Increase spell damage for Factioners vs. Factioners

GluttonySDS

Grandmaster
I think we can all agree that UOF has intentionally low spell damage to prevent those who arent looking for PVP to avoid being killed too quickly. However, for those of us in factions(people who actively seek PVP) it is annoying that 2 explodes/ebolts dont kill someone outright.

Therefore I propose that a 10-15% spell damage increase be implemented for factions casting on other factioners. There is no reason to hand hold and have nerfs for PVPers who are actively looking to PVP.

@chad said it best -- the spell damage here makes it so people are discouraged from making the switch from uoforever PVP to UOF.

It would only affect factioners and anyone in factions should be willing to see PVP in a non-nerfed manner.
 

Snickle

Grandmaster
Sorry man I know you PvP in groups 20 a lot but just because you can't exp exp e bolt means we should make it all a lot easier so the idiots who can't figure it out can come join us? If that's the criteria, stay on uoforever.

This reminds me of that guy Raged from 247 who always talked shit then when I see him in field he'd exp, exp, ebolt, run away, call in 12 247 members.
...
get better
The best fights I come across is 2v1 or 1v1 in field and neither side calls in. We win, We lose, we die, we loot and we restock. We don't come to forums to ask staff to make out a two spell game... Accept losing sometimes.
Or maybe we can change game mechanics to fit your 2 spell needs... :rolleyes:
 
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ShinMastaD

Neophyte
i like this, kinda helps when smaller 1v1 and 2v2 factioners are fighting, would be good when we fight and sync our enemies to not have scripter healers. lord knows us TBs need the most help...
 

GluttonySDS

Grandmaster
Sorry man I know you PvP in groups 20 a lot but just because you can't exp exp e bolt means we should make it all a lot easier so the idiots who can't figure it out can come join us? If that's the criteria, stay on uoforever.

This reminds me of that guy Raged from 247 who always talked shit then when I see him in field he'd exp, exp, ebolt, run away, call in 12 247 members.
...
get better
The best fights I come across is 2v1 or 1v1 in field and neither side calls in. We win, We lose, we die, we loot and we restock. We don't come to forums to ask staff to make out a two spell game... Accept losing sometimes.
Or maybe we can change game mechanics to fit your 2 spell needs... :rolleyes:

What are you talking about? This has nothing to do with 247 or PVPing in groups of 20... this affects everyone in factions(as you can see th TB guy above this post talking about how it sucks currently for 2v2s when you cant kill people with an explode eb synch).

As for a 2 spell game -- I've been asking for additional spells to be made viable since I got here, I agree PVP should be more than just explode EBs but that also has nothing to do with increasing spell damage for factioners.
 

Snickle

Grandmaster
My group has starting carrying FS scrolls everywhere we go. Exp Fs costs more manna but you get the kill
 

GluttonySDS

Grandmaster
a 16 dmg explode is not good for faction PVP... neither is a 13 damage ebolt.

This is something that would affect factioners only and the only time I've seen PSP faction is on stealth archers(which is cool but maybe not the most experienced to be talking about spell damage).
 

halygon

Grandmaster
a 16 dmg explode is not good for faction PVP... neither is a 13 damage ebolt.

This is something that would affect factioners only and the only time I've seen PSP faction is on stealth archers(which is cool but maybe not the most experienced to be talking about spell damage).
Given that you are comparing UOF damages to UOGH, I would recommend you perform a test on each server and let us know the results.
 

GluttonySDS

Grandmaster
Given that you are comparing UOF damages to UOGH, I would recommend you perform a test on each server and let us know the results.

As much as I hate UOGH and want to reiterate it is a dead shard no one plays anymore, they had their spell damage tweaked well.

I will do some tests to prove this though if you like.
 

GluttonySDS

Grandmaster
you would.

Also 13 dmg ebolts aren't possible with gm eval. it just doesn't happen. l2spelldamage.

Increased spell damage has been something asked for by factioners from all asides... nothing to do with ebolt rails(no one rails ebolts anymore).

Try to leave your hate/bias out of this thread and focus on what factioners have been wanting for a long time.
 

chad

Master
Given that you are comparing UOF damages to UOGH, I would recommend you perform a test on each server and let us know the results.

Exp/eb tend to average 25 on UOF, whereas on uoforever, they tend to average 30. There also seems to be a higher % chance to resist spells on UOF, than on uoforever. Because of this difference, killing someone at 120 strength is incredibly rare with two players. You almost never hit 30s on your spells here. The stars have to align just right for a 2 man sync to work.

Lightnings seems about right.
Magic arrow is fucking shit. 1-5 here, mostly 1s. 3-8 uoforever with a seemingly even distribution from 4-8s. 3 is only on resists
 

GluttonySDS

Grandmaster
Exp/eb tend to average 25 on UOF, whereas on uoforever, they tend to average 30. There also seems to be a higher % chance to resist spells on UOF, than on uoforever. Because of this difference, killing someone at 120 strength is incredibly rare with two players. You almost never hit 30s on your spells here. The stars have to align just right for a 2 man sync to work.

Lightnings seems about right.
Magic arrow is fucking shit. 1-5 here, mostly 1s. 3-8 uoforever with a seemingly even distribution from 4-8s. 3 is only on resists

Quote from a 4x winner of the UO PVPer of the year award(2008, 2009, 2011, 2013)
 

[Legato]

Master
I don't honestly pvp enough on this server to really weigh in on the issues you guys are facing, but I can at least say that I dont think 2 spells should drop someone. Even 3 (unless the 3rd spell is a FS). Honestly, 4+ spells in the 5th circle up should be required with GM resistance.

On OSI, GM Resistance actually meant something pretty substantial. Here, not as much as its so easy to GM. I do think there needs to be some adjustments, but simply increasing damage is only part of the equation. The whole magic combative system needs some evaluations it sounds like. resist. spell damage. eval intel. all of it
 
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