PvP mechanics

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Calix
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PvP mechanics

Post by Calix »

Mostly as per P25(http://web.archive.org/web/200510232227 ... n_502.html), but all listed here:
Item caps:

SDI 15 - Including ALL necromancy spells. (wither was uncapped on OSI)

LMC 40 - (For spells, weapon special moves are covered separately)

EP 40 - From items

HPI 25

HCI 45

DCI 45

Stat cap of 250

Skill cap of 720 (Starting at 700, 705 at 1 month account age, 710 at 2 months, etc)

Swing Speed Cap of 1 swing per 1.25 seconds

Necromancy spells unaffected by faster casting (Like OSI system in p25)

FC2 for magery(and chivalry if character magery = >70)

FCR 6

FC4 for chivalry*unless magery = >70)

FC0 if using Protection spell

GM Inscription gives 10% SDI bonus

Alchemy gives 10% EP bonus per 33 points in the skill

Dexterity requirement for fully functioning parry reduced from 80 to 50 - Parry mages become a possible template choice

Cast time for Wither increased from 1.25 to 1.75 - To discourage 'wither spam' choke point PvP

Paralyse Field EFFECT time reduced by 2/3rds - To discourage choke point PvP

Poison Field EFFECT time reduced by 1/4 - To Discourage choke point PvP

Spell-Channeling and Mage Weapon removed from wands - To discourage excessive 'wanding' in PvP, and also prevent 'wand necro' templates)

Increased insurance costs for murderers. Upon death as a murderer, you will receive this message in additional to the normal insurance text: "As a well known murderer and outcast, you have lost an additional 1800 gold" The killer of a murderer will receive this additional message: "You have been awarded an additional 1800 gold for vanquishing a murderer" This is PER ITEM. Basically, insurance costs for murderers are increased by 4 times, as is the reward for those who kill murderers.

Improved factions system planned as first 'expansion' 6months+ into shard.

Purple/explosion potions min/max dmg greatly reduced - To prevent Razor macro's dominating PvP

Armour Ignore capped at 40 damage

Str/Dex/Int capped at 150

Special Move toggle deactivated upon spell casting / spell holding.

King Cyric
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Re: PvP mechanics

Post by King Cyric »

Calix wrote:Mostly as per P25(http://web.archive.org/web/200510232227 ... n_502.html), but all listed here:
Item caps:

LMC 40 - (For spells, weapon special moves are covered separately) - LMC at this point was irrelevant for magic man, was essentially infinite. only cap that matters is dexers and its dealt with separately, dont see point in this cap.

FCR 6 - is this default? 5 was decent but 6+ was a luxury that should be afforded by 1 item choice imo

GM Inscription gives 10% SDI bonus - should be infinite sdi hax.
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KoKane
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Re: PvP mechanics

Post by KoKane »

What about making the HCI/DCI max % at 40 instead of 45% - but adding in a hidden, always on, bonus of +15hci/15dci for Two-Handers that brings it to 55% only when using them


So if someone has HCI 40 from their items and throws on a Spear or Haldberd, they have 55%

Might get people using those weapons. Probably not likely but its just an idea worth considering.


They had this on DFI AOS and it was actually very nice. Its hard enough to find one, but when you get a good two hander weapon, its cool to see a mage running around using it because it looks so different from the norm, which is the inevitable 1 handers + shields.


Well I dont remember the exact values... I dont even remember what items give these bonuses, but hopefully you get the idea?


Lets look at HCI for example
Spirit of Totem +15%
Weapon + 15%
Shield + 15%

Thats the 45% and to be a dexxer in a mages world, you really need it. And if mages get it, well fuck...

DCI:
Heart of the Lion 15%
Weapon? +15%
Shield +15%

Is there a headpiece with DCI? Do weapons give it? I cant remember.


If two-handed weapons had like a 15% hidden bonus that stacked with whatever the weapon had on display for HCI/DCI, then it would be just like having it on your wep+shield combo.
However, if a two handed weapon dropped with no HCI/DCI displayed but still had its hidden bonus, it would be decent and still out classed by a wep+shield combo that did have hci/dci.

It opens up a lot for the cosmetic side of a character aswell, appearance etc is very important :P
Its nice to introduce more variety aswell, because otherwise, people are forced to use wep and shield in order to compete.
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Calix
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Re: PvP mechanics

Post by Calix »

KoKane wrote:What about making the HCI/DCI max % at 40 instead of 45% - but adding in a hidden, always on, bonus of +15hci/15dci for Two-Handers that brings it to 55% only when using them


So if someone has HCI 40 from their items and throws on a Spear or Haldberd, they have 55%

Might get people using those weapons. Probably not likely but its just an idea worth considering.

Any thoughts on that?

Superfast Oz
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Re: PvP mechanics

Post by Superfast Oz »

Changing stuff for the sake of changing stuff I think. HCI was fine in uo really.

Fatalist
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Re: PvP mechanics

Post by Fatalist »

there surely wouldn't be any advantage at all to using a 1hander then? since you're effectively giving them a free 15/15 hci/dci shield, minus the negligble resists, but massively increasing the 'burst' damage. Again agree with oz, there was nothing wrong with it how it was imo.
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Calix
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Re: PvP mechanics

Post by Calix »

kk

zole
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Re: PvP mechanics

Post by zole »

terrible change. The idea is to encourage mages to use two handers, but what it actually does is allow dexxers to own mages (A mage will never be able to match the HCI of a dexxer).
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Medwin Lucrii
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Re: PvP mechanics

Post by Medwin Lucrii »

Is choke point pvp such an issue to warrant decreased field spell duration? Those field spells are great vs tamers, and any tools to fight tamers are good to keep in the toolbox.
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Calix
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Re: PvP mechanics

Post by Calix »

Choke point PvP was probably my biggest hate during p25. With mages having almost unlimited mana with high LMC( ihttp://www.uoguide.com/Lower_mana_cost) It's possible for a guild/group to keep a constant row of fields and wither spam over an area for hours if necessary, especially a dungeon entrance. Big group fights become nothing but mass field spell spam, and in AOS, the fields do not affect guild members - meaning a guild can defend the area whilst standing in their own poison fields, for example.

Oz have you got any pictures of some of those Europa Harrower fights with the screen full of fields?

Medwin Lucrii
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Re: PvP mechanics

Post by Medwin Lucrii »

Would it make more sense to restore being harmed by your own field spells? Being immune to them doesn't sound balanced.
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Calix
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Re: PvP mechanics

Post by Calix »

It's another change I hated but actually makes sense in the context of the rest of the AOS changes - it is the reason we've had to look at toning down Wither Poison Fields and Para Fields, though.

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