2011-06-22: Summary of the Game Balancing Changes
Summary of the Game Balancing Changes
Posted Jun 22, 2011 11:41:01 EST by Bonnie "Mesanna" Armstrong on the UO Herald.
- 1 Summary of the Game Balancing Changes
- 1.1 Game Balance Changes
- 1.2 Poisoning:
- 1.3 Spells:
- 1.4 Healing Skill
- 1.5 SPECIAL MOVES:
- 1.6 CHIVALRY
Game Balance Changes
Focus Skill Spec (PVP)
Increase of spell damage increase cap from *15% to 40%* for templates that focus in only one spell school. Focused players, having no more than 30.0 modified skill points in another main skill set will be able to benefit from the raised cap.Main skills include: Magery, Necromancy, Mysticism, Ninjitsu, Bushido, Animal Taming, Musicianship, Chivary, Spellweaving.
- subject to change based on testing
A few tweaks to Poison and Poisoning Skill
Poisoning skill now grants a small measure of resistance to being poisoned. When poison is cured by any means except potions, the target receives a temporary resistance which is similar to, but less effective than the natural resistance granted by the poisoning skill.
Poison (Magery): Players with greater than GM Poisoning and GM Magery will have a 10% chance to inflict lethal poison at distance of less than 3 tiles. Poison strength now reduces with range instead of dropping to 1 at ranges 3 or greater.
Poison Strike (Necromancy) : Necromancers with greater than 60 poisoning skill will have a 3% to 9% chance (Scales with poison skill) to poison their target.
For healers with 80 skill or greater in healing and anatomy, at half the Heal Duration for self heals, healing will attempt to remove poison and bleed effects. This will reduce the amount healed when the heal is finished its normal duration.
Max Heal Duration Reduced to 8 seconds.
Slip Damage Now Scales based on Dexterity
- Faction Bandages do not require the healing skill and so function using the old healing methods.
Success chance for curing poison with cure potions has been adjusted.
Should no longer heal target after removing mortal wound.
Cooldown Increased to 45
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cooldown period.
Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.
Mana Cost raised from 5 to 10.
A successful Dual Wield attack will give the player a chance to execute an extra attack at reduced damage for a short duration. Players can execute additional dual wield specials during the initial effect to provide a very slight buff to the duration and an increased chance to execute extra attacks.
Duration of the dual wield effect scales with Ninjitsu skill above 70. Extra attacks are commited at 60% damage of a regular attack and CAN cause additional weapon effects.
Executing additional Dual Wield strikes while already under the dual wield effect will extend the duration by 2 seconds and increase the chance by 15%.
The effect can be stacked up to 2 additional times.
Defensive mastery will now provide an increase to physical resistance which can exceed the 70% resist cap. The increase scales with Bushido/Ninjitsu and Parry skills.
On executing a successful block, players will receive a bonus to their defense chance which scales with their Ninjitsu or Bushido skill for a short duration. Players will also receive a temporary penalty to their hit chance and damage. While under the block effect, the next damage the player receives will be severely reduced. (Damage reduction scales with parry skill above 70)
A successful psychic will now afflict the target with a 15% Mana Cost Penalty, and a 15% Spell Damage Penalty. This can be stacked one additional time, but does not offer an increase in duration.
This attack now provides a 20% Damage increase. Additionally it will reduce the target’s DCI by 10%. This attack can also be stacked multiple times for a further DCI reduction of 5% per stack and 2 second duration increase.
The Dazed effect, will now provide a GUARANTEED spell interrupt. Even if the target is under the effect of Protection.
Once this effect wears off, it cannot be re-applied for 10 Seconds.
The way chivalry and abilities work has been revised so that the effects, and durations now place more emphasis on skill level rather than just karma. In cases where Karma is evaluated, it will provide a modifier to the chivalry skill factor. This means that chivalry will provide a baseline for the power or duration of the effect and karma will either increase or decrease that baseline. In order to achieve the highest possible levels, both skill and karma will be required.
Bonus effects and stamina regeneration from divine fury now scale based on chivalry skill and karma. Stamina regeneration from divine fury is no longer a full refreshment, but rather a set amount of stamina.
Cleanse By Fire:
Cure chance for poison has been updated.
Enemy of One
Enemy of one has now been changed to a Spell Toggle. You can remove the effect before the duration expires by recasting the spell. (Recasting while the spell is in effect will cost 0 mana and 0 cast time)
The Damage bonus will now Scale based on Chivalry Skill. Duration Will Scale with Chivalry and Karma
Enemy of One will now work against Players and Pets. The damage increase cap will be significantly reduced and apply ONLY to the player or Pet being attacked. Damage received from all other sources will be increased by 30% while this ability is in effect versus a player or pet. Duration is capped at 8 seconds for PvP.
The difficulty of successfully removing curses now scales with the level and number of curses in effect in addition to factoring chivalry skill and karma.
Consecrate Weapon no longer guarantees damage against a target’s weakest resist. Concecrate weapon now provides a scaling chance to do damage against the targets weakest resist type. At 90+ Chivalry, consecrate weapon will also offer a damage increase in addition to optimal damage type.