Перейти к содержимому


Ну вот и дождались... Publish 81...


  • Авторизуйтесь для ответа в теме
Сообщений в теме: 6

#1 Marlboro 78rus

Marlboro 78rus

    Expert

  • Members
  • 73 сообщений

Отправлено 02 Февраль 2013 - 03:47

Currently testing Publish 81.0.0 on Test Center


Weapon Revamp
All weapons have now been normalized based on weapon speed and handedness.

Mace:
Gargish Tessen & Tessen, Base damage 10-13 / Weapon Speed 2 seconds
Wild Staff, Base damage 10-13 / Weapon Speed 2.25 seconds
Quarter Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
Glass Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
Nunchaku, Base damage 12-15 / Weapon Speed 2.5 seconds
Tetsubo, Base damage 12-15 / Weapon Speed 2.5 seconds
Club, Base damage 10-14 / Weapon Speed 2.5 seconds
Disc Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
Mace, Base damage 11-15 / Weapon Speed 2.75 seconds
Shepherd's Crook, Base damage 13-16 / Weapon Speed 2.75 seconds
Wand, Base damage 11-15 / Weapon Speed 2.75 seconds
Black Staff, Base damage 13-16 / Weapon Speed 2.75 seconds
War Axe, Base damage 13-17 / Weapon Speed 3.25 seconds
Diamond Mace, Base damage 13-17 / Weapon Speed 3.25 seconds
Gargish Gnarled Staff & Gnarled Staff, Base damage 15-18 / Weapon Speed 3.25 seconds
Sledge Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
Smith's Hammer, Base damage 13-17 / Weapon Speed 3.25 seconds
Gargish Maul & Maul, Base damage 14-18 / Weapon Speed 3.5 seconds
Serpentstone Staff, Base damage 16-19 / Weapon Speed 3.5 seconds
Scepter, Base damage 14-18 / Weapon Speed 3.5 seconds
Hammer Pick, Base damage 15-19 / Weapon Speed 3.75 seconds
Gargish War Hammer & War Hammer, Base damage 17-20 / Weapon Speed 3.75 seconds
War Mace, Base damage 16-20 / Weapon Speed 4 seconds

Fencing:
Gargish Kryss & Kryss, Base damage 10-12 / Weapon Speed 2 seconds
Bloodblade, Base damage 10-12 / Weapon Speed 2 seconds
Gargish Tekagi & Tekagi, Base damage 10-13 / Weapon Speed 2 seconds
Sai, Base damage 10-13 / Weapon Speed 2 seconds
Assassin Spike, Base damage 10-12 / Weapon Speed 2 seconds
Gargish Dagger & Dagger, Base damage 10-12 / Weapon Speed 2 seconds
Short Spear, Base damage 10-13 / Weapon Speed 2 seconds
Kama, Base damage 10-13 / Weapon Speed 2 seconds
Shortblade, Base damage 10-13 / Weapon Speed 2.25 seconds
Dual Pointed Spear, Base damage 11-14 / Weapon Speed 2.25 seconds
Double Bladed Staff, Base damage 11-14 / Weapon Speed 2.25 seconds
War Cleaver, Base damage 10-13 / Weapon Speed 2.25 seconds
Gargish War Fork & War Fork, Base damage 10-14 / Weapon Speed 2.5 seconds 2.5
Pitchfork, Base damage 12-15 / Weapon Speed 2.5 seconds
Elven Spellblade, Base damage 12-15 / Weapon Speed 2.5 seconds
Spear, Base damage 13-16 / Weapon Speed 2.75 seconds
Leafblade, Base damage 11-15 / Weapon Speed 2.75 seconds
Gargish Pike & Pike, Base damage 14-17 / Weapon Speed 3 seconds
Lajatang, Base damage 16-19 / Weapon Speed 3.5 seconds
Gargish Lance & Lance, Base damage 18-22 / Weapon Speed 4.25 seconds

Axes:
Hatchet, Base damage 13-16 / Weapon Speed 2.75 seconds
Gargish Axe & Axe, Base damage 14-17 / Weapon Speed 3 seconds
Dual Short Axes, Base damage 14-17 / Weapon Speed 3 seconds
Executioner's Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
Double Axe, Base damage 15-18 / Weapon Speed 3.25 seconds
Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
Gargish Battle Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
Two-Handed Axe, Base damage 16-19 / Weapon Speed 3.5 seconds
Ornate Axe, Base damage 17-20 / Weapon Speed 3.75 seconds
Large Battle Axe, Base damage 17-20 / Weapon Speed 3.75 seconds

Swords:
Bokuto, Base damage 10-12 / Weapon Speed 2 seconds
Butcher Knife & Gargish Butcher Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
Skinning Knife, Base damage 10-13 / Weapon Speed 2.25 seconds
Cleaver & Gargish Cleaver, Base damage 10-14 / Weapon Speed 2.5 seconds
Cutlass, Base damage 10-14 / Weapon Speed 2.5 seconds
Gargish Katana & Katana, Base damage 10-14 / Weapon Speed 2.5 seconds
Crescent Blade, Base damage 12-15 / Weapon Speed 2.5 seconds
Radiant Scimitar, Base damage 10-14 / Weapon Speed 2.5 seconds
Wakizashi, Base damage 10-14 / Weapon Speed 2.5 seconds
Glass Sword, Base damage 11-15 / Weapon Speed 2.75 seconds
Elven Machete, Base damage 11-15 / Weapon Speed 2.75 seconds
Daisho & Gargish Daisho, Base damage 13-16 / Weapon Speed 2.75 seconds
Bladed Staff, Base damage 14-17 / Weapon Speed 3 seconds
Pickaxe, Base damage 12-16 / Weapon Speed 3 seconds
Scimitar, Base damage 12-16 / Weapon Speed 3 seconds
Rune Blade, Base damage 14-17 / Weapon Speed 3 seconds
Bone Harvester & Gargish Bone Harvester, Base damage 12-16 / Weapon Speed 3 seconds
Broadsword, Base damage 13-17 / Weapon Speed 3.25 seconds
Longsword, Base damage 14-18 / Weapon Speed 3.5 seconds
Gargish Scythe & Scythe, Base damage 16-19 / Weapon Speed 3.5 seconds
No-Dachi, Base damage 16-19 / Weapon Speed 3.5 seconds
Dread Sword, Base damage 14-18 / Weapon Speed 3.5 seconds
Gargish Talwar, Base damage 16-19 / Weapon Speed 3.5 seconds
Stone War Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
Viking Sword, Base damage 15-19 / Weapon Speed 3.75 seconds
Bardiche & Gargish Bardiche, Base damage 17-20 / Weapon Speed 3.75 seconds
Halberd, Base damage 17-21 / Weapon Speed 4 seconds
Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds

Bows:
Repeating Crossbow, Base damage 11-15 / Weapon Speed 2.75 seconds
Magical Shortbow, Base damage 12-16 / Weapon Speed 3 seconds
Yumi, Base damage 13-17 / Weapon Speed 3.25 seconds
Elven Composite Longbow, Base damage 16-20 / Weapon Speed 4 seconds
Bow, Base damage 17-21 / Weapon Speed 4.25 seconds
Composite Bow, Base damage 18-22 / Weapon Speed 4.5 seconds
Crossbow, Base damage 18-22 / Weapon Speed 4.5 seconds
Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds

Throwing:
Boomerang: Base damage 11-15 / Weapon Speed 2.75 seconds
Cyclone: Base damage 13-17 / Weapon Speed 3.25 seconds
Soul Glaive: Base damage 18-22 / Weapon Speed 4.5 seconds

Weapon Special Move Updates
Sai – Primary: Dual Wield / Secondary: Armor Pierce
Dagger – Primary: Shadow Strike / Secondary: Infection Strike
Tessen– Primary: Feint / Secondary: Dual Wield
Nunchaku– Primary: Block / Secondary: Double Strike
Club – Primary: Crushing Blow / Secondary: Dismount
Gnarled Staff– Primary: Concussion / Secondary: Force of Nature
Maul - Primary: Double Strike / Secondary: Concussion
War Mace - Primary: Force of Nature / Secondary: Mortal Strike
Skinning Knife - Primary: Shadow Strike / Secondary: Bleed
Daisho - Primary: Feint / Secondary: Nervestrike
Leafblade - Primary: Bleed / Secondary: Armor Ignore

Weapon Special Move Mana Cost Changes
Block mana cost decreased from 30 to 20.
Crushing Blow mana cost decrease from 25 to 20.
Concussion mana cost decreased from 25 to 20.
Dual Wield mana cost decreased from 30 to 20.
Defense Mastery mana cost decreased from 30 to 20.
Double Shot mana cost increased from 30 to 35.
Force Arrow mana cost increased from 15 to 20.
Force of Nature mana cost decreased from 40 to 35.
Frenzied Whirlwind mana cost decreased from 30 to 20.
Infectious Strike mana cost increased from 15 to 20.
Moving Shot mana cost increased from 15 to 20.
Mystic Arc mana cost decreased from 25 to 20.
Serpent Arrow mana cost decreased from 40 to 25.
Shadow Strike mana cost decreased from 30 to 20.
Talon Strike mana cost decreased from 30 to 20.
Riding Swipe mana cost decreased from 30 to 25.

Weapon Special Move Changes
Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
Dual Wield, base chance to proc extra attack increased from 15% to 25%.
Crushing Blow, now drains 10 points of stamina from target on impact.
Double Strike/Double Shot, now have a 15% hit chance increase on the second hit attempt.
Mortal Strike, now grants eight second effect reduction once removed by non consumable and talisman items. Attempts to reapply Mortal Strike while the player is under effect reduction will scale the duration base on the last successful Mortal Strike.
Bleed, now grants five second effect reduction once removed. Attempts to reapply Bleed while the player is under effect reduction will scale the duration base on the last successful Bleed.
Bladeweave, now can be set to offensive or defensive mode. Both modes still have a chance to select all available moves but will have a higher chance to select certain moves.
Armor Pierce, now applies a “pierced armor” effect to the target which increases all incoming damage to the target by 10% for 3 seconds with the exception of direct damage special moves. Ranged weapons with this special move will not reset duration if target is currently under the effect.
Force of Nature rework, now applies 15-35 delayed direct damage to the attacker. The attacker receives a damage increase of 50%-100% based on their strength. The attacker also applies a stun their target for two seconds which can be reduced by magic resist every 12th hit. Equipping the weapon will reset the hit count.
Frenzied Whirlwind, now applies a movement slow to its target if it is player every 5th hit and equipping the weapon will reset the hit count. The initial delay of damage over time has been removed.
Talon Strike, now can increase the duration base on how the amount of true skill over 50 which caps at seven seconds at 120 skill. Looting right damage is now properly applied.

Armor Revamp part 1
Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:

Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor).
Carpentry crafted armor (woodland and stone armor).
Tailor crafted studded leather, hide, and bone armor.
Cloth, leather, and jewelry armor.
*Human racial ability Tough now provides a bonus to stamina loss protection.

Armor Inherent Mana Phase
Each piece of non medable armor will provide a chance to trigger a mana phase effect. Triggering mana phase will make the next mana check become free within ten second duration until you attempt to use mana again. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. Each piece of armor up to five pieces will provide the following chances to fire with a total cap of 15%:

Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides a 1% chance.
Carpentry crafted armor (woodland and stone armor) provides a 2% chance.
Tailor crafted studded leather, hide, and bone armor provides a 3% chance.
Armor Inherent SSI Debuff

A defender wearing non medable armor will have a flat 10% chance to apply a SSI nullifying debuff to attackers wielding weapons for five seconds. The chance is triggered whenever a player takes damage and has a cool down period of 30 seconds. NPC attackers will receive a 30% swing speed increase debuff instead of a nullifying debuff.

Combat changes:
The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
Hit lower defense now scales 55% of the players Max Defense Chance Increase. The default max defense chance increase of 45 has a -25 defense penalty. A max defense chance increase cap of 95 has a -52 defense penalty.
Ninjitsu: animal form can now be interrupted while casting.
Throwing: Adjusted throwing sweet spot hit chance and damage reduction penalties. Throwing damage reduction penalties now scale based on player stamina and strength.
Necromancy: Evil Omen now reduces Mysticism Stone Form Immunity by 30.
All stamina potions now operate on a global cooldown. Total refresh potions apply a ten second cooldown, refresh potions apply a two second cooldown, and faction refresh potions apply a two second cooldown.
Weapon effect: Hit stamina leech is now subject to diminishing returns based on max player stamina.
Mysticism: Increased Cleansing Winds healing power reduction based on curses. Cleansing Winds will always heal for maximum potential when the target is the caster. Cleansing Winds power will now scale based on the number of targets when healing targets that are not the caster.
Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.

____________________________________________________________________________________

Моего английского не хватает, чтобы понять все нюансы грядущих перемен.. Было бы неплохо, чтобы кто-то перевел основные ключевые моменты: Weapon Special Move Changes, Armor Revamp part 1 и Combat changes:

#2 Marlboro 78rus

Marlboro 78rus

    Expert

  • Members
  • 73 сообщений

Отправлено 02 Февраль 2013 - 04:27

Цитата из обсуждений на форуме стратикса..

Bleak_Mythic
UO Software Engineer


"Here is some insight into stamina protection:

Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:

Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides 20% protection.
Carpentry crafted armor (woodland and stone armor) provides 16.5% protection.
Tailor crafted studded leather, hide, and bone armor provides 10%% protection.
Cloth, leather, and jewelry armor provides 6.5% protection.
*Human racial ability Tough now provides 6.5% protection.

Note: This does not mean 100% protection from stamina loss when taking damage when wearing five pieces of platemail."


В основном народ там недоволен "Убийством фенсы" - убрали феинт с лифблейда...
Ну и неравноправием двуручного и одноручного оружия... мол одноручное круче из-за возможных параметров на щите... а на все двуручные луки надо имбуить балансед.. со 150 веса... когда, как на одноручный Soul Glaive можно под этот вес добавить много чего полезного...

#3 SirZ

SirZ

    Dread Lord

  • Members
  • 645 сообщений
  • Пол:Мужчина

Отправлено 02 Февраль 2013 - 05:32

Ну в целом всё очень даже логично. Команда хорошо поработала. Сегодня пойду тестить :)

#4 mrblff

mrblff

    Apprentice

  • Members
  • 21 сообщений

Отправлено 02 Февраль 2013 - 06:28

SirZ, будь добр, вещай свое мнение о тесте в этот топик. :)

#5 Tourist

Tourist

    Dread Lord

  • Members
  • 1 089 сообщений

Отправлено 02 Февраль 2013 - 09:15

Вещать надо еще и туда, чтобы разработчики услышали.

#6 Arsenij-Alexanrd

Arsenij-Alexanrd

    GrandMaster

  • RVodka
  • 275 сообщений

Отправлено 02 Февраль 2013 - 09:23

Просмотр сообщенияMarlboro 78rus (02 Февраль 2013 - 04:27) писал:



Player’s stamina loss will now be based on the type of armor as well as the amount of armor that is equipped*. Each piece of armor up to five pieces will reduce the amount of stamina lost when taking damage. The stamina loss protection provided is ranked as follows where 1 provides the best protection:

Blacksmith crafted armor (platemail, ringmail, chainmail, and dragon armor) provides 20% protection.
Carpentry crafted armor (woodland and stone armor) provides 16.5% protection.
Tailor crafted studded leather, hide, and bone armor provides 10%% protection.
Cloth, leather, and jewelry armor provides 6.5% protection.
*Human racial ability Tough now provides 6.5% protection.

Note: This does not mean 100% protection from stamina loss when taking damage when wearing five pieces of platemail."

Какая прелесть. Это значит что маг по протоколу будет иметь 32,5%=(6,5% x 5) процента защиты в 5 частях армора, а на практике еще ниже. Ведь у воина со 100% протектом стамина все равно будет падать.

Делаем стелсера с шустрой мейсой и просто сбиваем стамину у магов. Ну и попутно ломаем армор.

#7 SirZ

SirZ

    Dread Lord

  • Members
  • 645 сообщений
  • Пол:Мужчина

Отправлено 02 Февраль 2013 - 10:20

Стамина начала улетать только в путь, даже некроформа особо не спасает. Диван у чивы понерфили, поэтому его приходится кастовать чуть ли не постоянно.
Орники тоже видимо ушли в прошлое, стали слишком медленными, минимальный урон уменьшили.




Количество пользователей, читающих эту тему: 0

0 members, 0 guests, 0 anonymous users