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Lol fable are you on drugs or what? XD it has always been like that
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Lindenwood Wrote:Ooooooh I get it. So you guys are saying that if you drink a pot, and then try to drink another one too soon (within that 15-18 second window or whatever), it will make that sipping sound instead? If that's the case, then that is really helpful.
At first I was like "fail to drink a potion?!?!" That would indeed be pretty silly lol. I just picture some people fighting, and one guy tries to drink a potion and pours it all over it shoulder or something, hah.
Yeah you don't fail, we didn't really believe in "luck PvP" at XUO, we wanted people to win because of good pvp skills, not luck.
There for we had exact amount of dmg on spells, not like 35-45 dmg or whatever (that way luck would determine if you win or not).
Same goes for potions. The pots gave the exact same amount everytime you drank them. The delay between pots were 17 seconds. And if you couldn't drink yet you'd get (like most people in here said) a sipping sound, plus it'd say "you can't drink another mana potion yet" (if that's waht you were trying to drink).
If we'd have it so u could fail or succede when drinking pots, then that'd be luck pvp, so no, that's not what we had, nor will have at IN-X :]
Regards,
Hate
P.S: This is probably if you have 100% resist and 100% eval int though, unless we decide NOT to let them alter spell damage at IN-X since most shards didn't. I don't think this has been discussed so I'll leave that for the admins to decide upon and reply to. D.S
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there is one part of xuo pvp that is and probably always will be deteremed by luck and that is the bandages. however its not really that much of an issue if you are prepeared with a backup gheal scroll or anything
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yeh.. btw, aids had diff sounds on makas xuo than sphere... changed the sound?
- regards, Fable
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dont worry, the pvp part is taken care of, so are the sounds =)
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Ah, ok! Sounds great! And I do actually like the "no luck" aspect of it.
However, which exact amounts are fixed?
I ask about:
1) Spell damages - do they change based on stats / secondary skills? Like eval intel, intelligence, etc?
2) Weapon damages. For a given strength / skill level, are damages essentially fixed (like, just "normal" hits and "critical" hits)? Or is it basically random (within the range specified by the weapon), like IN?
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Lindenwood Wrote:Ah, ok! Sounds great! And I do actually like the "no luck" aspect of it.
However, which exact amounts are fixed?
I ask about:
1) Spell damages - do they change based on stats / secondary skills? Like eval intel, intelligence, etc?
2) Weapon damages. For a given strength / skill level, are damages essentially fixed (like, just "normal" hits and "critical" hits)? Or is it basically random (within the range specified by the weapon), like IN?
Answer to question nr 1:
Spell damage does not change depending on intelligence, however I am not sure if we are going to have it so that eval int enhances your spell damage. Neither do I know if you'll be damaged LESS by spells if you have 100% resistance than if you have a low resistance. All sphere shards I played had it so that eval int and resistance did not change the spell damage, but that was mainly due to bugs, so that is why I am curious to if we are going to have it here - even tho it's not really "sphere-ish". Either way works for me, it's just that one way requires more macroing and feels less sphere-ish to me
I'll leave that for Taran and Maka to decide.
Answer to question nr 2:
It's random inbetween the bounderies of what that weapon can hit. For example if a weapon can hit between 15-45 damage then it will pretty much randomize inbetween those numbers and give u random hits.
And like Odium said, the only thing that is about luck is pretty much bandages, and well - your hits with weapons as well as I stated above. The bandages is about luck because if it wouldn't be like that then people would be abusing bandages, and that would ruin the PvP. Now there's a risk in using it - cause you may be able to fail. But if you're real good at PvP then you'll be able to figure out that even if the bandage would fail you'd still be able to survive with some good strategy.
I think that'd be all. It's been a long time since XUO was open now, so if there's something I've forgotten then feel free to correct me. But I think I've got it pretty much right.
Regards,
Hate
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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.
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.
Thanks,
GM Pande
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please note that pande is talking about gheal regular and lesser heal
Potions the heal spells have no random in them
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lil correction about having 100 eval and resist at same time(both players) fs takes 46 hp, lgithing takes 18. anyways read noxs guide as stated above for complete info =)
- regards, Fable
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On RunUO resist/eval int. does make a difference however generally speaking, check out my PvP guide, it contains a list for dmg/mana intake/ hp intake/ timers for all the spells needed for pvp, and it also includes a little description of each weapon u might need. Plus the rest of the basics you might need to know for IN:X PvP ;p.
http://www.in-x.org/index.php?option=com...&Itemid=58
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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