Discussion in   Shard Updates   started     8 years ago   February 01, 2016, 08:40:44 AM   by   Kane

Shard Update Febuary 1, 2016

Kane
Offline
591 Posts
Topic :   Shard Update Febuary 1, 2016
8 years ago  February 01, 2016, 08:40:44 AM



Version 116
Disarm Event Code Updated
Base Weapon Updated: Handles new weapon attributes
PlayerMobile Updated: Items should be forced into the backback during the death/corpse/backpack transition.
Repair Updated: New armor set
AOS Updated: Added new weapon attributes
AOS Updated: New enums for handling additional attributes, previous system had a cap on the max number of attributes based on the type of var used.
Dampened Spirits Updated: Shouldn't stack on a player now.
Set Item Updated: Handles new armor set
Runic Tools Updated: 2 older tools seem to still be out there, both updated to current system.
Base Reward Updated: Removed the older runic tools and replaced with the new runic tools.
Runic Tinker Tools Updated: New skill numbers are enforced same as smith
Luck Deeds Updated: Was not handling the new luck cap property correctly
Domino's Deco: Added 30 new items
TurnInQuestNPC Updated
HeartBox Added
Valentine Deco Added
Talisman of the Rose Added: Special ability is to heal 5 times a day.
Dacil's Armor Set Added: Quiver, Arms and Sandals
Shirt of Tseramed Added: Archer Flavor
Talisman Of Tseramed Added: Archer Flavor
Parry Damage Property Added: Currently when parried the % is 0, this property will increase that so when you are parried you will still do some damage.  Current Cap is 20%
Parry Cap Property Added: This property will lower the parry cap of your opponent only for your attacks with the weapon that has this property. Current Cap is 10%
Parry Damage Tool (Gold/Silver/Bronze) Added: Adds the prop to ranged weapons
Parry Cap Tool (Gold/Silver/Bronze) Added: Adds the prop to ranged weapons



UO Evolution Development Logs:
http://uoevolution.com/wiki/index.php/UOE_Development_Logs_2016#Publish_21_-_February_2016

Blackmamba
Offline
75 Posts
#1 Re :   Shard Update Febuary 1, 2016
8 years ago  February 02, 2016, 08:34:01 AM

What is the new luck cap property?

Reside
Offline
116 Posts
#2 Re :   Shard Update Febuary 1, 2016
8 years ago  February 02, 2016, 09:58:09 AM

Mamba,

I understand there was an issue with the +300 luck deeds not working properly on some jewelry so it sounds like that's what was fixed.

- Reside

Kane
Offline
591 Posts
#3 Re :   Shard Update Febuary 1, 2016
8 years ago  February 05, 2016, 09:53:49 AM

In the old system.. The luck cap was a forced piece of hard code, now it has a property that we can use to expand in game without the need for restarts and such.

MisterTuggles
Offline
98 Posts
#4 Re :   Shard Update Febuary 1, 2016
8 years ago  October 19, 2016, 03:38:59 PM

This is a bit of a necro (pun intended), but I just came back from a long break. Was looking to get back into PvP until I noticed something funny happening with a spell........ Why did dampen spirit get nerfed like this? I can understand it can be used as a "griefing" tactics, but it is also able to be completely removed with the cleric purge spell, or stam completely refilled via divine fury/refresh pots.
 As a person trying to pvp as a necro, stacking dampen spirit was the only thing that made strangle viable. This may have been the final nail in the coffin of the necro build as the only other remotely viable spell now is wither, but that requires me to go red to use it properly. I know the shard is not very pvp-centric/friendly, but it kind of seems like we are boxed up into either rolling an eval mage spamming harm, or swordsman spamming mortal strike.

I don't want this to be taken as an "attack" on Kane, just curious as to why this change was made as it had a profound impact on certain aspects of play.

Emperor_Norton
Offline
166 Posts
#5 Re :   Shard Update Febuary 1, 2016
8 years ago  October 19, 2016, 06:25:51 PM

Scratch "eval mage" from that list of viable PvP builds.  Since it seems over 160 Evaluate Intelligence makes your parry/dodge chance plummet, not the mention the changes to Bushido that remove Parry and Bushido from working in cohesion.  We are more pigeon holed now than ever it seems when it comes to PvP and gear choices.

(No disrespect intended, as I understand that PvP is far from a priority.)

LeoLeonardoIII
Offline
17 Posts
#6 Re :   Shard Update Febuary 1, 2016
8 years ago  October 19, 2016, 10:01:16 PM

Bushido doesn't take away from your parry, It simply uses Parry for your defense score if you have a shield equipped, and Bushido if you're using a one hand or two handed weapon without a shield. You can find the formulas here at the bottom of the page http://uoevolution.com/wiki/index.php/Parrying

LeoLeonardoIII
Offline
17 Posts
#7 Re :   Shard Update Febuary 1, 2016
8 years ago  October 19, 2016, 10:05:33 PM

I'm guessing they added the reduction to parry with eval so that mages aren't simply the catch all build taking the best of both worlds with unblock-able spells and an invulnerable defense. Now you are essentially on the same level. Your spells can't be blocked and their melee hits can't either.

MisterTuggles
Offline
98 Posts
#8 Re :   Shard Update Febuary 1, 2016
8 years ago  October 20, 2016, 05:07:52 AM

I was unaware that they had made the change to the eval/parry mechanics. That makes me pretty happy, but also sad as it does kind of push the power back firmly into the bow swordsmans (oxymoron much?).


@Evolution/Kane:
I wonder if you guys would be open to having a specific forum post dedicated to people making suggestions for an attempt to balance PvP and make an attempt to bring viability to new builds on the shard that break out of the current "meta"? I know that sometimes us as players can be fairly biased, but I believe that the majority of the people that play would offer up decent ideas as to how to bring about some change to the stagnation of combat in Fel. Maybe get various ideas on the subject, break those down into the ones that can be put in place, then allow the shard to vote on what to implement/change?


I am sure people would love to be able to be a battle bard, or be able to chain toss explosion potions, or rolling a necromancer, or druid, or spell-weaver, etc, etc. I think if the community would be able to throw out some proper ideas on bringing diversity (not the old wooden ship from the civil war) to PvP combat. I believe if we were able to make this happen it would bring even MORE players to the shard as there are a lot of people on various other shards strictly for the PvP aspect.

Sturger
Offline
730 Posts
#9 Re :   Shard Update Febuary 1, 2016
8 years ago  October 20, 2016, 02:31:33 PM

  I am most certainly not Kane, but I have talked with him a fair bit about pretty much everything UO-EVO related.

  PvP is on his short list, but-- that being said-- it is on the list; even if it is last on that list of say 5 to 10-- up and coming-- items...

  I will mention your idea for a PvP suggestion section on the forums, be added, to Dante. It is a good idea, IMO.

  Evolution is evolving everyday, and it is our ideas that Kane is working with. Of course at the end of that day those ideas are infused with Kane's own personal twist, but something is better than nothing.

 
  --Sturger--

MisterTuggles
Offline
98 Posts
#10 Re :   Shard Update Febuary 1, 2016
8 years ago  October 20, 2016, 06:53:36 PM

It may even be a nice idea to have some sort of "player council" that helps mold the certain aspects of the shard. Something like Eve Online's Council of Stellar Management. It is a collection of players that are voted onto the council by the player base. They help direct CCP (the game developer) with the direction they move the game in, etc.

Would be nice to see something like that in some manner.

Emperor_Norton
Offline
166 Posts
#11 Re :   Shard Update Febuary 1, 2016
8 years ago  October 20, 2016, 07:34:26 PM

  "[size=0px]I'm guessing they added the reduction to parry with eval so that mages aren't simply the catch all build taking the best of both worlds with unblock-able spells and an invulnerable defense. Now you are essentially on the same level. Your spells can't be blocked and their melee hits can't either."[/size]



But the catch all build created by this change has been UBWS repeaters while stacking parry.  And with the advent of the Lower Parry Cap and Increase Parry Damage, you have exactly what you have described above.



"[/size][size=0px]Bushido doesn't take away from your parry, It simply uses Parry for your defense score if you have a shield equipped, and Bushido if you're using a one hand or two handed weapon without a shield. You can find the formulas here at the bottom of the page [/size][/size][size=0px]http://uoevolution.com/wiki/index.php/Parrying[/size]"


True, and that's all well and good, but what has happened is that Bushido relies heavily on the Parry Stat for effectiveness by OSI standard.  Yes, I get it, this isn't OSI, but the Bushido build was already at a disadvantage prior to the change for losing the luxury of the stats available on various shields.  Now, it is more than disadvantage, but outright broken (this is my opinion here Kane).  Additionally, unless I'm missing something, the formula is incomplete, as we have no idea what the defense values are for those individual two-handed weapons.


My Eval Int stacking, Bushido Gear (socketed with parry) is now just about as useful as nipples on a frog.


My suggestion here, for balance, is to nerf UBWS, perhaps a 20-29 off the top, similar to what we see with Mage Weapon Minus.  Tell me, does it make sense that a Swordsman, who is trained with blade play, can pick up a bow and fire just as someone who has trained just as long with exclusively the bow?

FalseProphet
Offline
3 Posts
#12 Re :   Shard Update Febuary 1, 2016
8 years ago  October 21, 2016, 02:22:09 PM

Dampen Spirits had to be changed.  If it was stacked on you, even if you cast divine fury, you were back to zero stam in a few seconds.  Pots are on a cooldown and if we have to cleanse it then additional applications should be subject to diminishing duration/strength or the cast/recovery time drastically increased  The base cast time is about half a second and can be spammed with a small amount of FCR.  It should not in anyway be brought back in it's previous form.

Mortal Strike should also be subject to the same type of diminishing duration on subsequent applications beyond the first if applied within a certain amount of time.  The problem in doing that then leads you to the following, if that happens dex'ers need to be able to apply their specials at a more consistent rate.

In regards to the Parry/Eval interaction, we were using repeaters months before this change as they were still the best option vs mages.  I do however agree that it just made our previous best option stronger, especially vs non-mages when used in conjunction with lower parry cap & parry damage.  Dex'ers could not apply their specials or auto-attacks vs mages with any consistency to warrant using anything else.  It was interrupt the mage with all means possible + applying small consistent pressure or die trying to land a enough auto attacks to lead into a mortal strike + damage combo with a small chance.

Caster's should never enjoy the same luxury of martial defense as a dex'er whether it is through Bushido or Parry.  Otherwise the value of a dex'er in pvp is negligible.

Nerfing UBWS is not going to solve anything.  You're kind of tunneling on just Archery and trying to apply real world logic rather than game logic.  That one change is going to have a profound affect across not only pvp but pve and not just on Archery weapons. As an aside, If you limit a dex'er to just melee weapons you are going to have a 4-6 caster who can use his range at will.  Melee was never designed to combat a 4-6 caster.

I'm not saying there doesn't need to be changes but lets back up, create a new thread, and break down what problems need to be addressed.

Hatchi
Offline
36 Posts
#13 Re :   Shard Update Febuary 1, 2016
8 years ago  November 06, 2016, 12:42:56 PM

Like the idea of a council. And agree with Emperor for the archery fact and we need more viable stuff. Augs give custom but are very blocking when you want to change something.

Need to know the vision of the staff.