Discussion in   General Discussions   started     11 years ago   September 11, 2013, 09:00:08 AM   by   Kyn

Changes to parry?

Kyn
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Topic :   Changes to parry?
11 years ago  September 11, 2013, 09:00:08 AM

I have been working to come up with a viable balance to the way parry works on UO Evolution. As you all know by now, parry is extremely broken. Some players have close to a 100% parry chance which absolutely breaks many features of the game - Especially those surrounding melee combat.


Before making any changes I am interested in learning how you guys feel about the current state of parry...

Escobar
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#1 Re :   Changes to parry?
11 years ago  September 11, 2013, 10:16:41 AM

Any specific ideas in mind?

Kyn
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#2 Re :   Changes to parry?
11 years ago  September 11, 2013, 10:32:25 AM

Any specific ideas in mind if you were to change Parry?


Here is what I have in mind. First I would cap parry at 65% this would mean that people who stack parry in augments would reach this cap and then be able to still have room left for other augment choices such as anatomy or healing for example.


Parry Cap: 65%


After capping parry I would address the ranged issue that 1-handed bow/shields have caused to the shard. I would address this issue by dividing a parry capped 1 handed bow user's parry by 1.3 - This would cause a 1-handed bow users parry chance to equal 50% (down from the 65% cap)


1 handed bow user: 50%

It really just makes no sense to me that a player with a 7 tile range on someone when attacking has the same or possibly more parry than them. Thats why I opted for the 50% cap with ranged players. Also, keep in mind that in regular UO people with bows can't parry at all, so I feel this is still a generous amount of parry for bow/ranged users.


Now that I have set a parry cap and lowered the parry chance of a 1-handed bow user I would next address the bushido issues. First to make bushido more comparable due to the fact that you are required to use a 2-handed weapon I would give people who stack bushido a parry buff. If you stack bushido to 130 you would receive a 5% parry bonus. Totalling a 70% parry chance. If you stacked bushido to 145 you would receive a 10% parry bonus. Totalling a 75% parry chance.


Bushido Parry Cap: 75% (with 145+ bushido)

There are several reasons I wish to make these changes. I will do my best to list and explain them below.


1. Bushido is regarded as pointless on UO Evolution. It is seen as a hinderance and people who enjoy this play style are left being forced into playing a role they don't enjoy just to be successful.


2. PvP is ridiculous. Mage Hybrid classes are everywhere and they have become so dependant on parry stacking, the triple slash augment and the spiked shield augment that anyone who attempts to PvP without these things are at a SEVERE disadvantage. I want to make being parry capped worth while to PvP'ers and PvM players alike but I want to mitigate the 100% parry chance, It literally just breaks everything.


3. PvM players are forced to go into fel and are unable to defend themselves while wearing a PvM suit. I firmly believe that PK'ers would have a little more difficulty in running down a PvM player in fel if their parry was not so high. Especially for PvM players who run bows or in the dex based role. My theory is that the proposed changes above would at the very least give PvM players the opportunity to do something other than run away.


4. I see it as a tragedy that we don't have more unique suit builds that are viable on UO Evolution. Everyone has to build their suit a certain way or it is considered "bad" I think that these changes will help to diversify the shard and allow more people to experience and experiment with different play styles.

Also, for those of you wondering by current standards to reach the 65% parry cap you would need to have 260 parry. So this would not make all parry augmenting useless it would still be very necessary.

I am open to any comments and concerns, I hope that things will stay constructive and civil as we discuss this topic.

DarkSilence
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#3 Re :   Changes to parry?
11 years ago  September 11, 2013, 10:37:44 AM

my concern is the folks who have spent ED to get these augments so their parry would be high enough to survive.  What happens to all that gear/ed spent.  As it stands now we can't remove augments from gear so is that gear going to become worthless because all it does is go way over the parry cap.

Kyn
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#4 Re :   Changes to parry?
11 years ago  September 11, 2013, 10:39:22 AM

my concern is the folks who have spent ED to get these augments so their parry would be high enough to survive.  What happens to all that gear/ed spent.  As it stands now we can't remove augments from gear so is that gear going to become worthless because all it does is go way over the parry cap.


I think we would come up with some method of compensation for this. My goal is not to leave players high and dry with worthless augmented gear. However I don't want to get away from the discussion of the parry cap.


What we will do about prior augmented gear will be decided on if we go through with this change. Nothing I say here is set in stone. Its all hypothetical.

Escobar
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#5 Re :   Changes to parry?
11 years ago  September 11, 2013, 11:15:16 AM

I like this proposed change. I think it would enhance both pvp and pvm game-play and provide a further balance to the shard.

Camus
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#6 Re :   Changes to parry?
11 years ago  September 11, 2013, 11:18:24 AM

I like it too. I think it will help the pvp side of the game for new ppl and bring in a whole new base of players to the shard.

Edeltraud
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#7 Re :   Changes to parry?
11 years ago  September 11, 2013, 11:39:59 AM

I like this because people who are new to the game of UO would still have more of a chance to learn and build their char. This would allow us to learn the PVP and the PVM aspects more, without the fear of we cannot defend ourselves.

Manticored
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#8 Re :   Changes to parry?
11 years ago  September 11, 2013, 11:53:55 AM

much of what you want to do might be fair in PVP , the PVM however when fighting a 65,000 hp monster and you have  ~ 200 hp  and they can do 150-300 damage to you .. 65% chance to parry = dead player . I fence and do archery in real life , good parry skills is essential for survival as well as reposting ( turning a parry into an attack) never understood the one hand  bow ..  a bow with a forearm buckler ok  some thing like an order shield would make use of the bow problematic . also many of the players solo , being able to defend your self against 2-5 pvp ers seems like a good thing

Kyn
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#9 Re :   Changes to parry?
11 years ago  September 11, 2013, 11:57:34 AM

much of what you want to do might be fair in PVP , the PVM however when fighting a 65,000 hp monster and you have  ~ 200 hp  and they can do 150-300 damage to you .. 65% chance to parry = dead player . I fence and do archery in real life , good parry skills is essential for survival as well as reposting ( turning a parry into an attack) never understood the one hand  bow ..  a bow with a forearm buckler ok  some thing like an order shield would make use of the bow problematic . also many of the players solo , being able to defend your self against 2-5 pvp ers seems like a good thing


I agree with what you have to say in terms of PvM, however the reason for having so much parry is the strength of the monster, the strength of the monsters is because you have so much parry. Its a vicious circle.


This being said, I would personally be modifying and changing ALL of the monsters in game to account for this change. However if you look at the percentage cap changes I'm proposing its only a true 5% off the top change. Which doesn't change the fact that monsters will still be missing a lot. Also, if you think about how slight of a change this is - in return for the balancing properties it would have on almost every facet of play I think its a very small price to pay.


Anyways, long story short I would be accounting for the issue you have laid out - in the changes.

Mookiesan2015
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#10 Re :   Changes to parry?
11 years ago  September 11, 2013, 12:24:56 PM

i trust kyns judgement, but i have no idea about pvp or pvm. i read the forums and it seems to make sense how it would benefit variety, which i agree the shard is lacking :P
i dont have time to learn about pvp or pvm due to the extensive waffle intake.

Meta
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#11 Re :   Changes to parry?
11 years ago  September 11, 2013, 12:28:02 PM

thumbs up  ;D

Allestaria
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#12 Re :   Changes to parry?
11 years ago  September 11, 2013, 05:45:46 PM

All right Kyn!


Sorry I didn't post earlier. Sleep was calling :)




Anyway I think this idea is great. With you going in and adjusting those one hit wonders and turning things into more of a fight then a boring pet ressing death match.  I think would be great.


I'm a bower/dexer and this effects these types of players the most.  I love my bows.  But with the lack of options as a dexer Its all about the parry with damage  AFTER the parry.  I'd love to be able to stack more damage and less parry.  That way my play style would be much more 'real' to me.   


I prefer to kite mobs. As it stands right now I can tank some (not all) with the parry I have. And just for fun I'll kite mobs since that is what I should be doing. Its much more fun to watch them die trying to catch me!  Then it is to stand there and let them beat on me.




NOW here is my one issue. We (bowers) have to allow the mobs to beat on us in order for self repair to work.  I went for a week doing the kiting thing with the dojo's as I wasn't high on parry and couldn't handle their hits.  My armor was not repairing at all.  My doom leggings got really low on durability. So low I paged.  They went up by 10 points by letting these mobs beat on me. They are still low at   135/200.  My vecna went from 127/255 and is now 222/255.


Hard to get items like these is something to think about Kyn. As this is would/will become a huge problem if items break.


Now I know your solution would be... put on a sword and board and let them hit you to repair..  Thats all great.. Unless its the bow that is in need of the repair. blah blah just repair it right.. well self repair is added for a reason!  And then us dexxers are forced to play sword and board just to repair items. Which in turn might  as well just stay that way as its taking me over a week of letting these guys pound on me just to get the skull back up to over 200 durability and I'm hoping my pants kick in soon.


So something to think about. Otherwise I love the idea.. But with this possible change.. the self repair system would have to be looked into as well. Or some wacko knowledge be let out that I do not know... :) (like thats hard to imagine)

Keldon
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#13 Re :   Changes to parry?
11 years ago  September 11, 2013, 06:15:43 PM

Is Bushido still going to nerf parry rate?  Currently if you have bushido and put on a shield your parry rate drops to 5%.


Do you need a 2 handed weapon to get the 5% or 10% boost from having a high bushido?

Kyn
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#14 Re :   Changes to parry?
11 years ago  September 12, 2013, 02:12:34 AM

So something to think about. Otherwise I love the idea.. But with this possible change.. the self repair system would have to be looked into as well. Or some wacko knowledge be let out that I do not know... :) (like thats hard to imagine)


Just because a person wielding a bow has a 50% parry rate cap doesn't mean that monsters cant hit you. It does not mean instant death. I think you'll find that 50% parry is actually quite good. Also if you are afraid of dying to let self repair do its thing then I suggest you fight weaker monsters to repair and then head off hunting.


I don't believe that these changes will affect self repair by any means. :)

Kyn
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#15 Re :   Changes to parry?
11 years ago  September 12, 2013, 02:13:37 AM

Is Bushido still going to nerf parry rate?  Currently if you have bushido and put on a shield your parry rate drops to 5%.


Do you need a 2 handed weapon to get the 5% or 10% boost from having a high bushido?


Bushido will not nerf parry rate.


You do not need a 2 handed weapon to get the 5% or 10% boost, however we are looking at giving two handed weapons a straight 5-10% DI increase when using a two hander to increase the incentive to use a two handed weapon.

MoFawka
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#16 Re :   Changes to parry?
11 years ago  September 12, 2013, 09:16:46 AM

i love this idea kyn, would make the game much more enjoyable for people i think because they would have a chance in fel vs the pvpers, as it stands now most pvpers have a greater  chance at killing people and never dying. Hope to see this change in the game soon

Sturger
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#17 Re :   Changes to parry?
11 years ago  September 12, 2013, 04:35:40 PM

  For probably the first time in my life I can say this with a straight face. "If it is broken you must fix it"

  100% parry everything is clearly broken. I agree a fix must be applied. What you intend to do Kyn seems to be fair, but have you missed some vital points of interest, perhaps?

  For example: Do you intend to change the effectiveness of the parry augmentations as well as how parry works? Perhaps it is possible to limit the number of these augmentations in use, which could then solve the 100% parry everything problem posed?

  PvP related: OSI has a staple for having PvM/PvE and PvP standards where certain attacks work the best against PvM/PvE and are cut in half when used in PvP. I believe this is the route I would go, if I had any brains for coding UO scripts. It bothers me when I miss an attack and I am (completely) capped out in the skill involved. If I am continuously missing a monster or a player in this way, it kills the mood. I feel that PvP should be regulated so that there is a 50/50 chance of hitting or missing, and the rest is up to the individual to decide by what method they should use to PK.

 Also, as far as an increase in damage, due to weapons being 2-handed, I do not think that 10% DI is an incentive. Nor do I think any incentive need be applied, other then what already exists, when wielding a 2-hander.

  Lastly, in the case of 1-handed bows (which sound more like crossbows to me) I feel that 0% Parry should be supplied due to there being a 2-handed weapon being used and that there should be a steeper penalty for using a shield in this manor, that is less then the 50% max which you currently suggest.

  Thanks for reading along, and I hope this helps in some positive way.

Keldon
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#18 Re :   Changes to parry?
11 years ago  September 12, 2013, 08:18:42 PM

  For probably the first time in my life I can say this with a straight face. "If it is broken you must fix it"

  100% parry everything is clearly broken. I agree a fix must be applied. What you intend to do Kyn seems to be fair, but have you missed some vital points of interest, perhaps?

  For example: Do you intend to change the effectiveness of the parry augmentations as well as how parry works? Perhaps it is possible to limit the number of these augmentations in use, which could then solve the 100% parry everything problem posed?

  PvP related: OSI has a staple for having PvM/PvE and PvP standards where certain attacks work the best against PvM/PvE and are cut in half when used in PvP. I believe this is the route I would go, if I had any brains for coding UO scripts. It bothers me when I miss an attack and I am (completely) capped out in the skill involved. If I am continuously missing a monster or a player in this way, it kills the mood. I feel that PvP should be regulated so that there is a 50/50 chance of hitting or missing, and the rest is up to the individual to decide by what method they should use to PK.

 Also, as far as an increase in damage, due to weapons being 2-handed, I do not think that 10% DI is an incentive. Nor do I think any incentive need be applied, other then what already exists, when wielding a 2-hander.

  Lastly, in the case of 1-handed bows (which sound more like crossbows to me) I feel that 0% Parry should be supplied due to there being a 2-handed weapon being used and that there should be a steeper penalty for using a shield in this manor, that is less then the 50% max which you currently suggest.

  Thanks for reading along, and I hope this helps in some positive way.


I will give my thoughts on this (Note I am not a staff member and my thoughts are solely my own and do not reflect upon the final say or decisions of the staff on Evolution).


Parry, as stated, will need to get up to 260 in order to get the max parry chance.  I personally have 240 skill right now and I have dedicated 4 armor slots with 5 parry augs each and I wear a green tunic (gives 20 parry).  I will need to aug at least 1 more piece of gear with 4 augs to reach the parry cap that Kyn is presenting.  This leaves me with, by my count, 4 slots maximum that I can socket for other skill increases.  This is still a significant investment to reach the parry cap.


Parry with a bow and shield.  This was not an issue on OSI servers or most other shards due to all bows being 2 handed.  The problem here is people have spent ED on making their bows one handed with the sole intent to use a shield with it.  To give them 0 parry chance after spending the ED would suck.  I think the only thing worse would be giving them a paltry amount of parry, like say 10%.  That would be like saying "Ya we thought about you and screw you" instead of the 50% saying "Ya we thought about you, you shouldn't be able to do this but we understand.  I am sorry you should be and will be limited".  I actually applaud the crew that came up with that decision.


Missing a monster due to its combat skill versus yours is something that can be affected by you.  The first thing to go for is reaching the hit chance increase cap of 45%.  This goes a long ways in making sure you hit your target.  Second (for PvM at least) is use discordance.  This is a skill on Evolution that gets over looked by 99% of the player base (just like bushido).  Discordance decreases the mobs resists and skills by an amount determined by your skill and the mobs barding difficulty.


There is really not too much incentive to use a 2 hand weapon following this change aside from a DI boost.  If this DI boost is pre-DI calculation (added in like the str, tactics, anatomy bonus) then it will be multiplied by your 300% DI.  If it is added to the 300% DI then it is smaller (very small in most cases).  If this 10% is added after all calculations are complete, weapon damage is determined by str, tactics, anatomy.  That weapon damage is increased by your DI (the 300%).  THEN oh your using a 2 handed weapon, lets boost that final damage number by 10% then that could be a fairly large amount.  It all depends on where the 5 or 10% DI is added logically in the code.

daemons
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#19 Re :   Changes to parry?
11 years ago  September 12, 2013, 10:25:06 PM

My thoughts, maybe good, maybe bad.

For PvE... With the custom monsters, there's nothing wrong with 100% parry. Very few people, if anyone, actually has 100% parry. I know I'm trying to get there, because I play meat shield alot, and it helps. Get paralyzed by Marikoh and abused with her sword for a few minutes, there's a reason for a lot of parry.

My thought is this, leave PvE alone, in fact, buff players, give us higher caps for stuff like SSI, DI.. things like that. We should be Uber. If parry gets nerfed, make up for it somewhere else, make the DI cap %200 and add imbuing so we can hit that cap. The monsters dont need more HP.
I don't really see how 100% parry breaks the PvE aspect of UO, there's still plenty of things that can't be parried. Id like to watch someone with 100% parry fight the mithril ancient dragon, I should be able to put the time and effort into maxing out parry so I can stay alive. It takes time, it takes effort, it should be rewarded, not nerfed.

PvP? Cap everything. Make the playing field level. Make Duels just that, duels, all skill capped at 120, and basic LRC suits with 70 Resist. Don't make PvE suffer for PvP. If people want to wave their ePeen around about how great they are at pvp, everyone should be exactly the same so its all skill, and not gear, and then newbies can do it too, without the gear deficit that was mentioned earlier. Either that or add swords augments, I don't know how the math on it works, but I dont think 100% parry is really 100% when fighting someone with 250 swordsmanship, could be wrong though.

Do I want parry changed? no. I didnt stop playing OSI so my skills and stats could be even remotely close to what they were there. I've still got a max of 70 resist, so I should be able to make up for that in other places, like parry. I could be wrong, just how I feel about it. When I think about how much effort and money it takes to socket a full suit of armor to max parry.... no, definitely not a fan of the idea.

Kyn
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#20 Re :   Changes to parry?
11 years ago  September 13, 2013, 08:19:10 AM

My thoughts, maybe good, maybe bad.

For PvE... With the custom monsters, there's nothing wrong with 100% parry. Very few people, if anyone, actually has 100% parry. I know I'm trying to get there, because I play meat shield alot, and it helps. Get paralyzed by Marikoh and abused with her sword for a few minutes, there's a reason for a lot of parry.

My thought is this, leave PvE alone, in fact, buff players, give us higher caps for stuff like SSI, DI.. things like that. We should be Uber. If parry gets nerfed, make up for it somewhere else, make the DI cap %200 and add imbuing so we can hit that cap. The monsters dont need more HP.
I don't really see how 100% parry breaks the PvE aspect of UO, there's still plenty of things that can't be parried. Id like to watch someone with 100% parry fight the mithril ancient dragon, I should be able to put the time and effort into maxing out parry so I can stay alive. It takes time, it takes effort, it should be rewarded, not nerfed.

PvP? Cap everything. Make the playing field level. Make Duels just that, duels, all skill capped at 120, and basic LRC suits with 70 Resist. Don't make PvE suffer for PvP. If people want to wave their ePeen around about how great they are at pvp, everyone should be exactly the same so its all skill, and not gear, and then newbies can do it too, without the gear deficit that was mentioned earlier. Either that or add swords augments, I don't know how the math on it works, but I dont think 100% parry is really 100% when fighting someone with 250 swordsmanship, could be wrong though.

Do I want parry changed? no. I didnt stop playing OSI so my skills and stats could be even remotely close to what they were there. I've still got a max of 70 resist, so I should be able to make up for that in other places, like parry. I could be wrong, just how I feel about it. When I think about how much effort and money it takes to socket a full suit of armor to max parry.... no, definitely not a fan of the idea.


100% parry is game breaking, the only people who would want to keep such a thing are people who wish to exploit it. It doesn't matter if you have 5000 swords. 100% parry chance is still a 100% parry chance.


I think the 260 cap is more than fair. This game was just not meant for people to be able to dodge melee attacks 100% of the time. Especially when 75% of the monsters we have in game do not use spells or any type of spell casting AI.


Pointing out a handful of monsters in game that use attacks that cant be parried does not make this change any less relevant.