Increase base dmg of explo+remove random timer

Kemi'Kalz

Grandmaster
Here is what spell damage looks like on this shard.

http://prntscr.com/5ul9w4


Here is what spell damage is suppose to look like.

http://web.archive.org/web/20001214105700/http://uo.stratics.com/resistance.shtml

Not only do we have a pretty newb random explo timer but we also have 13dmg explos. This just doesnt work for true competitive pvp.

I think people who actually know enough about pvp support this idea, and want it and want UOF to be a competitive pvp shard which currently it truly isn't, and its having a hard time attracting and keeping competitive pvpers playing.

I would like to keep this thread flame free and constructive and get a general idea of where the pvp community falls on this issue.
 

wreckognize

Grandmaster
Here is what spell damage is suppose to look like.

Why?

You say the current damages ''don't work for true competitive PvP''. Why is that?

In the suggestion forum, you'll get better results if you format it like this:

1) state the problem

2) state why it's a problem

3) give a solution

4) state any drawbacks you can think of to the given solution
 

Jani

Grandmaster
In my opinion 6c spell should never do less than 20 dmg. I'd like to see less random spell damages in general. Also, randomized explosion timer is not necessary really.
 

Shake

Master
I don't know why you wouldn't copy Hybrids damage/resistance, they pretty much perfected it. Get rid of this stupid random timer.

Low circle spells are also horrible here they are resisted so much. Trying to finish off a redlined person is extremely hard when they have no stam loss (which should be added) and your magic arrows do 1 damage/lightnings do 8 damage.
 

Shini

Master
randomized explosion timer is not necessary really.

This create sloppy gameplay , give the noobs a false sense of security and open a decent time window for auto-heals
that's really all it does i've already posted more than enough about this in a previous thread so
i'll just cut it short from now on since i always feel like i'm talking to myself anyways.


 
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Kemi'Kalz

Grandmaster
Why?

You say the current damages ''don't work for true competitive PvP''. Why is that?

In the suggestion forum, you'll get better results if you format it like this:

1) state the problem

2) state why it's a problem

3) give a solution

4) state any drawbacks you can think of to the given solution





1: The problem is spell damage and timers are off here

2: it takes away a competitive edge from people who are willing to learn to truely play a mage in pvp

3: The solution is to completely revamp spell dmg and timers here, from MA to FS and everything in between.

4: the only drawback i see from this is people with auto heal scripts will complain, people that arnt willing to truely learn mage pvp will complain.
 

wreckognize

Grandmaster
Well, now you're grouping spell damage and spell randomized delay into one suggestion. Perhaps they should be addressed separately?

One drawback of course to not having random timer for explo delay is that it makes thing super easy for anyone using cheat-clients that auto sync, no? I see your point though about not having dice rolls in UO mage PvP for any reason though.

What if they:

*leave the explo random timer.
*lower the max damage of 6th circle spells by 2-3 pts
*lower the amount of damage shaved by a successful resist to 25-35% instead of 50%

thoughts?
 

Deriz

Grandmaster
The only problem to me with changing the explosion timer is for the groups that would and do use auto sync, making it impossible to heal.

As for the dmg I kind of agree. weve all been on both sides of the RNG where you ebolt someone at 15 health and they live. I agree with the 20ish damage minimum.

However i don't think the lower level spells should be adjusted a whole lot. they are really fast to cast and magic arrow being first circle and taking little mana shouldnt be doing much dmg at all. fireball and lightning doing around 8-10 damage seems about right to me.
 

agauo

Master
One drawback of course to not having random timer for explo delay is that it makes thing super easy for anyone using cheat-clients that auto sync, no? I see your point though about not having dice rolls in UO mage PvP for any reason though.

People who "auto sync" or use delayed EBs can and most likely do so anyways regardless of a .4 second random explosion timer. The only difference is the explosion damage will be more spread out. The other damage will hit at the same time. What having this huge window of damage does is makes it easier for shitty autoheal scripts to heal damage. On shards like uoforever a good sync will kill people who use these autoheals. People who are good healers though will actually heal better than anyone using an autoheal script and live these types of syncs. As it is now on this shard it is way too easy to heal any sort of sync.

The only problem to me with changing the explosion timer is for the groups that would and do use auto sync, making it impossible to heal.

It is mentalities like this that really make me angry. Someone who thinks syncs are impossible to heal should not be commenting on PvP issues such as this.




also energy vortexes need to be slowed down and heli/athrez please don't tattle on me
 

Deriz

Grandmaster
Ive never tried the auto syncs aga, as far as I was aware there are clients that can set a target to be the same as your party leaders target, and drop all the damage at the exact same time. How do you heal that if over 120dmg hits at the exact same time with no human error even possible? btw thanks for keeping it constructive and not flaming and deciding who should or should not be able to comment on this thread.

I can heal syncs just fine, like i said from what i understand the auto syncs that can be set up in some clients would not be possible to heal.
 

besttherewas

Grandmaster
Damn this wind chime @Kemi'Kalz

I guess he died then raged.

If you're on min damages, then how about weapons also have it?

Im all for boosting up damages across the board - exp pots, spell mins and weapon mins vs ar.

Most ppl refuse to field 1v1 even as decent players more often than not because it ends in stalemate given such shit damages - hence the call in zergs.

What could be interesting for exp is the more dropped (ie on a sync) the less damage once the amount is > 2. Just a suggestion?
 

K A Z

Grandmaster
Damn this wind chime @Kemi'Kalz

I guess he died then raged.

If you're on min damages, then how about weapons also have it?

Im all for boosting up damages across the board - exp pots, spell mins and weapon mins vs ar.

Most ppl refuse to field 1v1 even as decent players more often than not because it ends in stalemate given such shit damages - hence the call in zergs.

What could be interesting for exp is the more dropped (ie on a sync) the less damage once the amount is > 2. Just a suggestion?


not sure if trolling or not. If you'd be actively playing you'd have already seen that half of the Shard is on Maceralchys these days.
 

Kemi'Kalz

Grandmaster
not sure if trolling or not. If you'd be actively playing you'd have already seen that half of the Shard is on Maceralchys these days.


And this is the problem, everyone is making alchy macers because mage dmg SUCKS here.

I moved away from a shard to get away from the mass influx of dexxer only to come here and now see the same shit happening but bc of a completely diff reason.

Where i used to play came out with vally blessed weps,
Now here mage dmg and timers are so bad that just a reg power+15 hammer n pots will wreck most mages, even if the mage is good and the dexxer rly has not to good of a idea what hes doing.

I see people who i know are top 3 mage field players on shard now playing almost strictly alchy macers because its just such a imbalance
 

besttherewas

Grandmaster
And this is the problem, everyone is making alchy macers because mage dmg SUCKS here.

I moved away from a shard to get away from the mass influx of dexxer only to come here and now see the same shit happening but bc of a completely diff reason.

Where i used to play came out with vally blessed weps,
Now here mage dmg and timers are so bad that just a reg power+15 hammer n pots will wreck most mages, even if the mage is good and the dexxer rly has not to good of a idea what hes doing.

I see people who i know are top 3 mage field players on shard now playing almost strictly alchy macers because its just such a imbalance

Alot of it comes down to the fact most mages can't win 1v1, especially when pots/aids come into the equation.

Damages are low across the board here and many of u relied on wands to give yourself the upper hand vs dexers 1v1 on uoforever.
 

Kemi'Kalz

Grandmaster
Test consisting of 5 explos each @ 4:43PM PST on 1/21/2015

Test 1: 25,16,14,18,20 --------------Avg dmg 18.6

Test 2: 12!?WTF?, 16,13 22,26 --- Avg dmg 17.8

Test3: 27, 15, 29, 26, 28 -------------Avg Dmg 25

Test 4: 26, 13, 29, 24, 22 -------------Avg Dmg 22.8

Test 5: 21, 24, 14, 18, 22 ------------Avg Dmg 19.8


Avg Dmg of 25 over all Explos is 19.24

SInce Change Today:
Since Change

Test 1: 29, 24, 26, 19, 21 --- AVG 23.8

Test 2: 29, 24, 20, 22, 24 ---- AVG 23.8

Test 3: 21, 28, 19, 21, 26 ---- Avg 23.0

Will do 2 more rounds of testing and avg is out faction pvp going on
 
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Kemi'Kalz

Grandmaster
Dmg on Explo has increased by a average of almost 5.0

This is a really great move for field pvp on this shard and im so impressed that the dev's listened to the people and made the change
[e clap

This is why i find UOF to be the best shard out there. Changes come quickly and in response to what the players want. This truly proves what a great shard UOF is
 

Shake

Master
I messed around 2 hours ago and couldn't get an explo below 20. I had some explos that wern't resisted do 20 damage and some that were resisted that did 25 damage which was weird. Maybe they are still tweaking it.

Random timer now pls.
 
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