Many PvP Balance Changes on Test Center

News pertaining to UO or the Atlantic Shard. Have news? Send a PM to Link!
Post Reply
User avatar
Kiwi [MM]
the Expert Troll

Post Wed Jun 22, 2011 12:53 pm

http://vboards.stratics.com/uo-test-cen ... ost1976857

Game Balance Changes
Focus Skill Spec (PVP)

Increase of spell damage increase cap from *15% to 40%* for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
*subject to change based on testing

Poisoning:
A few tweaks to Poison and Poisoning Skill
Poisoning skill now grants a small measure of resistance to being poisoned.
When poison is cured by any means except potions, the target receives a temporary resistance which is similar to, but less effective than the natural resistance granted by the poisoning skill.

Spells:

Poison (Magery): Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range instead of dropping to 1 at ranges 3 or greater.

Poison Strike (Necromancy) : Necromancers with greater than 60 poisoning skill will have a 3% to 9% chance (Scales with poison skill) to poison their target.



Healing Skill

For healers with 80 skill or greater in healing and anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects. This will reduce the amount healed when the heal is finished its normal duration.
Max Heal Duration Reduced to 8 seconds.
Slip Damage Now Scales based on Dexterity
**Faction Bandages do not require the healing skill and so function using the old healing methods.


Cure Potions:
Success chance for curing poison with cure potions has been adjusted.

Cleansing Winds:
Should no longer heal target after removing mortal wound.

Enchanted Apples:
Cooldown Increased to 45
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cooldown period.
Petals/Poison Immunity:
Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.

SPECIAL MOVES:
Lightning Strike
Mana Cost raised from 5 to 10.

Dual Wield
A successful Dual Wield attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials during the initial effect to provide a very slight buff to the duration and an increased chance to execute extra attacks.
Duration of the dual wield effect scales with Ninjitsu skill above 70. Extra attacks are commited at 60% damage of a regular attack and CAN cause additional weapon effects.
Executing additional Dual Wield strikes while already under the dual wield effect will extend the duration by 2 seconds and increase the chance by 15%.
The effect can be stacked up to 2 additional times.
Defensive Mastery:
Defensive mastery will now provide an increase to physical resistance which can exceed the 70% resist cap. The increase scales with Bushido/Ninjitsu and Parry skills.

Block:
On executing a successful block, players will receive a bonus to their defense chance which scales with their Ninjitsu or Bushido skill for a short duration. Players will also receive a temporary penalty to their hit chance and damage. While under the block effect, the next damage the player receives will be severely reduced. (Damage reduction scales with parry skill above 70)
Psychic Attack:
A successful psychic will now afflict the target with a 15% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration.

Force Arrow:
This attack now provides a 20% Damage increase. Additionally it will reduce the target’s DCI by 10%. This attack can also be stacked multiple times for a further DCI reduction of 5% per stack and 2 second duration increase.
The Dazed effect, will now provide a GUARANTEED spell interrupt. Even if the target is under the effect of Protection.
Once this effect wears off, it cannot be re-applied for 10 Seconds.




CHIVALRY
The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.



Divine Fury:
Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina.

Cleanse By Fire:
Cure chance for poison has been updated.

Enemy of One
Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma
(PvP)
Enemy of One will now work against Players and Pets. The damage increase cap will be significantly reduced and apply ONLY to the player or Pet being attacked. Damage received from all other sources will be increased by 30% while this ability is in effect versus a player or pet. Duration is capped at 8 seconds for PvP.
Remove Curse
The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.

Consecrate Weapon
Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type.
Image

User avatar
Paithan
the Eldest Elder

Post Wed Jun 22, 2011 1:50 pm

I do not know about that spell damage increase raise. But I am probably going to be playing a pure or a necro. I have said timers should be 45 seconds for years now. Thank god.
Bane321 wrote: No? Then show us a picture of your package.
Aeyko wrote: your micro penis is bigger than mine.

Nystul [FATY]
the Expert Troll

Post Wed Jun 22, 2011 5:23 pm

The SDI from a "pure" is a decent concept, but 40sdi is a bit absurd... The rest of the "pures" are pretty weak. I mean who runs any of those other pure groups? Pure SWer? Sweet bro.

"Faction Bandages do not require the healing skill and so function using the old healing methods." I guess you need anatomy, but no healing? I don't understand this. I can see this creating a lot more dexer based templates, but I mean shit, w/ the above SDI change, throw on parry for a "pure mage", 80dex for the full parry advantage, and anatomy & I guess you have a healer parry scribe mage.

The apples change is what, 3 times the current? Apple spamming is a bit absurd. But they need to address mortals obviously, and mass sleep imo cause that could be easily spammed on a char even w/ 120 resist right?
Image

Thalium [Cyn]
the Posting Master

Post Wed Jun 22, 2011 5:29 pm

Nystul wrote:The SDI from a "pure" is a decent concept, but 40sdi is a bit absurd... The rest of the "pures" are pretty weak. I mean who runs any of those other pure groups? Pure SWer? Sweet bro.

"Faction Bandages do not require the healing skill and so function using the old healing methods." I guess you need anatomy, but no healing? I don't understand this. I can see this creating a lot more dexer based templates, but I mean shit, w/ the above SDI change, throw on parry for a "pure mage", 80dex for the full parry advantage, and anatomy & I guess you have a healer parry scribe mage.

The apples change is what, 3 times the current? Apple spamming is a bit absurd. But they need to address mortals obviously, and mass sleep imo cause that could be easily spammed on a char even w/ 120 resist right?
It prevents any of the above pures, from taking spellweaving, hence overpowering there pure template..

I agree 40 sdi is a little high.. but it is to make them competable vrs some of todays overpowered templates.
Just about everyone plays a mystic mage. Now you can continue playing these templates or choose a pure..
Image

Nystul [FATY]
the Expert Troll

Post Wed Jun 22, 2011 5:49 pm

Thalium wrote: It prevents any of the above pures, from taking spellweaving, hence overpowering there pure template..

I agree 40 sdi is a little high.. but it is to make them competable vrs some of todays overpowered templates.
Just about everyone plays a mystic mage. Now you can continue playing these templates or choose a pure..
Yeah i understand the whole pure groups. Seems like to be a pure SWer you have to be a dexer. But I guess a 4/6 SWer w/ lvl6 focus tstorms w/ the apple change would be pretty sweet. Throw in insta 4 pixies and DP spam w/ potion changes.

from stratics:
Bleak_Mythic wrote: Pure Mage = Magery + Eval Int
Pure Mystic = Mysticism + Focus/Imbuing
Pure Necro = Necromancy + Spirit Speak
Pure Spellweaver = Spellweaving
I'll be suprised if the changes are as big as what the posted. There just seems like there would be way too much counterbalancing needed if they implimented a lot of those changes, and I've always thought the devs sucked at game balancing.
Image

User avatar
Kayne.
the Eldest Elder

Post Thu Jun 23, 2011 11:25 am

Lol at the enemy of one change.

I hope that does not go in.
Kayne approves of this message.
Varrius wrote:I live in Florida now, glad I didn't get my education from here. I definitely need to move before I have a child.
RIP ANDY

Lady Love [H0T]
the Posting Master

Post Thu Jun 23, 2011 3:50 pm

So, is this a good time for a Pure Mage to return to game?

Lady Love [H0T]
the Posting Master

Post Thu Jun 23, 2011 3:54 pm

Blah, confused. [Some things never change.]
Last edited by Lady Love on Fri Jun 24, 2011 4:13 am, edited 1 time in total.

User avatar
Mr Mini Van [HOT]
the Posting Master

Post Thu Jun 23, 2011 8:49 pm

why dont they just put a timer on the gd cure pots rather than do everything in their power to make poisoning worthwhile thru other means?

Scratch
the Grandmaster Typist

Post Tue Jun 28, 2011 4:24 pm

lol pvp balances....never heard that before

they just take one strong template away and create a new one

there will never be balance.
Image

Six [DC]
the Novice Poster

Post Wed Jun 29, 2011 9:59 pm

Nystul wrote:The SDI from a "pure" is a decent concept, but 40sdi is a bit absurd... The rest of the "pures" are pretty weak. I mean who runs any of those other pure groups? Pure SWer? Sweet bro.

"Faction Bandages do not require the healing skill and so function using the old healing methods." I guess you need anatomy, but no healing? I don't understand this. I can see this creating a lot more dexer based templates, but I mean shit, w/ the above SDI change, throw on parry for a "pure mage", 80dex for the full parry advantage, and anatomy & I guess you have a healer parry scribe mage.

The apples change is what, 3 times the current? Apple spamming is a bit absurd. But they need to address mortals obviously, and mass sleep imo cause that could be easily spammed on a char even w/ 120 resist right?

you cant have a 45 sec timer..

if you dont address mortal spam
spell plague spam
evil omen spam
blood oath spam
etc.

if you can cast the spells over and over and over, you should have a timer balanced to it. or something. not 45 seconds.
Image

King Kyrite [HOT]
the Posting Master

Post Thu Jun 30, 2011 3:27 pm

I think you might need to look into chiv, damage removal, and apples. (spell plague spam) long ass cast, easily disrupted (evil omen spam) box right out of it (oath spam) ya that is gonna suck, I am not gonna lie) but as a dexxer you can bleed spam and do tons of other things to annoy a mage, 45 second is great for apples, because right now i just curse someone and get disarm bleed till they can re appled again
Please nerf rock, he's overpowered. Paper is okay tho.
Yours Truly,
Scissors"

User avatar
Calamity-VIP
the Posting Master

Post Thu Jun 30, 2011 4:34 pm

45 seconds on an apple is too short as it is, but is acceptable I suppose.

120 seconds was much better.

It forces PvPers to actually adapt to casting, fundamentals of field pvp, ranges, spellholes, FCR manipulation, and combative intelligent spell combos. If you allow someone to constantly get debuffs on you, you will have to adapt to becoming a better caster or face that same result each time you see said person. With apples being 15 seconds, or 45, you basically have the same random mages who cannot outcast someone running around waiting until they can re-apple to engage again. It also means people will have to plan on when they should use an apple as an escape clause from being damaged when being dumped on, not just bringing 100 with you and using one everytime you get cursed.

/end thread
Goose wrote: I personally enjoy boasting about my individual PvP skills.
Kyrite wrote:But honestly what competition do you have to weight your skills against?

User avatar
Epilepsy [HOT]
the Posting Master

Post Sat Jul 02, 2011 9:00 am

So does this mean DP dexxer will be good again or not?

Not like im going to play much anyway.
" You get pwned even when you have 2/1 odds cause most of your guild thinks tactics are breath mints."
http://www.youtube.com/watch?v=kDKiQfBs9lo
Image
RIP ANDY

User avatar
Kayne.
the Eldest Elder

Post Thu Jul 07, 2011 9:15 pm

LOL.........Years later......

Game Balance Changes
Focus Skill Spec (PVP)

Increase of spell damage increase cap from 15% to 30% (Reduced from TC 40%) for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
Poisoning:

A few tweaks to Poison and Poisoning Skill. Poisoning skill now grants a small measure of resistance to being poisoned. When poison is cured by any means except potions, the target receives a temporary resistance which is similar to, but less effective than the natural resistance granted by the poisoning skill.
Spells:

Poison (Magery): Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range instead of dropping to 1 at ranges 3 or greater.

Poison Strike (Necromancy) : Necromancers with greater than 60 poisoning skill will have a 3% to 9% chance (Scales with poison skill) to poison their target.

Healing Skill

For healers with 80 skill or greater in healing and anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects. This will reduce the amount healed when the heal is finished its normal duration.
Max Heal Duration Reduced to 8 seconds.
Slip Damage Now Scales based on Dexterity
**Faction Bandages do not require the healing skill and so function using the old healing methods.

Cure Potions:

Success chance for curing poison with cure potions has been adjusted.
Cleansing Winds:

Should no longer heal target after removing mortal wound.
Enchanted Apples:

Cooldown Increased to 30
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cooldown period.
Petals/Poison Immunity:

Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.
SPECIAL MOVES:
Lightning Strike

Mana Cost raised from 5 to 10.
Dual Wield

A successful Dual Wield attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials during the initial effect to provide a very slight buff to the duration and an increased chance to execute extra attacks.
Duration of the dual wield effect scales with Ninjitsu skill above 70. Extra attacks are commited at 60% damage of a regular attack and CAN cause additional weapon effects.
Executing additional Dual Wield strikes while already under the dual wield effect will extend the duration by 2 seconds and increase the chance by 15%.
The effect can be stacked up to 2 additional times.

Defensive Mastery:

Defensive mastery will now provide an increase to physical resistance which can exceed the 70% resist cap. The increase scales with Bushido/Ninjitsu and Parry skills. Damage Penalty now Scales between 60 -10% with Bushido/Necro. Increased duration to 5 seconds.

Block:

On executing a successful block, players will receive a bonus to their defense chance which scales with their Ninjitsu or Bushido skill for a short duration. Players will also receive a temporary penalty to their hit chance and damage. While under the block effect, the next damage the player receives will be severely reduced. (Damage reduction scales with parry skill above 70)

Psychic Attack:

A successful psychic will now afflict the target with a 15% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration.

Force Arrow:

This attack now provides a 20% Damage increase. Additionally it will reduce the target’s DCI by 10%. This attack can also be stacked multiple times for a further DCI reduction of 5% per stack and 2 second duration increase.
The Dazed effect, will now provide a GUARANTEED spell interrupt. Even if the target is under the effect of Protection.
Once this effect wears off, it cannot be re-applied for 10 Seconds.

CHIVALRY

The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.

Divine Fury:

Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina. Stamina factor increased to 4x duration (from 3x ). Chivalry Elder level and above receive reduction in the DCI penalty.

Cleanse By Fire:

Cure chance for poison has been updated.

Enemy of One

Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma

Remove Curse

The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.

Consecrate Weapon

Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type. Effect is now 100% Chance at 80 Chivalry. Scale is approximately 50% Chance at 50 Chivalry.

New Buff Icons
Healing Skill
Despair (Icon on player using it)(Bard Mastery Ability
Tribulation (Icon on player using it)(Bard Mastery Ability
Spell Focusing
Focusing Weapons
Hit Lower Attack (Debuff)
Hit Lower Defense (Debuff)
Block Special Move
Feint Special Move
DefenseMastery
Psychic Attack (Debuff)
Disarm (Debuff)
Dual Wield
Force Arrow (Debuff)
Consecrate
New Fishing Features

Trophies have been added for the following fish: kingfish, samurai fish, fire fish, Seeker Fish, giant koi, bull fish, stone fish, and lantern fish.

Fish Oil: Fish oil recipe has been added to cooking. Fish oil is created from fish steaks and when used on lanterns will make them stay lit for a very long time. It can also be used to recharge the Oracle of the Sea (see below).

Schools of Magical fish: The Order of the Dragonfish has discovered that most magical fish travel in schools. If you start catching a large number of magical fish in one area, it is likely you have found a school. After several fish are caught from a school it will move a short distance away. There is no known way to predict how to find these locations, you just have to get lucky and then pursue the school.

Lava fishing items have been added to all lava locations

Cracked Lava rocks: Players may use an axe on cracked lava rocks to see what is inside.
New Rewards for the Fishing Quest

Fish hooks are attached to fishing poles to give them special properties, double click the hook and then select the pole to use it

Fish bait may be used together with fish hooks.

Junk Proof Hooks: Using a junk proof hook will ensure you don’t catch shoes.

Dredging Hook: Using a dredging hook will increase the chance of pulling up things from the depths that are not fish.

Lava Hook: This is replacing the lava fishing pole and has the same effect, the main difference is that hooks are stackable.

Oracle of the Seas: This reward looks like a blue spyglass and is used to find charybdis. Double click it to locate the monster. The monster location is good for 1 day. Locating the monster consumes a charge, fish oil can be used to bring the charges back.

Charybdis bait: Can be used on a fishing pole. When at a location identified by the Oracle of the Seas, fish using charybdis bait to start the encounter. You may have to fish several times to get the charybdis to rise.

Improved magical fish bait: The Order of the Dragonfish has discovered ways to improve fishbait for magical fish. (technical note: the way fishbait works essentially is by giving you a certain number of rerolls when trying to catch certain fish, the improved fish bait is simply giving you more rerolls)
New Sea Encounter

Charybdis: This is a new sea encounter that requires special items from the fishing quest to start. Warning: the Charybdis is a dangerous monster and you should only provoke it when you have 2 or 3 friends to help and a fast ship in case things go south!

Bug Fixes

Fixed the issue that stopped players from stealing from monsters
Fixed an issue with Tinkering, the correct ingots will now be used.
Archery and Throwing will not stop at 25 skill points now when using the Advanced Training Dummy, they will train to the cap of 60 points.
Fixed an issue where certain power scrolls were becoming cursed when bound in a scroll binder.
Archery will no longer drop on Gargoyle jewelry nor will you be able to imbue it into any gargoyle items.
Stygian Dragon will no longer teleport the player to him but he will teleport to the player to try to fix some reported issues of being stuck.
You can no longer hand the Solen Matriarch a second seed while your current quest is active. You will now get a message she is busy.
Fixed an issue related to stabling pets prior to death.
Fixed the issue with The Tentacles of the Harrower spawning in areas out of the reach of players.
All pets (not just bonded) can now follow their masters thru a gate onto ships.
Players can obtain Ophidian Loyality by killing Terathans
Sound has been added to Tinkering.
Fixed an issue with the Weaving Friendships Quest, should display correct text now.
Added a new system message for cooking with flour, if the bag is not opened instead of getting the message You do not have the components needed to make that you will get a message stating you need to open a bag of flour.
Using Poppy Dust on a Silver Sapling Seed was turning the seed into a plain unused seed, this will not longer happen.
Fixed an issue with missing text in the Scraping the Bottom quest
When using the Easter Basket you will no longer identify itself as a cornucopia.
The Devourer of Souls will no longer spawn out of the reach of players.
Fixed the issue with the flour mill placing the bags of flour under the house.
Fixed the levers in the Terathan Keep, doors should function properly now.
Mana will no longer be consumed on Siege or Mugen when trying to use the Sacred Journey from a spell book.
Parrots can now be placed on a perch on the Britiannian Ship
Threads of Ether should now give the EC client the proper system messages when they are used or expired.
You can no longer use Archery Special Moves without arrows.
Nosferatu the Hellhound Treat Vendor has been removed
Clainin’s Spellbook will no longer display spellchanneling.
Pet Leather wolf golems will no longer be able to summon help.
Putrefier now has a leash on it.
Fixed an issue with placement of unmade beds
The chance to get books from the fishing quest has been reduced.
Fixed an issue that made it difficult to place addons on the second floor of a house.
Resolved an issue with placing deeded house addons on the correct floor of the house.
Fixed an issue allowing players to cast a spell without being frozen under certain conditions.
Made the Magincia Bazaar vendors so you may customize and move them around in the stalls


Enhanced Client 4.0.16.0

Cliloc updates
Ter Mur world building update
Added a tooltip for the War/Peace button
Fixed a few issues with the default target settings in the hot bar (ex. Rising Colossus and Animated Weapon Spells)
Fixed an issue that would eventually cause the Enhanced Client to crash if played long enough.
Item properties will no longer appear for objects under the floor


Classic Client 7.0.16.0

Cliloc Updates
Ter Mur world building update
Characters created with the legacy client now start with 120 skill points to match the EC instead of 100. Characters can also start with four skills instead of three.
Fixed issue that was preventing players from receiving the “of ShardName” title when copying a character to a test center.
Kayne approves of this message.
Varrius wrote:I live in Florida now, glad I didn't get my education from here. I definitely need to move before I have a child.
RIP ANDY

User avatar
Pappy [Ni]
the Posting Master

Post Sat Jul 09, 2011 4:12 pm

so what date did they plan on putting these changes to the non test servers?
Nexed- wrote:just keep running off screen until rng gets you the kill with moving shot.
Q#617586487

User avatar
Link [HOT]
the Legendary

Post Sun Jul 10, 2011 2:59 pm

It should be any day now. They seem to have finalized the publish notes.
UOGuide - Must be a good website if Stratics wants to copy it!

ReaperXXX [RC]
the Expert Troll

Post Fri Aug 12, 2011 10:11 am

I AM THE BULL GOD
Image

ReaperXXX [RC]
the Expert Troll

Post Tue Sep 13, 2011 1:53 pm

i am free
Image

User avatar
Misanthrope [LNR]
the Grandmaster Typist

Post Tue Sep 20, 2011 11:42 pm

PVP is for gay!

Post Reply