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Discussion in 'UHall' started by I Play UO, Nov 27, 2010.
Anyone else find it odd that every single dexxer in UO uses a bokuto? Wonder why that is...?
Random Chance in UO
The obtuse amount of damage compared to stamina that's needed to swing it at cap is a major reason they use it. One of my mages has a 30SSI bokuto and 5 SSI on the ring and it swings a bokuto at 1.25 with 0 stamina... the base swing should be adjusted, but that's far down the list of things that need to be changed.
It was a rhetorical question...they need to be nerfed.
Not to much of a problem when it is disarmed. Wonder why that is...Hmmmm
Because SP, Nerve, Nerve, bombard is pretty sweet :>
I know, but pointing out the imbalances that some people might not understand makes it get abused more which in turn gets it fixed faster.
I don't feel the need to answer when you included this.
Ever heard of a term called exaggeration? Although it's not much of one. Fastest weapon in the game, strongest weapon in the game. How does that make sense?
As a matter of fact,Bokuto is popular weapon for juvenile delinquent in Japan.in UO too lol.
BS - It is the only thing left on melee warriors that hasn't got castrated do to archer abuse for the most part.
Double strike got adjusted
Talon Strike got adjusted
Mana Leech got adjusted
concussion blow got reworked
perfection was killed
LS was capped
evasion was adjusted
Holy light was adjusted
wither was adjusted
ornate axes were adjusted
bushido parry was adjusted
poisoning was put in moth ball
nerve strike was adjusted in Pub 46
DS - nerfed several times
Ki attack got nerfed
Weapon base damage is a joke now.
So you got killed and come on the boards to try to take the last thing melee warriors have left with a chance to kill and try to get it nerfed because you couldn't stay one tile away and wasn't smart enough to heal.
BTW Nerve strike pales in comparison with archery.
higher weapon base damage
attack from distance
attack on the run
base damage + hit spell+ Velocity
Special Move + hit spell + Velocity
Special moves on the Magic shortbow should be changed to Nerve Strike and Moving Shot, base weapon damage unchanged, base swing speed lowered to 2.0 on par with bokuto.
Oh and to make elven race more appealing... make sure that while holding a magic shortbow, since it's a 2 handed weapon so you should be allowed to activate evasion (req. parry/bushido skill) and parry. Legolas can do it why not other elves? And since archers are so underpowered and cant disarm, we need to give them a little more to balance it a bit. A successful nerve strike shot will also disarm the victim for 5 seconds. This will help archers a little bit compare to overpowered melee dexers and pure mages.
*running away with a flame eater 100% cloak on while switching to 40ssi fire extinguisher*
Anyways, when I look at nerve strike/bok in general, I guess thats the last reason why the devs kept archer's power kinda over the top. Maybe all devs other than Logrus play stealth archers.
WU / Thrax2...why is it you always try to play up like you don't play a stealth archer? That is all you play on MY shard...
Things that make you go...hmmmmmm.
So you're saying since every other ridiculous advantage dexxers had was fixed, that nerve strike should remain ridiculous? With lightning going off nerve strike easily does 40+ damage against 70 resists, plus stun. This coming from a weapon with 2s weapon speed. Easily the hardest hitting special from a melee character from the fastest weapon speed allowed in game. This does not make sense no matter how you look at it. It's an obvious imbalance.
BTW I die way more to nerve strike than I do to archers.
With regard to the whole "I couldn't stay one tile away" piece of garbage, have you ever fought a nerve strike death strike dexxer on a mage? If you run, you take 40 damage. If you stand still, you take 40 damage.
Sure have. You just need more experience. You can pot, use a healing stone, break left or right do 2 heals and a greater heal.
Lets not forget disarm.
Take any vet pvper. You could survive even before all these pvp caps were put in. It's all timing and keeping a level head. Healing and curing are considered the first thing to learn in pvp.
However I can see how this new generation of players work. They just rove around in zerg guilds side swiping targets and never learning all aspects of pvp.
BINGO! And you know why? UO encourages ganks and dismounts...
Base Damage + Hit Spell + Nerve Strike Damage + Paralyze Affect (Which means a Full 2nd Swing) so X2 in 1 Shot.
BTW the only other ability that has the Same function as NS, is Dismount, and i say that because it does *BOTH* insane damage and an insane affect, and Oh low and Behold, Dismount is a Problem.
And 2nd Btw.. The Bokuto has Fient.. Lol? Easily one of the best defensive weapon special in the game (The Best from my Opinion).
Max Swing Speed
Nearly the Highest possbile Damage via 1 attack
a -50% Damage Affect
Is Made of Wood can thus can have extra "enchanced" Mods
Its like Me casting Flamestrike at 1.25 Speed, 50% Chance to hit, with an Added paralyze Affect.
You dont compare non taming/myst mages to any dexers silly. Something better be left unknown. Mages arent the favorite rightnow. keep it down!!!
Learn to adapt. Nerve strike isn't overpowered. And for those complaining about the Spell Plague/Nerve combo... Did you not read the notes for the next publish? It is being rendered ineffective. If you die to nerve strikes, then you suck.
RNG is working as intended...
How do you Adapt to a 50% *Chance* of hitting someone.
Its like losing at dice then being told to adapt... What?
Btw the current nerve strike dmg is bugged.
I just tested it, on live servers nerve bonus dmg is always 25 at 120 bushido, however on TC nerve bonus damage is 13 to 25 and the damage spread seems to be linear.
So in reality after the patch goes in nerve strike is taking a -5 damage nerf on average.
Really? Because everyone on TC is still playing mystic nerve strike dexxers and they are effective as ever. I'd love for you to fight my mystic dexxer...I'll be the guy standing over your corpse saying "you died to nerve strike...you suck".
I think hit spell will still set off plague. People will just need to change tactics a bit. Instead of just sp/nerve/nerve/bombard they'll need to throw in netherbolts after each nerve to try for a tick.
SP dmg will also not proc as often.
Overall, the templates will still be very fun to play and will still have a chance for crazy burst dmg, but it won't be a guaranteed kill like it is now.
I think they should nerf nerve strike... Either that or give it to other weapons as well not JUST the bokuto...
Honestly I think it is overpowered.... either that or put some sort of massive timer on it or make it cost 2x the mana if you use it more than once in a row like Armor Ignore does.
Well, I believe many myst bok bok players are gonna hate me for this...
All I will say is yes hit spells still sets off spell plague, because they are spell damage... and...
Nerve Strike Damage still COUNTS as spell damage, thus will still set off spell plague just like rightnow on live shards and this is currently on TC. Only thing changed for the bok bok mysts are the bokuto damage no longer sets off SP but the nerve strike direct damage still WILL
If they nerfed nerve strike people would actually have to come up with special combos instead of just spamming the same overpowered one over and over and over...
Add some spellweaving in there and use Immolate weapon for 100% chance of fire damage every hit.
OK.Let's Calculate damage of Nerve Strike.
1:direct damege 6~(by tactics90,damege-increasing40,anatomy0)
2:Hit additonal spelldamege 10~
3:special damage that ignore resist.
normally,we have 120bushido,insert to formula.
for simplicity, random number fix 5.
Conclusion,We can give over 36~.
MOREOVER!!!!!!!!! Direct damege is a very very small.So,can stop Tactics 90.
Ahhhhh,,MOREOVER!!!!!!!can swing by 1.25 easily.
Who use others？
I'm not saying this calculation is incorrect, but I've died numerous times to a single nerve strike having 44 hit points left.
The formula is not incorrect, but it's not how current nerve strike damage is calculated. Currently nerve strike bonus damage is always at max ([email protected] bushido) whereas on TC 120 bushido nerve strike will hit for anywhere between 15 to 25. I have no idea how you went from full hp to 44hp in just 1 nerve strike. Is your max hp around 80?
If you received curse.additonal spell damage increase 13,
Remark,this damege is effective Inscripiton , max15%SDI and Intelligence BONUS.
so,Mages's Nerve are horrible.
Moreover,Human guaranteed every 20skill.of course including Inscripiton.
and have tactics 120,direct damage reach 8.
so,calculate max damage of Nerve used by BushidoMages.
8+13(curse+SDI15%+human+Int125)+25=46 and We should use trapped-box to remove Paralyzed,This damage 10~
Actually, Over 56.
If fixed a bug,"Only a drop in the ocean"
If you actually read my post, it says I died to one nerve starting at 44 hp. Curse may be the explanation. Also, hitting between 15 and 25 is really not much of a relief.
COMBO wiht "Spell Plague"It is too strong,so fix Pub69.
you should understand "specifications"
Nerve strike - Direct damage was 25
Publish 46 put in a rnd 0-10 hp less damage.
So Base damage + Hit effect vs resist + 25 direct - 0-10 hp
Max base (150 str, anat, tact 120 each, 100 DI vs 70 = 12 rounded down.
12 + 25 = 37 then add in your hit effect vs resist. Sounds about right.
It still isn't a 2 hit kill any way you look at it. Heck archers and mages do that much damage from a distance in about the same time frame and everyone is complaining of a hit that needs to be made 1 tile away and that is if it is a hit and not a whif.
PvP 101 - First lesson. Learn to heal, learn to move.
Nerve strike paralyzes..... how do you expect me to move???
Secondly I still think it needs a HUGE nerf.
And learn to use "tactics" not just whack whack whack with the same special over and over and over until person is dead. That's lame.
The paralyze only last a blink of an eye and breakable on a hit. When paralyzed you have these options
2. Healing Stone
3. Start a bandage
4. trap box
after the effect is over. Use twitch skills, 2 heals and a greater.
disarm if possible.
In PvP you have to expect to get killed every now and then. What good is a char with no chance to kill solo?
Should all other templates besides yours just be targets with no chance of killing you. Clearly Nerve strike is survivable. If it wasn't it would of been put on the chopping block long time ago.
Overall people just need to get out and learn how to adapt. Every attack, combo currently you can counter. Just keep a level head, dont panic and heal. If you are in a zerg guild, it is of benefit you learn defensive pvp.
Sounds to me like someone is very reliant on nerve strike to PvP. rolleyes: