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Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Thu Mar 13, 2008 7:22 pm
by Red Squirrel
* Weapon/book slayers and talisman slayers no longer stack

* Wither damage has been changed. It is higher based on amount of targets. (more targets = more damage)

* Weapon damage/speed calculations have been tweaked. STR and Stam now have better effect on damage/speed. Ex: instead of needing 40 str to hit cap, you now need 150. On certain weapons you can get away with lower str/dex depending on base damage/speed. Before you could easily hit the caps with low enough stats, making stat scrolls and stat manipulation pretty much useless.

* AoA formula has been slightly changed

* ML artifact drop formula has been changed a bit, for peerless bosses.

* ML peerless recipe drop system has been changed. There are 3 levels (see contentDB) and most can also drop through the craft quests.

* Reflect physical has been capped at 50%. Probably no way to hit that, but just in case

* Ball of pet summoning now requires to be in backpack to be used

* Scissors cannot cut stuff that is locked down

* Did minor tweaks to spell recovery code, this should not be noticable

* Fixed minor duping bug (duping items not working properly, not a duping flaw, but gm command issue). Mostly effected staff, but also changeling did not use right hues when turning into you which was related to this bug.

* Damage increase cap has been increased from %300 to 350% (this counts DI property, EO1, slayers, pack instinct on creatures etc)

* Magery SDI cap has been increased from 300 to 350. (this counts slayers, SDI etc)

* Mobs that have over 100 of a resist will actually get healed by that damage type. The % healed will depend on the % of that damage type (ex: 50% fire weapon), the damage inflicted, and the % of resist over 100.

The calculation is as follows:

Code: Select all

	if(resPhys>100 && phys>0)totalHeal += damage * phys * (resPhys-100);
	if(resFire>100 && fire>0)totalHeal += damage * fire * (resFire-100);
	if(resCold>100 && cold>0)totalHeal += damage * cold * (resCold-100);
	if(resPois>100 && pois>0)totalHeal += damage * pois * (resPois-100);
	if(resNrgy>100 && nrgy>0)totalHeal += damage * nrgy * (resNrgy-100);				

	totalHeal /= 10000;

	if(totalHeal>totalDamage)
	{
	totalHeal-=totalDamage;
	totalDamage=0;
	}
	else
	{
	totalDamage-=totalHeal;
	totalHeal=0;
	}
	
totalHeal is deducted from the inflicted damage, if there is more remaining, then it actually heals the mob. But lets say you hit humus with a 50% cold and 50% fire wep, the cold will probably do more damage then the fire will heal, so it will just reduce the damage instead.


*Weapon damage/speed caps have been changed as follows, by skill:
(damage cap applies only to pvp)

(skill, delay, raw damage)

Fencing: 1.25s , 80 damage
Swords: 1.5s, 90 damage
Macing: 1.75s, 120 damage
Archery: 1.5s. 80 damage

Melee skills were all 1.5s and 70 damage before, archery was 1.75s. These per class differences give better value to each class.

* Weapon speed display has been changed to the new OSI format, and all weapons have been updated to have the correct speed ratings. Some weapons may be faster/slower then before.

* SSI cap has been raised from 60 to 70. (this counts SSI property as well as other bonuses like reaper form, divine fury etc)

* Fixed house placement bug involving rubble. The owner of a demolished house can place over the rubble, but no one else can. This used to work, but stopped. Now it works again.

* Bonded pets are now harder to loose due to going wild. Their loyalty drops slower, and they will never go wild if their master is in view.

* Pets now have a chance to loose loyalty if they are damaged and their master cannot be seen.

* Pets gain some loyalty when they are vetted (with vet skill) by their owner.

* Essense of wind and thunderstorm effect duration has been increased (3x arcane power as before, so level 6 is like level 24 in for duration)

* Wild AWs have been bumped and are more powerful then before.

* Mobile spawns now have OSI like animations (earth elementals coming out of the ground, etc)

* Peerless entry proceedure is now a bit different. Key user gets a gump to confirm, clicks ok, gets teleported, then everyone in the party gets a gump similar to the gauntlet confirm one. The members have 1 minute to respond to the gump and are then sent to the peerless.

* Reusable master peerless keys no longer exist (they were not actually reusable as they decay, and have no purpose even if they were reusable)

* Monster corpse decay time has been increased from 7 minutes to 12 minutes

* Explosion potions now work differently. If you double click when its on the ground, it sets off the explosion timer right away and does not give a target. They also have a 1 sec timer between use.

* Defence Mastery special shot now allows to go over the physical resist cap, up to 150. So on top of your bonus, your armor above 70 can possibly make you imune to physical attacks. If you reach over 100 physical resist physical attacks will actually heal you based on how much you are over 100 ((resist-100)%). This is not the case on OSI, but we found this special totally useless, given everyone has 70 physical anyway.

* Moving shot now gives a slightly better chance to hit, giving it more use.

* Dual Weild now automaticly gives you max swing speed bonus

* Nerve strike is now unbreakable, but resistable for about 30 seconds (this will effect any other paralyzing move)

* Force of nature now adds +20 poison damage and +20 physical damage to weapon elemental damage. So if you're using a wep with 100% physical it will actually inflict 120% physical and 20% poison

* Did lot of other misc tweaks to special shots, note that some are not as per OSI but thats our choice (some seemed useless, so we made them more useful)

* Golem controllers no longer get damaged when their golem gets damaged. This gives more value to using them as a crafter.

* Spells that normally cannot be casted in towns can now be casted in felucca. (ex: fields, summons)

* Fixed house bug enabling to get a glacial deed placed in your backpack.
To reproduce this, 1 char transfers a house to another char, but before accepting the trade, demo the house, then have one person walk away.

* When transfering ML creatures, the proper item ID will now show in the transfer gump, instead of the default ball icon. Also, the transfer item will be with the same hue as the creature.

* Ethereal voyage as well as embracing honor now work properly. (mobs wont target you)

* Some new potions have been added: Conflagaration (creates area fire), Invisibility, and Confusion (makes combatants "forget" about you)

* You can now start to tame pets from 5 tiles away, like OSI

* A system to track of "delay use" items has been coded and implemented here and there throughough the code base. The plan is to move lot of delay based items to this system as its more efficient and easier to use. A few items that had no delay were added to this system.

* Did a ton of other smaller misc tweaks, fixes, etc, that were not documented

* Wild whipping vines no longer drop decorative vines as loot. This is as an incentive to taking up gardening. By harvesting green thorns, you are able to summon up whipping vines that have the vines.

* Citadel monster looks slightly altered to match a little more closely. Also, the three citadel bosses (High execution, master thief and grand mage) are not classified as "named" creatures so they will give a UOML artifact chance upon death.

As this is a big update, there is a bigger chance of possible issues. Please report any issues you may find.

Archived topic from AOV, old topic ID:2480, old post ID:15715

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Thu Mar 13, 2008 8:04 pm
by Death
Go fight some earth elementals or corpsers (Check first level of shame).

Archived topic from AOV, old topic ID:2480, old post ID:15717

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Thu Mar 13, 2008 9:23 pm
by Red Squirrel
Or mine up some elementals.

If you want to see the full corpser effect spawn a harrower. :P

Archived topic from AOV, old topic ID:2480, old post ID:15718

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 12:19 am
by d.
whatever you did to fcr.... i have 2/6 like before and my casting is slow as hell now, recovery is MUCH slower and affects all my mage spells... really messed up.

Archived topic from AOV, old topic ID:2480, old post ID:15724

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 12:37 am
by Death
d. wrote:whatever you did to fcr.... i have 2/6 like before and my casting is slow as hell now, recovery is MUCH slower and affects all my mage spells... really messed up.
K, we'll take a look at it.

Archived topic from AOV, old topic ID:2480, old post ID:15725

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 6:27 am
by d.
yea, i logged on to see some of the changes and change my suit up a little, and wen't to do some basic casting and I kept getting the "you must wait blah blah to recover" msg with 2/6. I was just like...hrmm..... lol. Big problem.

Archived topic from AOV, old topic ID:2480, old post ID:15728

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 6:36 am
by sliptongue69
Red Squirrel wrote:* Wither damage has been changed. It is higher based on amount of targets. (more targets = more damage)
This is something I could get used to really.
Red Squirrel wrote:* Reflect physical has been capped at 50%. Probably no way to hit that, but just in case
This was easily hit. Think enkels suit was above that.
Red Squirrel wrote:* Ball of pet summoning now requires to be in backpack to be used
I can understand why this went into affect, but I rather liked being able to use it from my bank/house.
Red Squirrel wrote:* Did minor tweaks to spell recovery code, this should not be noticable
This is VERY noticable. I will never understand why you hate mages so much. You seem to be a fairly intelligable guy, yet you can't grasp mages?

Archived topic from AOV, old topic ID:2480, old post ID:15729

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 6:59 am
by d.
sliptounge, I already brought up the thing about fcr, and death achknowledged they need to take another look at it (because now casting is slow as heck.) You don't need to be so aggresive with comments like "I thought you guys knew what you were doing." There are many ways of saying the same thing much nicer, try it.

Archived topic from AOV, old topic ID:2480, old post ID:15730

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 8:35 am
by Red Squirrel
Whats weird is last night I went and raped destard with my mage in about 10-15 minutes and never ended up getting spell locked (that happens if you try to spam too much or hold keys). And I like, never play a mage. If I find a dragon or reptile slayer and some SDI gear I'll have to go try it again some time.

Archived topic from AOV, old topic ID:2480, old post ID:15731

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 9:48 am
by d.
well now 2/6 is about 2/4. muchhh slower and I get the recov system message about every other spell.

Archived topic from AOV, old topic ID:2480, old post ID:15733

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 10:30 am
by Death
The cast recovery fix was put in as an effort to prevent scripts from surpassing delays and was not put in to nerf mages. As there's concern from the existing mages that there is indeed a significant difference in cast time, we'll be looking into casting and fixing the delays until the values are right.

Archived topic from AOV, old topic ID:2480, old post ID:15735

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 10:33 am
by Red Squirrel
The cast speed itself should also not have changed, the only thing that was changed is when you get the cast recovery message but try to cast again at that exact instant, it will always force the message to com back. give it (no joke) 0.1 to 1.0 secs and you'll be able to try casting again. Like I said I went and killed a bunch of dragons in destard with my mage and I don't normally play a mage so not like I'm good at it to begin with, and had no issues.

Also ensure you're not using any kind of razor loops, those will most likely screw you up.

Archived topic from AOV, old topic ID:2480, old post ID:15736

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 10:33 am
by d.
well yea...I logged on to see what it did, and by using just my uo macros and casting multiple spells in a row i was being stopped saying i must wait to recover ALL the time. fcr is one of the staples of AoS mages, and this crushes them.

Archived topic from AOV, old topic ID:2480, old post ID:15737

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 11:54 am
by ninja2007
and the aw kill tony in one hit now so i am getting really mad about this new patch everything is like x5 stronger wild aw need to Definitely need to be toned down

Archived topic from AOV, old topic ID:2480, old post ID:15739

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 12:51 pm
by Death
ninja2007 wrote:and the aw kill tony in one hit now so i am getting really mad about this new patch everything is like x5 stronger wild aw need to Definitely need to be toned down
That was osi's doing on the AWs, we just followed suit. AWs were bumped to become more powerful on osi so they were bumped here as well.

As for the regular dragons, those aren't supposed to be that strong, they are inheriting a wrestling trait in the ai so their strength is affecting their damage output. That will be fixed up.

Archived topic from AOV, old topic ID:2480, old post ID:15741

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 2:18 pm
by Red Squirrel
Thing to consider is look at a dragon, it has maybe 500str if more, so it really does make sense that they're hard. If you look at any other game or even in movies, dragons are feared. UO is the only game in which dragons are not really considered a threat. ancient wyrms are supose to be very strong, so it should not even be possible to melee them without lot of effort. I can tank paragon ones. There's something wrong with that picture.

But I'll take a look and see what kind of damage mobs are doing. it just did not seem out of whack in test phase, or even when I was out with my mage and I let 2 dragons and 5 drakes hit me while looking another and the damage seemed to be around 20-30 which does not seem all that bad. i ended up dying but thats because I had a lot on me.

Archived topic from AOV, old topic ID:2480, old post ID:15744

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 3:10 pm
by Death
Red Squirrel wrote:Thing to consider is look at a dragon, it has maybe 500str if more, so it really does make sense that they're hard. If you look at any other game or even in movies, dragons are feared. UO is the only game in which dragons are not really considered a threat. ancient wyrms are supose to be very strong, so it should not even be possible to melee them without lot of effort. I can tank paragon ones. There's something wrong with that picture.

But I'll take a look and see what kind of damage mobs are doing. it just did not seem out of whack in test phase, or even when I was out with my mage and I let 2 dragons and 5 drakes hit me while looking another and the damage seemed to be around 20-30 which does not seem all that bad. i ended up dying but thats because I had a lot on me.
I'd say the same if they weren't part of a champion spawn. I agree with you in the sense that dragons are to be feared. Back in the day, a dragon was something to be reserved for the strong players.

However, as times have changed, OSI pretty much moved those massive damage dragons and created Ancient Wyrms to carry their torch. So ancient wyrms are pretty much what dragons were long ago and dragons now are like little versions of them.

The damage difference for dragons is something a little more unpredictable because they spawn in large numbers as opposed to an ancient wyrm that pretty much has its own arena. So in that regard it shifts the gameplay for the dragons (Besides, their loot isn't all that great anyways).

Archived topic from AOV, old topic ID:2480, old post ID:15748

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 3:43 pm
by d.
I am curious if any testing has been done to fcr again, and if it will be changed back tonight after SW? Damien and I were going to start playing again a little bit (heard theres a bit of pvp on here now, and shard is growing so we can help new people.) But with this new fcr playing our mages is so slow it's not enjoyable or viable.

Archived topic from AOV, old topic ID:2480, old post ID:15749

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 3:48 pm
by Death
d. wrote:I am curious if any testing has been done to fcr again, and if it will be changed back tonight after SW? Damien and I were going to start playing again a little bit (heard theres a bit of pvp on here now, and shard is growing so we can help new people.) But with this new fcr playing our mages is so slow it's not enjoyable or viable.
As the update has only gone in last night around 8pm eastern time, the concerns were only addressed late last night, so no fixes have been done as of yet. Also, as server wars is moved to 7am now, unless red does an emergency update for fixes, the earliest time after that for normal SW fixes would be 7am eastern time on saturday.

Archived topic from AOV, old topic ID:2480, old post ID:15750

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 3:53 pm
by Red Squirrel
d. wrote:I am curious if any testing has been done to fcr again, and if it will be changed back tonight after SW? Damien and I were going to start playing again a little bit (heard theres a bit of pvp on here now, and shard is growing so we can help new people.) But with this new fcr playing our mages is so slow it's not enjoyable or viable.
I was testing it a bit last night, but I cant reproduce anything, even with harm spamming dragons to death while healing in between. But i was multi tasking so I'll have to test it further.

also a tip for pvm mages, invis will break all targets from you instantly. Unlike OSI, mobs here totally forget about you when they stop being able to see you.

Archived topic from AOV, old topic ID:2480, old post ID:15751

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 4:23 pm
by Plastic Man
The results on the magery are not as noticable for PvM as they are for PvP. In the PvP there are people here who have that inate timing of how fast a 2/6 spell is cast, And TBH, even I have noticed this change on my mage, and I don't play a mage for PvP much. But even NOT as a mage player and as a Dexxer, I can notice the difference, I'm not sure how you can't.

As for the dragon thing. Most of us trying to melee said dragons are legendary warriors. As in we have the skills of warriors from legends that were the only people capable of killing a dragon. The plain fact is that Even with evade/momentum strike and with 50 HLL on my spear and bandages I would not be able to tank 2 dragons at once now, not with them 2 hit killing me and seeming to ignore the fact that I have 120 in a wep skill 100 Parry/Bushido and 30 DCI and hitting me almost every time.

Even if you wan't to judge it off legends, I am a Legendary Fencer weilding a spear. I can supposedly masterfully parry like a master samurai, heal like a master healer, and have a Legendary grasp of tactical fighting maneuvers. Sounds like the kind of warrior in legends who defeats dragons before breakfast and cooks his bacon on their fire breath. And as such I seriously don't like the view from the bacon's perspective. XD

Archived topic from AOV, old topic ID:2480, old post ID:15752

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 5:32 pm
by sliptongue69
If you want to slow down mages...make FCR capped at 5 or something. If you do that though, you have to make dexxers casting times a bit slower too. Like 3/5 or something.

Archived topic from AOV, old topic ID:2480, old post ID:15753

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 5:34 pm
by sliptongue69
d. wrote:well yea...I logged on to see what it did, and by using just my uo macros and casting multiple spells in a row i was being stopped saying i must wait to recover ALL the time. fcr is one of the staples of AoS mages, and this crushes them.
DIAF

I brought this up before it was even made live.

Archived topic from AOV, old topic ID:2480, old post ID:15754

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Fri Mar 14, 2008 7:04 pm
by Red Squirrel
sliptongue69 wrote:If you want to slow down mages...make FCR capped at 5 or something. If you do that though, you have to make dexxers casting times a bit slower too. Like 3/5 or something.
That'd be something I'd be willing to do. 2/6 is more then enough for chiv. But then thats opening a whole other can of worms.

Archived topic from AOV, old topic ID:2480, old post ID:15755

Update [Mar 13 08] - Tons of tweaks, fixes and more

Posted: Sat Mar 15, 2008 1:19 am
by d.
casting should be 2/6 period.... 2/5 is insanely slow compared to 2/6, and on a server like this it would be rediculous to have anything slower than 2/6. Dexxers just got a nice boost (ssi/dmg changes) and mages lost one of the most vital things, 6 fcr. The change was stated to be "not noticable", but three people who know mage well (Damien, sliptounge, and me) all agree this is EXTREMELY noticeable in pvp. if you are testing this and you aren't getting the cast recover message every other spell, you are doing something wrong or casting way too slow, because this casting now is aweful.

Archived topic from AOV, old topic ID:2480, old post ID:15764