Segnalo i seguenti BUG:
PUB 96 (http://www.uoguide.com/Publish_96)
Weapon Special Move Update
Increased Moving Shot’s hit chance penalty.
Moving Shot damage is now always physical regardless of other damage modifiers including quivers and Consecrate Weapon.
PvP Only: Armor Ignore direct damage cap on ranged weapons has been reduced from 35 to 30.
Increased special move Disarm immunity from 10 to 15 seconds for melee weapons.
Increased special move Block duration from 3 to 6 seconds.
Decreased Double Shot mana cost from 35 to 30.
30 Tactics & 70 Weapon Skill are required for Primary Moves
60 Tactics & 90 Weapon Skill are required for Secondary Moves
PvP Only: Ranged weapon damage calculation update
For weapons slower than 3 seconds, the faster the swing speed, the greater the chance damage will be at the low end of weapon damage range.
Ranged weapons with a base swing speed slower than 3 seconds will take swing speed into account in the final damage calculation.
Reducing weapon swing speed below .75 seconds of base swing speed increases chance of damage reduction per .25 seconds.
Potential damage reduction is capped at the minimum damage of the weapon. If your weapon has a damage range of 62-77, the lowest damage roll for your weapon would be 62.
Throwing weapon “Sweet Spot” mechanic takes priority when setting minimum damage of the weapon.
Inoltre:
Added Parry to Focus Spec restriction list. (vedi PUB 71 sotto)
Increased PvP spell damage increase cap to 20%.
Focus Spec spell damage increase cap reduced from 30% to 25%. (vedi PUB 71 sotto)
PUB 71 (http://www.uoguide.com/Publish_71)
Focus Skill Spec (PVP)
Increase of Spell Damage Increase cap from 15% to 30% (Reduced from TC 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, Chivalry, Spellweaving.
Poisoning (Si ricollega all'altro 3d da me aperto in questa stessa sezione)
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.
Spells:
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.
Healing Skill
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.
Cure Potions:
Success chance for curing poison with cure potions has been adjusted.
Cleansing Winds:
Should no longer heal target after removing mortal wound.
Enchanted Apples:
Cool-down Increased to 30
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cool-down period.
Petals/Poison Immunity:
Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.
Lightning Strike:
Mana Cost raised from 5 to 10.
Chivalry
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.
Divine Fury:
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. Stamina factor increased to 4x duration (from 3x ). Chivalry Elder (110) level and above receive reduction in the DCI penalty.
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.
Remove Curse:
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:
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. Effect is now 100% Chance at 80 Chivalry. Scale is approximately 50% Chance at 50 Chivalry.
PUB 86 (http://www.uoguide.com/Publish_86#Global_Loot_Changes)
Special Move: Dismount mana cost increased to 25 from 20. Ranged dismount now lasts 8 seconds while melee remains at 10 seconds.
Chiedo come al solito se chi continua a usare queste meccaniche è punibile per bug abusing oppure no.
Grazie per l'attenzione.
PUB 96 (http://www.uoguide.com/Publish_96)
Weapon Special Move Update
Increased Moving Shot’s hit chance penalty.
Moving Shot damage is now always physical regardless of other damage modifiers including quivers and Consecrate Weapon.
PvP Only: Armor Ignore direct damage cap on ranged weapons has been reduced from 35 to 30.
Increased special move Disarm immunity from 10 to 15 seconds for melee weapons.
Increased special move Block duration from 3 to 6 seconds.
Decreased Double Shot mana cost from 35 to 30.
30 Tactics & 70 Weapon Skill are required for Primary Moves
60 Tactics & 90 Weapon Skill are required for Secondary Moves
PvP Only: Ranged weapon damage calculation update
For weapons slower than 3 seconds, the faster the swing speed, the greater the chance damage will be at the low end of weapon damage range.
Ranged weapons with a base swing speed slower than 3 seconds will take swing speed into account in the final damage calculation.
Reducing weapon swing speed below .75 seconds of base swing speed increases chance of damage reduction per .25 seconds.
Potential damage reduction is capped at the minimum damage of the weapon. If your weapon has a damage range of 62-77, the lowest damage roll for your weapon would be 62.
Throwing weapon “Sweet Spot” mechanic takes priority when setting minimum damage of the weapon.
Inoltre:
Added Parry to Focus Spec restriction list. (vedi PUB 71 sotto)
Increased PvP spell damage increase cap to 20%.
Focus Spec spell damage increase cap reduced from 30% to 25%. (vedi PUB 71 sotto)
PUB 71 (http://www.uoguide.com/Publish_71)
Focus Skill Spec (PVP)
Increase of Spell Damage Increase cap from 15% to 30% (Reduced from TC 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, Chivalry, Spellweaving.
Poisoning (Si ricollega all'altro 3d da me aperto in questa stessa sezione)
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.
Spells:
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.
Healing Skill
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.
Cure Potions:
Success chance for curing poison with cure potions has been adjusted.
Cleansing Winds:
Should no longer heal target after removing mortal wound.
Enchanted Apples:
Cool-down Increased to 30
They now have a chance to fail depending on the level and number of curses applied to the user.
Failure does not invoke the cool-down period.
Petals/Poison Immunity:
Deadly poison and stronger now have a 25% chance to break the poison immunity granted by orange petals.
Lightning Strike:
Mana Cost raised from 5 to 10.
Chivalry
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.
Divine Fury:
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. Stamina factor increased to 4x duration (from 3x ). Chivalry Elder (110) level and above receive reduction in the DCI penalty.
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.
Remove Curse:
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:
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. Effect is now 100% Chance at 80 Chivalry. Scale is approximately 50% Chance at 50 Chivalry.
PUB 86 (http://www.uoguide.com/Publish_86#Global_Loot_Changes)
Special Move: Dismount mana cost increased to 25 from 20. Ranged dismount now lasts 8 seconds while melee remains at 10 seconds.
Chiedo come al solito se chi continua a usare queste meccaniche è punibile per bug abusing oppure no.
Grazie per l'attenzione.
Commenta