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Publish 19


Steel DarKnight

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Evocare posted the following information on balancing changes which are currently set for publish 19:

Here is the current list of balance changes for pub 19. Although we can only do so many of these in a single publish, I've tried to hit several of the really key issues that many of you voiced in the balance threads, while also leaving room for continued improvement in subsequent publishes. Please discuss!

1. Crafting changes

a. the exceptional bonus for non-runic crafted armor has been raised to 14 resistance points (instead of 6), bonuses for runic armor remain the same. This change was made so that crafted armor can give very significant resistance values, with the tradeoff obviously being that these armor pieces don't have other magical properties.

b. the exceptional bonus for non-runic crafted weapons has been raised to 40% damage increase (instead of 20%), bonuses for runic weapons remains the same. The tradeoff here is the same as above, these weapons aren't able to get any of the other magical properties.

2. Pet improvements

a. Pet skill loss has been reduced to .1 skill point per death. There is no longer a larger penalty when a non-owner ressurects the pet.

b. The time required to heal a pet with bandages has been reduced by 2 seconds, to a minimum of 2 total seconds.

3. Magery spell damage improvements

a. The base damage for most mid to high circle direct damage spells has been increased by 1 to 3 points.

b. Intelligence now gives players (and only players) a percent damage bonus to their spells equal to Int/10 (versus any target, player or non-player).

These changes give a player with 120 eval and 120 intelligence (with no inscription or damage bonus items) the ability to average 26 damage with an ebolt vs a 60 energy resist target. Under the current rules (pre pub19), this player would deal an average of about 22 damage under the same circumstances.

As an additional example, a pub 19 player with 120 eval, 100 inscribe, and 120 int would deal an average of 28 damage per energy bolt versus a 60 energy resist target.

4. Pain spike damage reduction.

The pain spike spell will now deal 12 less damage then it previously dealt when cast against other players (it will remain the same versus non-players). The formula versus players is now...

damage = (caster spiritspeak skill - target resisting spells skill)/100 + 18

Versus non-players the formula continues to be...

damage = (caster spiritspeak skill - target resisting spells skill)/100 + 30

5. Double-strike changes.

a. The bug that causes the second swing to always hit has been fixed. Using this ability will always cause two swings, but the second swing can now miss as was originally intended (this ability was not meant to be conceptually equivalent to "double damage").

b. Attempting a double-strike will give the attacker a -10% damage modifier for the duration of those swings.

6. Special move mana cost changes.

a. The whirlwind mana cost has been lowered to 15.

b. The moving shot mana cost has been lowered to 15.

c. The infecting blow mana cost has been lowered to 15.

d. The shadowstrike mana cost has been lowered to 20.

e. The crushing blow mana cost has been lowered to 25.

f. The concussion blow mana cost has been lowered to 25.

7. A bug causing the "hit chance increase" and "defense chance increase" properties to be overpowering has been fixed.

These properties now modify the percent chance to hit or miss by a percentage, rather then modifying the percentage by a flat amount.

For example, if your base chance be hit by an opponent is 50% due to equal weapon skill values, and you have a total "defense chance increase" value of 40%, their chance to hit you will be 30% (40 percent *of* 50), rather then 10% (50 - 40). Note that this property's usefulness is now directly proportional to the user's skill with the weapon.

8. Stealth improvements

a. The number of steps a player can take from one successful use of the stealth skill has been doubled (ie. 20 steps at 100.0 stealth instead of 10).

b. Only the detect hidden skill is used to determine a chance to passively reveal an approaching stealther, intelligence is no longer used for this equation.

9. The quality of magic items found in level 4 and 5 treasure chests has been improved.

- Evocare -

Lead Designer: Ultima Online

I would like to point out (since evocare failed to) that these changes are not definte. According to the OSI 6 week publish timeline we still have a few weeks left and some of the items listed might change.

With that out of the way I would like to say these changes look good.

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