PvP- Think Tank

This is where you can make suggestions or report bugs that you've found
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d.
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Post by d. »

Well, from looking at the responses on my "un-nerf" thread, I can see most people are all for some changes on here pvp-wise. This thread is a think-tank, open ended ideas that we can all elaborate on.

Here are my ideas so far:
-increase alchemy skill bonus to explo potions or revise the EP cap. Also re-write alchemy to give higher bonus at 110-120 skill.
-greater the effects of corpse skin.
-increasing the stamina damage from painspike.
-camping gives 40% damage bonus to shadowstrike, surprise attack and backstab.
-arms lore gives a 35% damage bonus to damage when weilding a macing weapon.
-lumberjacking's damage bonus to axes increased.

That's all that comes to mind right now, let me know what you guys think, and also your own ideas. thanks!

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Death
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Post by Death »

d. wrote:Well, from looking at the responses on my "un-nerf" thread, I can see most people are all for some changes on here pvp-wise. This thread is a think-tank, open ended ideas that we can all elaborate on.

Here are my ideas so far:
-increase alchemy skill bonus to explo potions or revise the EP cap. Also re-write alchemy to give higher bonus at 110-120 skill.
-greater the effects of corpse skin.
-increasing the stamina damage from painspike.
-camping gives 40% damage bonus to shadowstrike, surprise attack and backstab.
-arms lore gives a 35% damage bonus to damage when weilding a macing weapon.
-lumberjacking's damage bonus to axes increased.

That's all that comes to mind right now, let me know what you guys think, and also your own ideas. thanks!
-Alchemy: In favor of increasing the bonus for having alchemy skill over EP skill. If you're going to be using 100 points for that skill, might as well make it worth it

-Corpse skin can probably be a % not affected by overall armor resists so no matter what your resists you take an equal amount of resitance hit

-Either increasing the stamina damage for PS or take a look at the SR rate

-Camping does not really go with ninjitsu. Tracking on the other hand might be an idea for that damage bonus. Camping I associate with rangers/woodsmen so maybe we can give some benefits to camping for using fire (We can maybe incorporate it into the wood system like burning oak wood does something different or something).

-arms lore already has a use in crafting. Also, there's tactics, anatomy, damage bonuses on items and honor to contribute damage wise.

-Lumberjack damage bonus with axes: I'm in favor of bumping that up a bit.

my $0.02

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sliptongue69
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Post by sliptongue69 »

Corpse skin is fine, just gotta know how to use it. Only way it's not very affective is on a dexxer where they can't curse first.

Arms lore would be a good idea to have on all weapon skills.

Lumberjacks do enough damage, if it's still at 30%.

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Death
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Post by Death »

sliptongue69 wrote:Corpse skin is fine, just gotta know how to use it. Only way it's not very affective is on a dexxer where they can't curse first.

Arms lore would be a good idea to have on all weapon skills.

Lumberjacks do enough damage, if it's still at 30%.
Lumberjack is 10% atm.

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sliptongue69
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Post by sliptongue69 »

Doesn't really matter tbh. PvP damage is capped at 35, and that's definitely not hard to reach. Hell. The spaniards were hitting me for 35, and they weren't the brightest when it comes to UO.

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Finlander
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Post by Finlander »

haha them pepe's were great

They always wanted to talk to me, i never understanded a word tho :D

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DOCTOR THUNDER
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Post by DOCTOR THUNDER »

pvp would be better with more people. I like how D. is thinking though, open up more possibilities. With more possibilities, hopefully more ppl will be looking for different equipment(IE my +15 macing 60 resist necklace). That would promote more ppl to pvm, some ppl prefer pvm to pvp anyways. It would promote the "replay factor" of the shard, kinda like how ppl on D2 make a FO sorc, then a barbarian, then a javazon, then...

*cough*make gauntlet bosses have turkey loot *cough*

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sliptongue69
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Post by sliptongue69 »

DOCTOR THUNDER wrote:*cough*make gauntlet bosses have turkey loot *cough*

LOLOLOLOL Good luck! Though it is a good idea for DFs to have better loot. If ya didn't notice, I wasn't even stopping to check because I knew it was garbage.

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Red Squirrel
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Post by Red Squirrel »

Actually gaunt loot could maybe use a small bump.

I don't want to do too many skill damage modifier changes, simply for the fact that its too easy to forget to document something and vets may know but newbies wont, so I try to base on OSI for that stuff, though I am in favor of changing formulas, such as making lumberjack give 30% instead of 10%, and also better alchemy bonus.

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DOCTOR THUNDER
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Post by DOCTOR THUNDER »

gaunt loot could use a bump, it drops 1 or 2 5 mod (close to)max intensity items per boss if you are lucky. thats 5-10 per round, and thats if you are lucky. if I was picking them up, I would have a pile of 50 dispel, 50 stam leech, snowy slayer 15/15resist weapons. Just cause the intensitys are high does not mean its gonna drop an uber weapon.

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