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Old 18th October 2006, 09:40 AM   #1
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Pub43: Steath, Detect, Parry and Evasion changes

source taken from Developers' Corner

Wilki UO Community Coordinator

This thread is for discussing the Steath, Detect, Parry and Evasion changes in Pub43.

* Tageted Detect Hidden has been changed as follows:

o The targeted detect hidden chance has been slightly reduced against hidden players and creatures.
o The targeted detect hidden range penalty has been slightly reduced (less of a drop in the chance to detect a hidden mobile as you get further from the tile you targeted with detect hidden)
o Players without the hiding skill using the invisibility spell now has some chance to resist targeted detect hidden.
o Monsters using targeted detect hidden have less of a chance to detect hidden players if the monster has less than 100 detect hidden skill. At 100 detect hidden skill the chance remains the same.

* Monster passive detect has been changed as follows:

o The base monster passive detect chance has been reduced.
o If a monster's detect hidden skill is greater than zero, it now has a minimum 2% chance to detect players.
o Players always have at least a 5% chance to remain hidden from a monster.

* Player passive detect vs. stealthed players has been changed as follows:

o The base player passive detect chance has been significantly reduced.
o The passive detect range is now a 4 tile radius from the player.
o The range penalty on the chance to passively detect a stealthed player now drops exponentially as range increases. This means that the chance to passively detect another player is much higher if the players are 1 tile apart vs. 4 tiles apart.
o Players who have both the stealing and stealth skills at 100 or higher skill have a higher chance to remain hidden at a distance of 1 tile from another player.

* Dexterity penalty to parry if dex is less than 80 has been restored to its Publish 25 value.

* Evasion modifier to parry now scales with Bushido skill


o If the player has higher than GM Bushido, and at least GM Tactics and Anatomy, they get a bonus to their evasion modifier (10% bonus to the evasion modifier to parry NOT 10% to the final parry chance)
o Bonus modifier to parry range: (these are the ranges for the evasion modifier)
+ 16-40% bonus w/o tactics/anatomy
+ 42-50% bonus w/ GM+ bushido and GM tactics/anatomy

* Evasion duration now scales with Bushido skill

o If the player has higher than GM Bushido, and GM Tactics and Anatomy, they get a 1 second bonus
o Evasion duration range:
+ 3-6 seconds w/o tactics/anatomy
+ 6-7 seconds w/ GM+ Bushido and GM tactics/anatomy

#########################

Nice... when will the stealth changes be on Test Center?

#########################

Just talked to Ando, and he said everything should now be on TC9.

#########################

I believe, as many others do, that its fantastic that you are addressing evasion, its just that you haven't done enough here.

On any casting character evasion is insanely over-powered, not only does it reduce hits but also prevents interruption to casting. These together give any caster with evasion a huge advantage, especially as the mana requirement is so low.

You are only reducing the duration and effectiveness a little here. You just need to:

Remove evasion for casters or
Make it not possible to cast any other spell whilst it is in effect or
Make it so that you can't cast evasion unless you are GM tactics and anatomy

Seriously, you are just making more work for yourselves with this fix as you will just need to visit it again at the next pub when the next over-powered gimp casting template uses evasion.



#########################

Any chance you could give us half a dozen or so simplified examples of the evasion for those of us who are a bit mathematically challenged?

sort of if *this* is your template your evasion chance will be between *this* and *this* %?

Say, for a mage with 50 dex, gm bushido, gm parry, no anat no tactics.
for a dexxer with 110 dex, 120 bush/parry/anat no tactics. etc?

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Last edited by Tabbitha; 18th October 2006 at 10:40 AM.
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Old 20th October 2006, 02:54 AM   #2
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Re: Pub43: Steath, Detect, Parry and Evasion changes

Please dont change detecting on siege, since we dont have the passive detect on here its hard enough to track down and kill a stealther with a gm detector. Our system is fine, i say just remove the passive detect on prodo shards and it will be just as good.

Ando UO Live Assistant Producer

We'll look into seeing how difficult it would be to special-case Siege.

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Old 20th October 2006, 03:53 PM   #3
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Re: Pub43: Steath, Detect, Parry and Evasion changes

Thanks Tab, bringer of good news!
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Old 20th October 2006, 05:17 PM   #4
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Re: Pub43: Steath, Detect, Parry and Evasion changes

I try my best

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Old 21st October 2006, 12:09 AM   #5
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Re: Pub43: Steath, Detect, Parry and Evasion changes

Hehe, hopefully this publish will shut up the people who've been constantly complaining about evasion. Now they'll just find something new to complain about. I'm putting my bets on necro mages next.
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Old 21st October 2006, 04:54 AM   #6
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Re: Pub43: Steath, Detect, Parry and Evasion changes

Necro/Mages are so gimp....

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Old 21st October 2006, 09:49 AM   #7
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Re: Pub43: Steath, Detect, Parry and Evasion changes

Hey.... Necro/Mages aren't gimp. We have a few of them, and they make great choke point stoppers.

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Old 24th October 2006, 05:20 AM   #8
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Re: Pub43: Steath, Detect, Parry and Evasion changes

Quote:
Originally Posted by Tabbitha View Post
Please dont change detecting on siege, since we dont have the passive detect on here its hard enough to track down and kill a stealther with a gm detector. Our system is fine, i say just remove the passive detect on prodo shards and it will be just as good.

Ando UO Live Assistant Producer

We'll look into seeing how difficult it would be to special-case Siege.
*update*

Ando UO Live Assistant Producer

Ok, talking to Wilki, it sounds like there won't be a need to special-case Siege since any changes made that involve passive detect were already going to be ignored on that shard.

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