just tell us.
     
    #39 KLOMP, Feb 23, 2013
    Last edited: Feb 23, 2013
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  40. KLOMP

    KLOMP Sage

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    And not to spam the thread, but whatever, here goes:

    Dragon scales as a material provide a total of +7 to resists. Bump that up to +15 (same as barbed leather) so that dragon armor becomes something people can wear. Or explain why you can't. It seems like a dead-simple change and I don't know how we can post it in every thread and get not a peep back.
     
    #40 KLOMP, Feb 23, 2013
    Last edited: Feb 23, 2013
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  41. Yalp of Zento

    Yalp of Zento Visitor

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    Well after playing under patch 81 for the last 30 minutes in pvp with my gargy thrower.. all I've got to say to UO is thanks for nerfing my template into oblivion. The elimination of the HCI racial bonus, increased mana costs of special moves, slowing down of the 2 viable weapons.. this template is worthless now. Doubt I'll invest the time to create a new template/armor combo/weapon combo just so I can play during the weekends.
     
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  42. KLOMP

    KLOMP Sage

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    Mage Armor still a huge net negative on all the dexer arties it was slapped on...
     
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  43. Jynxx

    Jynxx Journeyman
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    So I thought a big part of the armor revamp was to find a use for armor nobody uses (dragon, bone, stone)

    And this is what they came up with? Am I reading this right? Wearing cloth armor affects your stamina, but wearing big heavy plate or bone armor doesn't? Does that even make sense?

    Also, you get a 3% LMC in bone and stone....and studded. Yeah, there's the out for everyone not to waste their time or resources in making bone/stone armor. Everyone will just use studded leather instead.

    Also, dragon armor gives 1%. No incentive there.


    So nothing was actually done to get people to use stone, bone and dragon armor at all.

    All I see a convoluted mess.
     
  44. G.v.P

    G.v.P Stratics Legend
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    Also consider the nerf to mortal, whereas armor ignore remains unchanged. Another reason to use the kryss. The short spear could use different specials, maybe like double strike and mortal.

     
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  45. Gheed

    Gheed Certifiable
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    A resist bump is a fine idea. But for (crafted) dragon scale, the resists are applied in the original craft and you cant enhance after imbuing. So even with a resist bump , I still wouldn't use it for most of my suits. Only suits tailored to a non casting mob that does one or two damage types. It could work better if the +10/-3 came from the origianl craft, then add an enhance step that lets you apply an additional +8 resist using more scales. Even better if you could craft with one type of scales and enhance with another.

    But that isnt the only reason I wouldn't use scales. Scales are far too hard to come by and cant be recycled. I very much like the changes that are in the works. Dragon scale and bone will get some nice buffs. But I'll probably stick to plate for those all 70's general purpose imbued suits, which are mostly what I use.
     
    #45 Gheed, Feb 23, 2013
    Last edited: Feb 23, 2013
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  46. PwnySlaystation

    PwnySlaystation Lore Keeper
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    Why the divine Fury nurf?

    Glad the leafblade is fixed again with feint back.

    Not happy that within 3 hits im gonna need to chug a refresh on a mage, then within another 3 hits im a sitting duck.
     
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  47. kRUXCg7

    kRUXCg7 Sage

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    I agree with you. Wholeheartedly. In the end this makes me to give up the whole process of choosing armour parts and go out without any armour and without any clothes. The only thing I am able to understand about this Publish is: it is huge nerf stick hitting randomly on some sweet things in UO. Dreaded armour crafting will be a lot more tedious - again. We should rename "Ultima Online" to "Tediousness Online". I still suffer from that potion weight - often times my elfs and gargoyles go out with like 300 / 420 stones, gah. Now even more Stamina potions needed because "Total Refreshs" are being shattered by the nerf stick? Oh no, seems like the users of unapproved third party software are getting another round of tediousness so they can better rule over us all... like back when you randomized ore and wood?

    The nerf stick that is being used every so often has a huge impact on this game IMHO. Not always for the best. Sometimes when some monsters / actions were "too easy" at one time (like Swoop), people were actually having loads of fun doing that thing newly considered "too easy" (I wasn't there back then, so don't blame me for overusing it). Then, right after the nerf stick hit, there comes one another deserted place in Sosaria. I know that the topic is not as easy as I had put it. But I don't see how this game altering huge publish is doing any of the following:

    1. Make new people try out UO (tell them about those formulas and they are gone... :) ).
    2. Make people come back after pausing.
    3. Offer more fun to current players. (ok, admittedly, some PvPers maybe want some of these changes? I am not sure, honestly)
    4. Make people with active accounts but who also never log in want to log in again and enjoy the fun.
    The nerf stick usually really means one thing to a lot of players: "Haha, you are too late. The fun time is over, go on, maybe we got some nice eye candy at Origin store!". Maybe you should all skip this and reactivate Tokuno Treasures for a month or two instead? I didn't want to join the Dev-Bashing, I am deeply sorry for that. But this exploding mushroom of formula scares the hell out of me.
     
    #47 kRUXCg7, Feb 23, 2013
    Last edited: Feb 23, 2013
  48. virtualhabitat

    virtualhabitat Lore Keeper
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    1. "There is a much greater chance to acquire high intensity components in Felucca."
    Does this mean the wash, polish and gloss come in different intensities? Is it possible to combine them?
    -also, there is no provision to use these refinements on regular leather armor? Please forgive my ignorance, but why not?

    2. Is it possible that the raw materials could be crafted with the appropriate skills/skill now or in the future? (alloy, blacksmith; leather braid, tailor; solvent, alchemist.

    3. Will the protection spell provide the same level of protection when casting animal form as it does when casting magery spells?
     
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  49. KLOMP

    KLOMP Sage

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    Also, spoiler alert, here is what's going to happen: PVPers are going to do the math and figure out that raising your DCI cap helps against dexers with HLD way less than it would seem, while the lowered resists just make you mage-bait. They'll realize they don't give a crap about Refinements, roll over, fart, make yet another post about how there's nothing to fight over anymore, and go back to sleep.

    It's in my carebear blood to make an angry post asking why you bad old devs are giving extra stuff to those mean old PVPers again, but I find that I just can't summon the will. Everyone that looks at the math on these things just throws up their hands and calls them stupid anyway, so I can't be arsed to care WHERE they drop.

    I can't believe they delayed for an extra week, looked at all this feedback, and then their response was "Exact same thing but take the LMC cap off the inherent LMC."
     
    #49 KLOMP, Feb 23, 2013
    Last edited: Feb 23, 2013
  50. PwnySlaystation

    PwnySlaystation Lore Keeper
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    Oh no, your over powered skilless to play pvp character has been nurfed, whatever will you do?


    pick up a Mage book?
     
    #50 PwnySlaystation, Feb 23, 2013
    Last edited: Feb 23, 2013