04-09-2012, 03:44 PM
Okay since some testing has been done and feedback has been good so far I will release a list of the changes currently on the test server. This does not mean the changes are finalised and does not preclude further changes or reversal of changes before Sunday. I am only releasing the general information, specific mechanics will not be shared. Why? You ask, because UO was more fun when everybody didn't know exactly how everything worked, also because I don't want to debate specific numeric information, those will be tweaked as testing goes on.
Most changes have counter changes in order to maintain some semblance of balance. In general changes are made to reward ingenuity and tactics, increase pace and diversity in PvP and to unbreak a few things. All whilst maintaining the 51a style but improving on it, think of it as 51a+ you can still play exactly as you have been 51a but with greater pace, but there will also be extra options and extra tactical elements which will benefit those who enjoy different play style or those that can exploit the new possibilities to their advantage. One of my biggest priorities was to make it possible for a single player or duo of players to hunt (PvP) and actually be dangerous and able to kill people, but without breaking it such that killing is too easy. The changes have only been briefly tested for enclosed areas like arenas, if they prove bad for that it will be fixed by region control, global changes should be for world PvP I feel.
The list so far:
Greater Heal spell and scrolls heal more. However, if the target is poisoned there is a penalty to the amount of hits healed.
Flame Strike scrolls now use more mana and do more damage but still represent the greatest DPS. Both spell and scroll have increased damage on low AR but no where near as dramatically as spells like Explosion or Energy Bolt (or alternatively, lower damage on high AR if you prefer to see it that way).
Heal now heals slightly more but also suffers a penalty if the target is poisoned. Heal scrolls now function exactly the same as the spell, therefore serve little purpose beyond book filling or saving on regs.
Lightning damage has been buffed but the scroll now acts exactly like the spell, this is the most mana efficient damage spell but the DPS is fairly low.
Recall scroll has had a slight speed nerf but is still faster than the book spell by the equivalent of one circle.
Harm is the new lightning scroll, the stats exactly match the lightning scroll currently on the live server. Harm scrolls perform exactly like the book spell.
Mind Blast now costs more mana and does a lot more damage, additionally it damages mana slightly and does increased damage based on the target's stats. At the most extreme case it is comparable to FS scrolling but in general is weaker. However, the mana damage (very small) can be tactically useful when used correctly. The scroll performs exactly like the book spell.
Fireball works very similarly to Harm, but unlike Harm is highly dependent on AR. At low AR it may be superior, at mid range it is similar, perhaps slightly weaker in terms of DPS but better DPM, on high AR it is clearly inferior. Again, the scroll matches the book spell in all respects.
Mana Drain has been changed extensively and now works in PvP. It currently drains a small amount of mana from a target for 12 seconds. After the duration is up the mana is returned, if the spell is recast (by anyone) during this period it has no effect, so it is not spammable. It may currently be too weak to be useful but I am being very careful not to make it overpowered.
All mana potion types give approximately 25% less mana, their potion delays are unchanged.
The base delay on all heal potions has been reduced, though it is still significant.
Heal potions now heal specific amounts of health (they were previously slightly random).
High dexterity now improves bandage healing in three ways: Success chance (moderate effect), minimum heal (significant effect) and maximum heal (minor effect).
Cure potions now have a very short potion delay.
Stamina potions now have a very short potion delay.
Stamina drain on macing weapons has been fixed (it was bugged and too high due to a formula mistake - note this change will probably go global immediately).
Paralyze scroll will take less mana than before.
Wall of stone duration has been reduced (this was also bugged due to a formula mistake, the change will probably go global immediately).
Paralyze duration has been reduced (again, as above).
Magic reflect scroll mana cost has been increased slightly.
Greater heal scroll mana cost has been reduced slightly.
Only single-handed bladed weapons can now be poisoned (no axes, spears or polearms).
Mana regeneration has been partially restored, players will now passively regain mana continuously at a moderate rate. Overall total mana over time will be comparable to pre-mana potion nerf but slightly higher. This will open up more options in terms of potion use and add an element of "pacing yourself" should also help group PvP quite a bit.
Explosion spell and scroll have had their formula changed such that damage at 0 AR is significantly higher but the damage drops away faster than before as AR increases.
The following weapons have had their swing rates and/or minimum damage values buffed to make them more competitive and to give them an advantage since the ability to poison was removed: Axe, DoubleAxe, Battleaxe, LargeBattleaxe, TwoHandedAxe, Hatchet, ExecutionersAxe, ShortSpear, Spear.
Dexterity above 100 will now increase your weapon swing rate.
Most changes have counter changes in order to maintain some semblance of balance. In general changes are made to reward ingenuity and tactics, increase pace and diversity in PvP and to unbreak a few things. All whilst maintaining the 51a style but improving on it, think of it as 51a+ you can still play exactly as you have been 51a but with greater pace, but there will also be extra options and extra tactical elements which will benefit those who enjoy different play style or those that can exploit the new possibilities to their advantage. One of my biggest priorities was to make it possible for a single player or duo of players to hunt (PvP) and actually be dangerous and able to kill people, but without breaking it such that killing is too easy. The changes have only been briefly tested for enclosed areas like arenas, if they prove bad for that it will be fixed by region control, global changes should be for world PvP I feel.
The list so far:
Greater Heal spell and scrolls heal more. However, if the target is poisoned there is a penalty to the amount of hits healed.
Flame Strike scrolls now use more mana and do more damage but still represent the greatest DPS. Both spell and scroll have increased damage on low AR but no where near as dramatically as spells like Explosion or Energy Bolt (or alternatively, lower damage on high AR if you prefer to see it that way).
Heal now heals slightly more but also suffers a penalty if the target is poisoned. Heal scrolls now function exactly the same as the spell, therefore serve little purpose beyond book filling or saving on regs.
Lightning damage has been buffed but the scroll now acts exactly like the spell, this is the most mana efficient damage spell but the DPS is fairly low.
Recall scroll has had a slight speed nerf but is still faster than the book spell by the equivalent of one circle.
Harm is the new lightning scroll, the stats exactly match the lightning scroll currently on the live server. Harm scrolls perform exactly like the book spell.
Mind Blast now costs more mana and does a lot more damage, additionally it damages mana slightly and does increased damage based on the target's stats. At the most extreme case it is comparable to FS scrolling but in general is weaker. However, the mana damage (very small) can be tactically useful when used correctly. The scroll performs exactly like the book spell.
Fireball works very similarly to Harm, but unlike Harm is highly dependent on AR. At low AR it may be superior, at mid range it is similar, perhaps slightly weaker in terms of DPS but better DPM, on high AR it is clearly inferior. Again, the scroll matches the book spell in all respects.
Mana Drain has been changed extensively and now works in PvP. It currently drains a small amount of mana from a target for 12 seconds. After the duration is up the mana is returned, if the spell is recast (by anyone) during this period it has no effect, so it is not spammable. It may currently be too weak to be useful but I am being very careful not to make it overpowered.
All mana potion types give approximately 25% less mana, their potion delays are unchanged.
The base delay on all heal potions has been reduced, though it is still significant.
Heal potions now heal specific amounts of health (they were previously slightly random).
High dexterity now improves bandage healing in three ways: Success chance (moderate effect), minimum heal (significant effect) and maximum heal (minor effect).
Cure potions now have a very short potion delay.
Stamina potions now have a very short potion delay.
Stamina drain on macing weapons has been fixed (it was bugged and too high due to a formula mistake - note this change will probably go global immediately).
Paralyze scroll will take less mana than before.
Wall of stone duration has been reduced (this was also bugged due to a formula mistake, the change will probably go global immediately).
Paralyze duration has been reduced (again, as above).
Magic reflect scroll mana cost has been increased slightly.
Greater heal scroll mana cost has been reduced slightly.
Only single-handed bladed weapons can now be poisoned (no axes, spears or polearms).
Mana regeneration has been partially restored, players will now passively regain mana continuously at a moderate rate. Overall total mana over time will be comparable to pre-mana potion nerf but slightly higher. This will open up more options in terms of potion use and add an element of "pacing yourself" should also help group PvP quite a bit.
Explosion spell and scroll have had their formula changed such that damage at 0 AR is significantly higher but the damage drops away faster than before as AR increases.
The following weapons have had their swing rates and/or minimum damage values buffed to make them more competitive and to give them an advantage since the ability to poison was removed: Axe, DoubleAxe, Battleaxe, LargeBattleaxe, TwoHandedAxe, Hatchet, ExecutionersAxe, ShortSpear, Spear.
Dexterity above 100 will now increase your weapon swing rate.

