Publish 81.0.0 has been patched to TC1.
Please Note: An alternate client is needed to test the changes.
Currently testing Publish 81.0.0 on Test Center
*Weapon special move changes requires alternate game client found in patch directory: client_tc.exe or UOSA_TC.exe . This client is needed to test the following changes.
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.
Please submit feedback through one of the following:
- http://uo.com/contact – Under “Game Feedback”
- http://stratics.com/community/forums/uo-test-center.531/ – Stratics