RunUO Testing Discussions - Combat
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Re: RunUO Testing Discussions - Combat
Ill make full list of all weapons i am able to test during the weekend.
That would be great.
Any plans of keeping elf bowS? I can see them fitting nicely to atmosphere as they arent that weird lookin as the other elf weapons.
I haven't looked through the elf bows yet, but there are a few other elf weapons that I'm planning on keeping, that fit with our style (potentially changing some of their abilities of course)
That would be great.
Any plans of keeping elf bowS? I can see them fitting nicely to atmosphere as they arent that weird lookin as the other elf weapons.
I haven't looked through the elf bows yet, but there are a few other elf weapons that I'm planning on keeping, that fit with our style (potentially changing some of their abilities of course)
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Re: RunUO Testing Discussions - Combat
Ok, so I decided I would make a character but not get any of the "buffs" so I could see combat from low level experience.
I noticed a few things at so far.
Combat seems to have anatomy tied into it as a base function of hitting, I am gaining on regular hits a good amount of anatomy as well as tactics and wrestlin'
I also noticed that when you target multiple things you don't passively attack the nearest, you will literally stand there thumbing your nose if the one guy is out of range.
Died just now to one of the rabbits, it had an interesting "delay" moment where just before I died the game reduced all my stats down to 1 each, then about 3 seconds later I died.
rezzed, stats all still 1
I noticed a few things at so far.
Combat seems to have anatomy tied into it as a base function of hitting, I am gaining on regular hits a good amount of anatomy as well as tactics and wrestlin'
I also noticed that when you target multiple things you don't passively attack the nearest, you will literally stand there thumbing your nose if the one guy is out of range.
Died just now to one of the rabbits, it had an interesting "delay" moment where just before I died the game reduced all my stats down to 1 each, then about 3 seconds later I died.
rezzed, stats all still 1
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Re: RunUO Testing Discussions - Combat
i did testing with all the weapons i could buy from vendor. and only weapons had problems were maul and thin longsword.
mauls double strike doesnt work and swords both attacks dont. just seems like i rememeber couple moves wrong as i checked em from uoguide and they were right.
mauls double strike doesnt work and swords both attacks dont. just seems like i rememeber couple moves wrong as i checked em from uoguide and they were right.
uoguide.com wrote:Warriors have the ability to tap their magical Mana to perform devastating maneuvers with their weapons that can have a variety of unusual side-effects. Each weapon type in the game has a primary and a secondary special move. Warriors who have reached Expert skill level in both a weapons skill and Tactics (70 or higher) may execute a weapon's primary special move. Once he or she has reached Master status in both a weapon skill and Tactics (90 or higher), the fighter may execute the secondary special move while wielding appropriate weapons. Each different type of weapon in the game has a different combination of primary and secondary special moves, making each weapon truly unique!
An icon on your Paperdoll will open a book that details each special move available based on your skill level and equipped weapon. Much like the icons in a Spellbook, these can be dragged from the book into the game window and double-clicked to activate the special move. The special moves can also be configured in macros for one-key activation. When activated, the special move icon highlights red, indicating the character is ready to perform the move. At the next opportunity, the special move is performed, and the icon returns to its un-highlighted state.
Special move mana cost can be decreased by having multiples of certain skills. With 200 to 299 combined skill points, the cost will decrease by 5 mana. Having 300 or more it will decrease by 10 mana.
Performing two special moves within 3 seconds will double the mana cost of the second.
The Lower Mana Cost item property will reduce special move mana cost.
If any Magery, Necromancy or Chivalry spell is being cast or is ready to target, you can not activate a special move and any activated special is turned off.
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Re: RunUO Testing Discussions - Combat
I don't see any elemental effects from weapons is the package inplace?
Does poisoning work? I poisoned a weapon and saw the monster didn't get poisoned at all.
Does poisoning work? I poisoned a weapon and saw the monster didn't get poisoned at all.
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Re: RunUO Testing Discussions - Combat
If u want to deal other than physical dmg u need weapon with other damage type. Or different material. And to poison mobs u need to use the special move.
Ie. Wepon might have dmg as 100% physical or 20%phys 40%energy 40%fire dmg. Or totally without physical dmg. Not impossible to find weapons with like 100% poison dmg.
as seen on this table over uoguide.com
Ie. Wepon might have dmg as 100% physical or 20%phys 40%energy 40%fire dmg. Or totally without physical dmg. Not impossible to find weapons with like 100% poison dmg.
as seen on this table over uoguide.com
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Re: RunUO Testing Discussions - Combat
ontop of that the best weapons are 100 physical with 20-40% chance to do fireball, lightning, harm, hit poison/fire/cold areas
also swing speed increase, hit chance increase, defence chance increase, damage increase ect ect
also swing speed increase, hit chance increase, defence chance increase, damage increase ect ect
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Re: RunUO Testing Discussions - Combat
at least it used to use your evaluation int for the spells. so with 0 u barely do any dmg with other then harm. on harm it checks how far you are from the target. so from next tile u do most and with bows its just couple hit points cause you are so far. but idk if they changed it on code.KrondorZuula wrote:ontop of that the best weapons are 100 physical with 20-40% chance to do fireball, lightning, harm, hit poison/fire/cold areas
also swing speed increase, hit chance increase, defence chance increase, damage increase ect ect
and it depends what u fighting against. if guy is wearing spined leathers u should try using a weapon with 100% elemental dmg
and for dragons u should try agapite or weapon with 100% energy dmg
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Re: RunUO Testing Discussions - Combat
ahh yeah that is a good point aldath, also i forgot about slayer props, that almost doubles your damage
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Re: RunUO Testing Discussions - Combat
lesser slayers do triple and super slayers do double. but only if we have stygian abyss set up.KrondorZuula wrote:ahh yeah that is a good point aldath, also i forgot about slayer props, that almost doubles your damage
more info at uoguide.comuoguide.com wrote:The Slayer property is found on certain melee weapons, instruments, talismans, and spellbooks. This property will do the following when used in an offensive manner:
Increases damage done to the monsters/group they are meant for, in a manner described below;
Cause most spells to do double damage to the monsters they are meant for;
Slayer instruments will increase your success chance by 20% when used on the creatures it is meant for;
Slayer instruments will decrease your success chance by 20% when used on the creatures from its opposing group; and
Successful use of a slayer weapon, spellbook, or musical instrument will yield a little white flash on the monster.
The Slayer property can be found as a rare drop in monster loot or crafted by a character when using Runic Tools. Slayer instruments can only be found on monster loot. A slayer spellbook however can only be crafted by scribes using a scribe pen (assuming they have a high level of magery) or in artifact form.
Player crafted spellbooks have a chance to have properties from any slayer groups. You must have the spellbook equipped to receive the double damage bonus from most direct damage spells, and slayers granted by spellbooks only effect spells that make use of Evaluating Intelligence in their damage formulas (notable exceptions are Mind Blast and Harm). Note that Necromancy and Spellweaving spells are also not included.
There are two types of slayers, Super Slayers and Lesser Slayers. Super Slayers are effective against a large group of different, but racially or elementally similar, creatures. The Super Slayer comes in two forms: Talisman-based and instrument/spellbook/weapon-based.
Talisman Slayers do not affect spells. The Damage Increase from both talisman-based and instrument/spellbook/weapon-based forms is cumulative, or stacks, subject to the 300% cap.
The following Super Slayers primarily are found on Talisman: Bat, Bear, Beetle, Bird, Bovine, Flame, Ice, Mage, Vermin, & Wolf.
The following Super Slayers primarily are found on musical instruments, weapons, and spellbooks: Abyss, Arachnid, Elemental, Fey, Repond, Reptile, and Undead Slayer.
In a mechanic of the game that was long thought dormant but not, each slayer type has an "opposite." Wielding a slayer type against its opposite will cause the attacker to take more damage then he or she would otherwise. For example, using an Undead Slayer against a humanoid (Repond) will cause the attacker to take additional damage from the humanoid. The same applies to using an Ophidian Slayer against a Terathan.
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