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is there a way to sell a static back to look into buying a new one?
I noticed the rare dyes tub vendor is not working, i asked discord about it and i was told it would be working again yesterday after the updates.. but i didnt see it working yet, is it working to anyone or does anyone have a date of when will it sell items again?
..that plx don't kill and co. do
i'll attach screens, 4 ppl walled gate after event:
[ATTACH=CONFIG]245[/ATTACH]
but because they didn't have enough of it, they even wanted to renew walls of stone so that i couldn't move (so that the only way to get out was to use stuck option, consuming it for the next 24hours)
[ATTACH=CONFIG]246[/ATTACH]
nothing interesting in my loot, just posting it for fun, to let know how pussies they are
and maybe is it illegal? idk.. it should be, anyway if these two couple of nuts may have jail it would even more funny
i just put down the arrow for the skill animal lore,
and kept up the animal taming, and it lowered to me 0.1 animal taming ..
i also paged, but preferred to also post it here so that can be considered for a fix
Welcome to my theory-crafted guide to the new PvP system. In terms of structure the guide will be written as a list of changes or features, followed by any mechanical details pertaining to the feature and then a short comment on the proper use intended. All new features have specific roles intended for them and it is hoped that the players who are best at identifying and utilising these features will have an edge in combat.
Comments are welcome as is tactical discussion but whining about the numbers without first taking time to practice, learn and test the changes in-game will only undermine the value of your opinion. I respect evidence-based objectivity and will listen to criticism, but not if it is prejudged whining based on perceived and untested problems. Sorry if this sounds aggressive, it isn't my intention, I just want people to know if you want your opinion to be respected make sure you've given it some serious impartial thought and a bit of experiment to go with it.
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Greater Heal (Spell book)
Restores 38 hits on an unpoisoned target, or 30 hits on a poisoned target. This means a loss of 21% effectiveness when the target is poisoned.
Mana: 11
Time: 2.1s
Comments:
This is the most mana efficient healing spell by a notable margin. Furthermore, this spell also loses the least effectiveness in terms of % heal when the target is poisoned. Tactically it makes sense for this spell to be the primary healing spell in order to maximise health coverage and minimise mana use. However, it is also easier for an opponent to cast poison before the end of a Greater Heal cast or to get in a hit with a poisoned weapon. Also note that the long cast time may result in death from incoming damage before the cast is finished. Therefore, in certain situations (or against opponents taking a poison-heavy approach) it may be better to rely on other healing methods.
Greater Heal (Scroll)
Restores 35 hits on an unpoisoned target, or 27 hits on a poisoned target. This means a loss of 23% effectiveness when the target is poisoned.
Mana: 23
Time: 1.0s
Comments:
This is by far the most time efficient healing spell with a HPS of 35 when the target is not poisoned. This is extremely fast. However, the high mana cost prohibits extensive use and the healing mitigation is greater when the target is poisoned. In general a single cast when being dumped on should be viable. If the dump is early in the fight a double cast is also viable but results in a significant loss of mana. Careless use will eventually lead to going out of mana if your opponent chooses to punish you in this way. Note that in order to cover a cast of Greater Heal from a scroll one would need to drink a total mana potion resulting in a potion delay of 27s. However, using a Greater Heal potion and casting Heal will cover 38hp in exactly the same amount of time and only trigger your potion delay for 10s.
Heal (Spell book and scroll are the same)
Restores 13 hits on an unpoisoned target, or 10 hits on a poisoned target. This means a loss of 30% effectiveness when the target is poisoned.
Mana: 4
Time: 0.8s
Comments:
This spell has a lower HPM and HPS than Greater Heal. Additionally it also loses more coverage than any other healing method when poisoned. However, this does not mean it is useless, a good example of one use is given in the comments for Greater Heal scrolls. Whenever a small amount of health is required quickly, either to minimise the time spent healing, or to survive an incoming attack, but the user does not wish to blow 23 mana for a Greater Heal scroll then Heal is the way to go. The high mitigation on poisoned targets may seem prohibitive but the short cast time means that interrupting a Heal with a poison is extremely unlikely and only truly careless players who do not cure or pay attention are likely to get penalised heavily. Heal is also the best way to deal with enemies who use harassment spells a lot since it is fast and cheap and does not take you off the offense for a full 2.1s like Greater Heal does.
Greater Heal Potion
Restores 25 hits. Ignores poison condition.
Delay: 10s
Comments:
In general these potions were very underused before the changes. This doesn't mean nobody used them, but a lot of people used automated mana chugging loops and so on. I believe with a shorter delay and the reduced reliance on mana potions the decision to drink either mana or health is more down to good judgement and less of an obvious choice. For aggressive play mana potion will always be the way. But when healing a greater heal potion can give you 25hp/10s. A total mana potion can give you 27mana/27s. This can then be used to cast spells, in the case of Greater Heal you will be able to convert 27 mana into two casts giving 76 hits and an additional Heal spell to give a total of 89 hits best case scenario where you are not poisoned and do not die due to the low HPS on these two spells. In this same time frame you can chug 2.7x Greater Heal potions giving a total of 67.5 hits. This leads to the conclusion that unless you are under pressure it is not wise to waste your delay on drinking Greater Heal potions. However, if you are under pressure and forced to cast Greater Heal scroll then the mana potion leads to only 35 hits plus one Heal giving a total of 48 hits in 27s, in this case you would have been far better off chugging the Greater Heal potions, even more so if poison mitigates any of the casts. Also note that Heal potions now do an animation which will help allies and opponents tell what type of potion you are drinking.
Bandages
Restore a random amount of health between 1 and approximately 50 with a base fail chance (giving no health) of 9%. The random limits are not weighed so the chance of a heal of any specific value between min and max is equal. These values are based on GM Anatomy and GM Healing. If either of these is lower then fail chance increases and the maximum heal is reduced. Bandages take approximately 2s to apply.
After the changes DEX now influences healing in the following ways:
Fail chance increases by 1%, min heal decreases by 1 and max heal decreases by 0.5 for every 10 DEX below 80 or reduces by 1%, increases by 1 and increases by 0.5 respectively for every 10 DEX above 80.
The changes are linear formulas so at 75 DEX you still have penalties, it is not a discrete system that only applies every 10. Min heal cannot go below 0.
Comments:
At 80 DEX bandages will function identically to how they used to pre-changes. Below 80 DEX the reliability of bandages drops quite significantly as the chance to get fails or 0hp heals goes up quite a bit. I would go as far as to say that below 80 DEX bandages are not useful in PvP. At 120 DEX the fail chance is relatively low and minimum heals are increased to 5 hits. This may seem a minor increase but the extra reliability means that a player with a low mana pool can use bandages to help manage their health and conserve mana. In a dueling situation the long apply time means that poison pressure will be a problem as poison 100% blocks the first bandage and even the book Poison now casts in 1s. However, I hope the increased effectiveness of bandages will allow people who wish to lean towards a warrior style of PvP to stand a better chance than before. For other players the primary purpose will be to conserve mana when there is not too much pressure. However, the inherent unreliability and vulnerability to poison are serious limitations.
Greater Cure Potions
Instantly cures poisons up to normal level. 90% chance for an instant cure of a Greater Poison and 75% chance for an instant cure of a Deadly Poison.
Delay: 5s
Comments:
In the old system these served nearly no purpose. In the new system the extremely low delay means that the occasional use of a Cure potion will not be a major penalty to your mana levels, nor lock out the use of a Greater Heal potion for very long if you are under pressure. In order to determine if a Cure is worth using I believe one needs to consider the situation. If you are casting a Greater Heal and see an incoming Poison then you stand to lose 8 hits from your heal, the chances are this is not worth drinking a Cure for since 8 hits/5s is a very poor ratio. However, if you are casting a lot of heal spells (e.g. in a gank situation) and stopping the heal casting to do a Cure spell would result in death then drinking a Cure may be a good idea since if the Poison is left unchecked on multiple casts the Cure potion may in fact have a value of more than only 8 hits, even more so if the poison is likely to start ticking and causing its own damage as well. Another situation where I believe Cure potions are useful is when healing with bandages (e.g. for Warrior-style players) if a bandage is 1.5s into its duration and you get poisoned a quick Cure potion will ensure the bandage is successful. This may seem minor but since bandages can heal over 50hp at high DEX it is a gamble which may pay off and only locks out your potion delay for 5s. Also since a warrior build may have low INT this may also be another way of conserving mana by relying on bandies and potions to cover curing and health management.
Cure (Spell book and scroll are the same)
Cures poison from the target with 100% effectiveness.
Mana: 6
Time: 0.9s
Comments:
This is of course the primary way of removing poison for most players. If an opponent Poisons a lot then every careless Poison which you can easily Cure gains you 3 mana and 0.1s advantage. This means that in a battle of Cure against Poison the pressure is on the Poison casting player to make sure he gets a benefit with clever poisoning, otherwise the Cure casting player will get the advantage. The short cast time also means that even in a dump it is worth timing a Cure between heal spells to remove Poison before it ticks and/or the total health mitigated from your casts builds up significantly. This may seem like you are "stopping your healing" but in fact you are saving yourself a lot of lost health and if a Poison is cured before mitigating or ticking damage then your opponent will have also lost casting time and mana as well which loses you little. Poor curing can be a problem though as even two mitigated Greater Heal casts would result in a loss of 16 hits which is a significant amount to lose to a 1s cast 3rd circle spell. If the Poison also ticks and is Greater or Deadly then the loss will be even greater, so managing Poison is very important but also careless poisoning loses advantage to even basic curing.
Magic Reflect (Scroll)
Reflects the next harmful spell to hit the target.
Time: 1.75s
Mana: 19
Comments:
Only the mana cost has changed in the latest patch. This is to reflect the increase in damage and mana cost for many of the primary attack spells. I believe the utilisation of this spell is largely unchanged, it is only worth its mana cost if you are able to reflect spells like Flame Strike, Energy Bolt or Mind Blast in which case you have cost your opponent a comparable or greater amount of mana, effectively healed yourself by a respectable amount of health and inflicted a good amount of damage on your opponent. The short cast time means it is possible to cast and reflect a Flame Strike scroll if you are extremely fast but it is most likely this spell will only serve its purpose when employed preemptively at the correct moment or used to kill the momentum of an opponent's attack. The book spell is unchanged and serves similar purpose but is much slower, since it hasn't changed and the use is the same as before I won't be adding a separate comment or description for it.
I know you guys are busy, but I just wanted to toss this out there.
It would be great if there were tooltips in the stats interface that gave information on what Strength, Dex and Int do. Like strength would say: "Increase health by x, weapon damage by y% and carry weight by z." Also perhaps when you mouseover mana pool it would show you how fast your mana regens? I have a general idea about how these work, but it would be nice to know exactly how much each stat affects what.
Mainly colored items, i love colored lanterns and candles, anything rare or from a shipwreck, not paintings though,, will also buy caught fish above 190.. bonsai's and water troughs are also wanted...
I think a person that owns a castle should beable to mark a rune and recall in to the court yard. That was always the reason on some one owning one. Think we can make this happen?
Hello,
I am new to UO and IN, and I am having trouble creating a game account;
Whenever I attempt to create one, it says, "Please try again soon" or something of that caliber.
I do not know why this is happening or how to solve this problem, please help. :confused: