Post by Cookie <EK> on Jun 5, 2004 9:54:23 GMT -5
Well this is the official summary so far from Stratics...
Hanse confirmed the accuracy of the listing and added his comments.
To give players a convenient place to find updated PVP changes, I went through the posts Hanse made over the last 2 months and here is what I got:
*Bandages: Uses 26 hp point (*interruption thresholds*) range for PvM and PVP pets. USE 19HP POINTS AS PVP THREDHOLD.
*Wrestling minimum damage increased from 1 to 2 (2-4 instead of 1-4).
*The fix for wrestling special moves being fired off from spells isn't being fixed this round of fixes.
*The casting time for Holylight and Wither is increased.
*chance of tracking will depend on tracker's tracking/detect hiden skills and victim's hide/stealth skills.
Formula: (tracking+detect hidden) / (hiding+stealth+necro bonuses) * 50
Also, with the formula of hiding + steath vs tracking + detect hidden + random(20),
Necromancers get bonuses and penalties for their forms. Vampires always have a minimum of 50, if their hiding + stealth is less than 50. The big blue four-armed demon gets a penalty of 20. Wraiths and Banshees get a bonus of 20 to their difficulty, if they're below 200 (maximum skill total is 220 for difficulty and ability).
*FC 2 cap for paladins if you have 70 or above magery. So, if you're not a mage with high chivalry, you can cast with FC 4.
*Divine fury, Enemy of One now gives counts properly.
*The ability to run and fire arrows at 180 stamina and above was fixed. You may lag and fire arrows, but it is fixed for high speed connections with very good latency.
*The current bug on production shards: If you see the animation of the arrow flying to your target and take a step, it will always miss.
Fix: Your animation should be the end of your combat loop. It should not always miss, so now it ignores movement after the swing delay. This allows you to fire and forget.
*All special forms for necromancers are preventing points gain in factions and death points. Attempted to fix issue, but it requires testing. This also includes the Paladin spell “Enemy of One”.
*Max swing frequency for a meele weapon is capped at 1/second.
*35% chance to cure deadly poison at 120 magery, instead of 25% chance. This increase has similar increases in percentage chance for lower magery skill, as well.
*Cleanse By Fire is now skill based on Chivalry.
Poison LvL 5 4 3 2 1
50 Chivalry 37% 57% 77% 97% 100%
75 Chivalry 56% 76% 96% 100% 100%
100 Chivalry 75% 95% 100% 100% 100%
120 Chivalry 90% 100% 100% 100% 100%
*Faction traps should decay after one day.
*Changed disarm to allow a delay on spell channeling weapons. Fixed a bug that would not allow two-handed weapons to be disarmed.
*Reveal spell was fixed
Always reveals invisible targets, if they're within range of the reveal target location.
Compares Hiding and Stealth vs Magery and Detect Hidden for successful reveal.
*dryad bow will be added into the Arti pool.
*Arch cure casts at the speed of a third circle spell. Arch cure already casts like cure on Hanse's PvP shard, except it cures nearby folks as well. I mentioned up in another post that I fixed it to not cast on your current targets or aggressors.
Arch cure uses the old cure spell's formulas. At 100 magery, you have a 87% chance to cure poison level 5.
Arch cure will not cure an enemy in combat (aggressor or victim). It used to cure everyone within 2 tiles of your target. This should make it more useful in PvP.
*Heal Potions:
Lesser: 6-8 damage heal; 3 second delay instead of 10...
Normal: 13-16 damage heal; 8 second delay instead of 10
Greater: 20-25 damage heal; 10 second delay...
*Parry now has a penalty of 1% to its chance per each dexterity point below 80. Minimum chance is 30% of the original parry rate at maximum parry skill and 10 dex. No bonuses for being over 79 dex, though. We'll evaluate this change on Hanse's PvP.
*There is NO delay to use moves, as some folks have suggested in this thread. It just takes 2x mana if you are in the 3 second timer between moves.
*The amount you can heal with bandages was not changed.
*Lower Mana Cost: Cap 40%.
*Hit Chance Increase / Defense Chance Increase: Capped at 45%.
*Damage increase: Cap 100%
*Cure potions: Increased effectiveness of the potions, as well, due to the cure spell being lowered.
*FC cap 2, protection FC cap 0.
*SDI: 120 int (12% SDI), GM inscription (10% SDI), and 15% SDI items gives a total of 37% SDI.
*Swamp dragons do not protect in PvP.
*Pain Strike casting delay lowered by 500ms. Min/max damage increased by 2.
*Psuedo-PvM and PvP
Creatures attempt to cast old reactive armor, protection, and magic reflect spells. This results in no spell being cast. Creatures will no longer cast these spells. This fix increases their spell casting ability (pets and creatures).
…Please feel free to add to the list if I missed anything from Ferbert and Speedman.
Hanse, (Designer, Ultima Online) responded:
Good post. A correction and an addition:
1) Bandages 19 hp damage PvP to interrupt. 26 in PvM.
2) Wrestling minimum damage increased from 1 to 2 (2-4 instead of 1-4).
It's too bad the fix for wrestling special moves being fired off from spells isn't being fixed this round of fixes. I really wanted that in, but it is such a fundamental change to fix the issue that we couldn't risk it. The fix would require us to change all damage calls in the game.
Anyway, Hanse's PvP is down this weekend. We'll get it online as soon as QA is finished with the hardware.
- Hanse
UO Designer
Hanse confirmed the accuracy of the listing and added his comments.
To give players a convenient place to find updated PVP changes, I went through the posts Hanse made over the last 2 months and here is what I got:
*Bandages: Uses 26 hp point (*interruption thresholds*) range for PvM and PVP pets. USE 19HP POINTS AS PVP THREDHOLD.
*Wrestling minimum damage increased from 1 to 2 (2-4 instead of 1-4).
*The fix for wrestling special moves being fired off from spells isn't being fixed this round of fixes.
*The casting time for Holylight and Wither is increased.
*chance of tracking will depend on tracker's tracking/detect hiden skills and victim's hide/stealth skills.
Formula: (tracking+detect hidden) / (hiding+stealth+necro bonuses) * 50
Also, with the formula of hiding + steath vs tracking + detect hidden + random(20),
Necromancers get bonuses and penalties for their forms. Vampires always have a minimum of 50, if their hiding + stealth is less than 50. The big blue four-armed demon gets a penalty of 20. Wraiths and Banshees get a bonus of 20 to their difficulty, if they're below 200 (maximum skill total is 220 for difficulty and ability).
*FC 2 cap for paladins if you have 70 or above magery. So, if you're not a mage with high chivalry, you can cast with FC 4.
*Divine fury, Enemy of One now gives counts properly.
*The ability to run and fire arrows at 180 stamina and above was fixed. You may lag and fire arrows, but it is fixed for high speed connections with very good latency.
*The current bug on production shards: If you see the animation of the arrow flying to your target and take a step, it will always miss.
Fix: Your animation should be the end of your combat loop. It should not always miss, so now it ignores movement after the swing delay. This allows you to fire and forget.
*All special forms for necromancers are preventing points gain in factions and death points. Attempted to fix issue, but it requires testing. This also includes the Paladin spell “Enemy of One”.
*Max swing frequency for a meele weapon is capped at 1/second.
*35% chance to cure deadly poison at 120 magery, instead of 25% chance. This increase has similar increases in percentage chance for lower magery skill, as well.
*Cleanse By Fire is now skill based on Chivalry.
Poison LvL 5 4 3 2 1
50 Chivalry 37% 57% 77% 97% 100%
75 Chivalry 56% 76% 96% 100% 100%
100 Chivalry 75% 95% 100% 100% 100%
120 Chivalry 90% 100% 100% 100% 100%
*Faction traps should decay after one day.
*Changed disarm to allow a delay on spell channeling weapons. Fixed a bug that would not allow two-handed weapons to be disarmed.
*Reveal spell was fixed
Always reveals invisible targets, if they're within range of the reveal target location.
Compares Hiding and Stealth vs Magery and Detect Hidden for successful reveal.
*dryad bow will be added into the Arti pool.
*Arch cure casts at the speed of a third circle spell. Arch cure already casts like cure on Hanse's PvP shard, except it cures nearby folks as well. I mentioned up in another post that I fixed it to not cast on your current targets or aggressors.
Arch cure uses the old cure spell's formulas. At 100 magery, you have a 87% chance to cure poison level 5.
Arch cure will not cure an enemy in combat (aggressor or victim). It used to cure everyone within 2 tiles of your target. This should make it more useful in PvP.
*Heal Potions:
Lesser: 6-8 damage heal; 3 second delay instead of 10...
Normal: 13-16 damage heal; 8 second delay instead of 10
Greater: 20-25 damage heal; 10 second delay...
*Parry now has a penalty of 1% to its chance per each dexterity point below 80. Minimum chance is 30% of the original parry rate at maximum parry skill and 10 dex. No bonuses for being over 79 dex, though. We'll evaluate this change on Hanse's PvP.
*There is NO delay to use moves, as some folks have suggested in this thread. It just takes 2x mana if you are in the 3 second timer between moves.
*The amount you can heal with bandages was not changed.
*Lower Mana Cost: Cap 40%.
*Hit Chance Increase / Defense Chance Increase: Capped at 45%.
*Damage increase: Cap 100%
*Cure potions: Increased effectiveness of the potions, as well, due to the cure spell being lowered.
*FC cap 2, protection FC cap 0.
*SDI: 120 int (12% SDI), GM inscription (10% SDI), and 15% SDI items gives a total of 37% SDI.
*Swamp dragons do not protect in PvP.
*Pain Strike casting delay lowered by 500ms. Min/max damage increased by 2.
*Psuedo-PvM and PvP
Creatures attempt to cast old reactive armor, protection, and magic reflect spells. This results in no spell being cast. Creatures will no longer cast these spells. This fix increases their spell casting ability (pets and creatures).
…Please feel free to add to the list if I missed anything from Ferbert and Speedman.
Hanse, (Designer, Ultima Online) responded:
Good post. A correction and an addition:
1) Bandages 19 hp damage PvP to interrupt. 26 in PvM.
2) Wrestling minimum damage increased from 1 to 2 (2-4 instead of 1-4).
It's too bad the fix for wrestling special moves being fired off from spells isn't being fixed this round of fixes. I really wanted that in, but it is such a fundamental change to fix the issue that we couldn't risk it. The fix would require us to change all damage calls in the game.

Anyway, Hanse's PvP is down this weekend. We'll get it online as soon as QA is finished with the hardware.
- Hanse
UO Designer