Mana for Special Strikes

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Lymus
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Mana for Special Strikes

Post by Lymus »

Just curious, why did OSI/EA determine special strikes should be used with Mana? I guess, in a sense, it would make sense to have an intelligence requirement. This would represent training the character has in advanced tactics, even though the skill Tactics actually covers that anyways

In a sense, I'm not saying this is better for the game or anything, woldn't it be more logical for Stamina to be the cost for special strikes?

Now, before I get flamed, I'm not asking for Stamina being used for special strikes. I'm just asking why, do you think as a player, it wasn't introduced as that originally.

I'd assume it'd be more logical to require a intelligence rank of, approximately 50 to use special attacks, and stamina would be subtracted from everything you use one. Swinging an axe with haste to do a double-strike would hurt my body more than give me a headache. (Yes, I know that's not what mana is, but let me entertain myself with a bad joke.)

Anyone have an idea?

Archived topic from AOV, old topic ID:2650, old post ID:17012
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d.
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Mana for Special Strikes

Post by d. »

stamina was origionally required for special punches pre-aos, and normal wep "specials" were free, but only randomly went off. The chance was anatomy/4, so 25% at gm. Now adays, if it cost stamina for specials, i doubt any dexxer would use specials because draining your own stamina would be silly. Not to mention you could make a dexxer with a 250 stat cap and do 120/120/10 base stats (without gear). with str/dex pots and gear such as totem/pugs/jackals and stam inc/hp armor, you could easily get 150+ life and 200 stamina on a normal server easily.

Also think about refresh potion, a dexxer could carry 100 of them and basically have the equivilant of infinite mana for special strikes.

This post should be moved to general discussion, as this is not really a bug.

Archived topic from AOV, old topic ID:2650, old post ID:17014
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Red Squirrel
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Mana for Special Strikes

Post by Red Squirrel »

Think its mostly to force the need for mana, otherwise a dexxer could jsut set mana to 10 and have crazy str/stam.

Archived topic from AOV, old topic ID:2650, old post ID:17015
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d.
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Mana for Special Strikes

Post by d. »

do you read anything I type RS =p lawl.

Archived topic from AOV, old topic ID:2650, old post ID:17016
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Death
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Mana for Special Strikes

Post by Death »

Lymus wrote:Just curious, why did OSI/EA determine special strikes should be used with Mana? I guess, in a sense, it would make sense to have an intelligence requirement. This would represent training the character has in advanced tactics, even though the skill Tactics actually covers that anyways

In a sense, I'm not saying this is better for the game or anything, woldn't it be more logical for Stamina to be the cost for special strikes?

Now, before I get flamed, I'm not asking for Stamina being used for special strikes. I'm just asking why, do you think as a player, it wasn't introduced as that originally.

I'd assume it'd be more logical to require a intelligence rank of, approximately 50 to use special attacks, and stamina would be subtracted from everything you use one. Swinging an axe with haste to do a double-strike would hurt my body more than give me a headache. (Yes, I know that's not what mana is, but let me entertain myself with a bad joke.)

Anyone have an idea?
Although stamina would seem a lot more logical, it was put into place to give a dexxer the need to take up intelligence. Otherwise, they would go very low int and just load up on strength and dexterity. Also, mana was used as an incentive to not just spam special shots unless you could afford the mana (On osi, you can spam special shots but it takes double the mana if done within a certain time frame. Because of all the LMC and regen here, this does not occur to make things less gimp PVP wise).

OSI was actually thinking on having stamina affect cast speeds for mages as well because mages are doing the same thing dexxers were in the respect that a certain class does not make use of all three of the stats, therefore they can sacrifice points in that stat and load up on the other (In the case of mages, they didn't need stamina and just loaded up on mana/int). I'm not sure if OSI actually went along with this though.

Also, as mentioned above, allowing stamina to affect special shots may seem like a pretty nifty idea but there's numerous spells and tools in place to recover lost stamina (Divine fury, refresh potions) so that can be a dangerous idea. It would make sense that your stamina would go down if you use a special shot (Because you're putting more energy into your weapon to inflict it), but think it would do more harm than good to put that in, judging by different classes who also use weapons (Mages).

Archived topic from AOV, old topic ID:2650, old post ID:17017
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