09-02-2007, 11:56 PM
Pande Wrote:a little correction i'd like to make:
gheals always gave you the same amount of health, but the lesser and regular heals gave you a random value inbetween their range, say; 5-12 for lesser, 13-24 for regular, and always 25 for greater heal. i think this was done to force people to train alchemy and get the better pots.
Yeah I forgot about the small heals, never used them myself But I don't think they have to be random for people to train the alchemy skill, since gheal pots are still stronger than lesser heal, no matter if they give a random hp value or a static one ;p
Pande Wrote:spell damage is determined by your evaluating intelligence and resisting spells skills. maka had a nice little algorithim for it.
ex1: if you have 100 eval and your opponent has 0 resisting spells, you will do massive damage.
ex2: if you have 0 eval and your opponent has 100 resisting spells, you will do minimum damage.
ex3: if you both have 100 then you do the damage listed in nOx's pvp guide; 42 for fs, 20(?) for lit, etc.
Yeah, I know that that's pretty much how it usually works at a RunUO server. What I was saying though is if we'll be keeping it here, or if we'll be changing it to "sphere style", which means that eval int wouldn't be making any difference in PvP, neither would resist, resist would still be useful vs monsters tho.
However since they were "disabled" due to sphere-flaws I suppose we'll enable them, since we seem to have done that with most skills that were disabled at sphere due to flaws in the system, but I still wanted to ask to make sure :] Thnx for clearing that up tho :]
Regards,
Hate