Publish 80.0.0 (Hypothetical...) Weapon Special Moves Disarm: A successful Disarm leaves the victim unable to re-arm another weapon for 5 seconds. Once this effect wears off it cannot be re-applied for 10 seconds. This move is exempt from the Tactics requirement when used as an Unarmed (wrestling) special move. Double Shot: Mana cost raised from 30 to 35. Send two arrows flying at your opponent if your are mounted. The second arrow has an 80% chance to hit. This arrow cannot activate "on hit" item properties. Double Strike: The highly skilled warrior can use this special attack to make two quick swings in succession. The second strike has an 80% chance to hit. This strike cannot activate "on hit" item properties Infectious Strike: Mana cost raised from 15 to 20. Mortal Strike: A successful Mortal Strike will render its victim unable to heal any damage for several seconds. Lasts for 6 seconds (player) or 12 seconds (NPC). Applying Mortal Strike again within 12 seconds halves the duration. This can repeat, further reducing the duration to 1 second, until 12 seconds have passed. Does not prevent curing poison or stopping bleeding. Psychic Attack: A successful psychic attack will now afflict the target with a 20% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration. Serpent Arrow: Mana cost reduced from 35 to 30. The Poisoning skill will give a (Poisoning Skill)% chance to increase the level of poison delivered by 1. With Poisoning skill 0.0 - 19.9 you cannot inflict posion With Poisoning skill 20.0 - 59.9 you can inflict level 1 (with a chance of level 2) With Poisoning skill 60.0 - 79.9 you can inflict level 2 (with a chance of level 3) With Poisoning skill 80.0 - 100.0 you can inflict level 3 (with a chance of level 4) I chose the layout at the top to hopefully have people experience what they might think and feel if they saw changes like these in a publish. My goal was to keep much of the original wording as possible and alter as little function of the moves as needed. I will attempt to explain my thoughts as best as I can and give an overview of the weapon special system. The moves listed above I believe are easier to fix then the others I will discuss further down in the post. Feel free to turn and run now (long post) or post your thoughts and opinions after reading. Thank you. Armor Ignore: For this attack, the defender has 0 Physical Resistance, but the attack only does 90% normal damage. Damage is capped at 35 in PvP. Most Armor Ignore weapons don't need maximum tactics, anatomy, strength, and damage increase to easily reach the PvP damage cap. Arguably the best overall move for both playstyles. The move which other damage moves are compared to. Needs more competition in PvM. Armor Pierce: *Yumi and Sai only* Upon landing an Armor Pierce, 50% of the damage dealt is added as direct damage, with a possibility to damage the target's armor. *Requires Bushido or Ninjitsu skill* Functions similar to Crushing Blow currently, but costs more. A mediocre move that should be improved in damage or by adding an effect. In PvP with maximum tactics, anatomy, strength, and damage increase the top end damage is 36 for the Yumi vs 70 resist. Bladeweave: The use of Bladeweave triggers a random special move from this list: Armor Ignore, Bleed Attack, Block, Crushing Blow, Concussion Blow, Double Strike, Feint, Mortal Strike, and Paralyzing Blow. A bad move in that its effect is completely random. In addition the moves are a mix of offense and defense and some require Bushido or Ninjitsu to work. Should be improved with a new reliable effect or at the very least do either offense or defense, not both. Bleed Attack: Should not be able to be repeatedly applied for maximum disruption effect. This is a much trickier move to balance as its effect varies based on duration. A cooldown is the easiest solution, but a resistance effect similar to poisoning's passive resist bonus could also work. A solution like my Mortal Strike suggestion could work as well, but isn't as clean a fit in my opinion. *Need more feedback on this one.* Block: On executing a successful block, players will receive a bonus to their defense chance 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. *Requires Bushido or Ninjitsu skill* Sounds interesting, but I couldn't find any definitive numbers on it. Unfortunate that skills and weapon choices restrict it. Crushing Blow: This attack increases the damage done by a weapon reaching its mark by 50%. Additional damage is applied as physical damage. A mediocre move that should be improved in damage or by adding an effect. In PvP with maximum tactics, anatomy, lumber jacking, strength, and damage increase the top end damage is 38 for the Ornate Axe vs 70 resist. Concussion Blow: *Up to date description (Publish 60). Thank you Logrus.* Does 10 direct damage and temporarily drains 50% of the target’s mana, restored after 6 seconds. Target becomes temporarily immune to this drain effect if it happens too often to them. A mediocre move that should be improved in damage or by adding a better effect. In PvP and PvM with a choice between this and Armor Ignore, AI wins. Defense Mastery: *Lajatang and Kama only* This special move allows the caster to increase their physical resist, which can exceed the individual's cap of 70%, for 5 seconds, at the expense of a damage penalty which scales between 60 - 10%. *Requires Bushido or Ninjitsu skill* Sounds good, unfortunate that skills and weapon choices restrict it. Disarm: *Suggested change at top* Reason for change is to prevent an abusive mechanic when repeatedly used. Dismount: Does its job well. Double Shot/Double Strike: *Suggested changes at top* Reason for change is to provide some alternatives to Armor Ignore. The change makes the moves more reliable which is needed to be competitive with Armor Ignore. In PvP with maximum tactics, anatomy, strength, and damage increase the top end damage would be 48 (if both attacks also hit max) for the Yumi vs 70 resist. In PvP with maximum tactics, anatomy, lumber jacking, strength, and damage increase the top end damage is 44 (if both attacks also hit max) for the Double Axe vs 70 resist. The second attacks not activating "on hit" specials is to prevent excessive damage spikes in PvP now that average damage would be more stable. Dual Wield: *Tekagi only* *Requires Ninjitsu skill* 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 committed 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. Wow... so many mechanics where to start? Sounds really interesting, but I can't even begin to get any real data to tell if this is worth it. *Read Logrus' post for more details.* Feint: Reduces the attacker’s damage by a percentage. The percentage can be 20% to 50% and scales based on the defender’s weapon skill. Duration is 6 seconds. *Requires Bushido or Ninjitsu skill* Good move, unfortunate that skills and weapon choices restrict it. Force Arrow: *Elven Composite Bow only* This attack provides a 20% damage increase. Additionally it will reduce the target’s defense chance 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 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. Fun, but limited to weapon. Force of Nature: *Wild Staff only* Any hit damage is multiplied by 1.65. However, in compensation, the attacker receives a poison damage penalty of between 25 and 35 Hit Points (which is subject to resists as per normal). A really bad move that doesn't add up at all. In PvP with maximum tactics, anatomy, strength, and damage increase the top end damage would be 23 vs 70 resist, you also take between 8-11 damage... for 40 mana! I would suggest a new effect or drastically increase the multiplier. Frenzied Whirlwind: It deals damage to all enemies within 2 tiles in two successive hits over time. *Requires Bushido or Ninjitsu skill* Only available on 3 not used weapons and npcs/players can easily move out of range before effect is done. Needs a change. Infectious Strike: *Suggested change at top* Reason for change is to prevent a frustrating experience when repeatedly used. For many it currently only costs 3-6 mana after reductions, this would make it 6-12. Infused Throw: *Cyclone only* The projectile will be infused with energy by the attacker causing it to do more damage and stun or dismount the target. Good as is, does its job very well. Lightning Arrow: *Magical Shortbow only* Upon successful use, hits target and any two allies of the target that are within 5 tiles with a lightning bolt, that does between 29 and 40 points of energy damage. No target will get more than one lightning strike. If there are more than two allies within the 5 tile radius, two are selected at random. No complaints. Mortal Strike: *Suggested change at top* Reason for change is to prevent a frustrating experience when repeatedly used. Moving Shot: This special move allows archers or throwers to fire while on the move. This shot is somewhat less accurate than normal, but the ability to fire while running is a clear advantage. Good as is, does its job well. Mystic Arc: *Boomerang only* The thrown projectile will arc to a second target after hitting the primary target. Chaos energy will burst from the projectile at each target. This will only hit targets that are in combat with the user. Good as is, not used often because the Boomerang . Its complimentary move of Concussion Blow doesn't help. Nerve Strike: *Bokuto only* Does damage and paralyses your opponent for a short time. *Requires Bushido skill* Good as is, does its job very well. Paralyzing Blow: A successful Paralyzing Blow will leave the target stunned, unable to move, attack, or cast spells, for a few seconds. Duration is 3 seconds (player), 6 seconds (NPC). The duration is broken by combat damage in the same way as paralyze spell. This move is exempt from the Tactics requirement when used as an Unarmed (wrestling) special move. Good as is. Psychic Attack: *Elven Spellblade and Magical Shortbow only* *Suggested change at top* Reason for change is to tweak an underused move. The tiny adjustment makes Psychic Attack a little more powerful by fully countering lower mana cost in PvP. Riding Swipe: *No-Daichi only* If you are on foot, dismounts your opponent and damage the ethereal's rider or the living mount(which must be healed before ridden again). If you are mounted, damages and stuns the mounted opponent. *Requires Bushido skill* Good as is. Serpent Arrow: *Elven Composite Bow only* *Suggested change at top* Reason for change is to correct a disfunctional move. Currently its poisoning formula is random and incase you weren't aware it also has a chance to summon a snake at the target which either does nothing, or attacks you... Shadowstrike: Successful use of Shadowstrike deals 25% extra damage to the target and renders the attacker invisible. *Requires 80 Stealth* Interesting, but not feasible. The player is often revealed as soon as hide activates/stealth attempt is made. Suggesting a change to something more functional and significant for all playstyles. Talon Strike: *Tekagi only* Talon Strike imparts a damage increase of approximately 20%. It also gives the target a negative hit point regeneration for a short time. At 120 ninjitsu the effect is -50 hp regen for 3 seconds. This means you will do an extra 15 points of damage that ignore armor but can be offset if the target has good hp regen. *Requires Ninjitsu skill* This move was nerfed aggressively in the past. It currently needs a change. Wall of Text: Hits you for 9999 damage (Its over 9000!), 1 shot I win! Its not like you read this far anyway... Whirlwind Attack: The Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty spinning swing. Good as is. Thank you Stratics and UOGuide for the information and to anyone that made it this far. I look forward to your feedback.