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Discussion in 'UO Developer Feed' started by UODevTracker, Dec 18, 2010.
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Actually I believe the damage bonus should be bypassing the 300% DI cap.
Armour ignore damage from the players will not receive bonus or penalty.
The first hits receive a steep penalty which decays rapidly. After that the bonus builds slowly over the next hits until it caps at 20 %. Once at 20 % the next 5 hits maintain the + 20% damage rate. After that the focus builds up again from the penalty.
If all hits are doing equal damage, the damage output is just a little bit above even.
However, the levels are constant and predictable so a player can choose to take advantage of that damage increase.
(So you could build up focus on regular hits, or low level quick spells, and then when you peak, Flame Strike, Crushing Blow etc... taking advantage of the larger burst damage)
What summon food doesn't produce cake????????
Sorry, I guess I wasn't clear about the armor ignore.. So armor ignore vs mobs will still get the bonus. In PvP or PvM It will still allow you to increase your level in the cycle, but the damage modifier will be ignored for PvP. So all AI's in PvP will be the same damage potential regardless of your focus level.
So if you were using it in PvP you could potentially build up using armor ignore and then switch over to another attack once you are at higher damage levels.
Though switching weapons/targets would cause your levels to reset.
As for challenge vs tedium, the focus effect items have high short term penalty, and a small longer term bonus. If every attack was equal they do slightly better than break even.
That being said the bonus from using these items comes directly from how the players use them.
So players who favor a fire and forget playstyle will find less utility in this type of item.
Actually the time to take down the Scalis can be drastically cut down by a small party of varying skill sets. Or you could spend 2+ hours trying to kill him with the same tactics that work on most other mobs.
AoE damage will cause a reset if you hit other targets.
I'll have to check the Hit Area effect ones out and see how those implemented to see what type of damage they are factoring.
Otherwise effect will only reset by cycle or by switching targets
Also focus damage should allow you to exceed the 300 DI
Testing using an ornate axe.
100% Dmg Increase from Items
Dmg Range 72-80 (Base), Max Damage 96 at peak focus. (144 achieved using crushing blow)
Adding 100 Lumberjacking
Dmg Range 76-85, Max Damage 102 at peak Focus ( Crushign blow :178 Max Achieved with LJ dmg Proc, otherwise max 160)
How about a message indicating when your are in the damage gain period versus the damage peak levels.
I'll see what works best.
Battle Lust works a little differently. Basically the more damage you take, the more damage you do.
Every time you receive damage your battle lust pool increases by 1%
For every target your are aggressing you gain access to up to 15% damage in your lust pool.
Your lust pool decays over time and will eventually 0 out if you aren't taking any damage.
So if you are aggressing one target, every time you take damage (regardless of the source) you get a bonus of 1% damage toward your aggression victim (Up to 15%).
If you are aggressing 2 targets your accessible damage pool is up to 30%. So at max you'd be hitting both those targets for 30% more damage.
VS Players your maximum damage pool is 45%. VS Mobs your maximum damage pool is 90%
Spell focus will work with the hit spell effects on weapons. But other than that the effects don't interfere or stack. So hitting with a weapon that doesn't cause a hit spell effect wont affect your spell focus, and hitting with a spell wont affect your weapon focus.
Non damaging aggressive spells won't change the level of spell focus, but they will cause it to cycle if you start hitting a new target.
Maybe but that wouldn't remove the brittle property.
only aggressive spells. Beneficial spells are non aggressive and won't influence the effect