Melee Enhancements
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Which Method should we pursue to enhance dexxers?

AOS Weapon Abilities
1
Spell Infused Weapons
6
Arms Lore Bonus
0

Joined: 25th Oct 2016
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11th Sep

Abra and I were discussing some options for enhancing melee and we are looking at three different options to make dexxers more viable.

Option One is to allow the weapon abilities from AOS. These weapon abilities will be triggered by selecting Primary Ability or Secondary Ability from the in game macro options. Players will be able to trigger the abilities when they want and will consume mana. The abilities will be defined by the weapons themselves. For example, a katana has a primary of Double Strike and a secondary of Armor Ignore. You can read about the special moves here: http://www.uoguide.com/Sp ... ecial_Moves. Of course, the abilities will be tweaked for our Era and will only apply to the weapon types from our Era.

Advantages: Easy to implement, players have control of triggering, makes certain weapons more useful than normal (example - Halberd has whirlwind attack, great for spawns), and better control in pvp.

Disadvantages: Must use a certain weapon type to get the abilities you want.

Option Two is to add spells to weapons. An example would be a Supremely Accurate Katana of Thunder. This would randomly trigger with a Lightening Hit causing the extra damage. These spells could be applied using craftable deeds to the weapon of your choice.

Advantages: Players have more control over the effects they want but not triggering. Could add effect to an existing weapon much like Slayer can be added. Area spells could be added for spawns (think Chain Lightening). Another item for crafters.

Disadvantages: Harder to implement, triggers randomly.

Option Three is a simple bonus to damage based on a players skill in Arms Lore.

Advantages: Easy to implement, Makes Arms Lore more useful.

Disadvantages: Takes skillpoints on crowded templates.

Of course, this is just a general poll. We reserve the right to modify the actual details as needed.
Joined: 20th Jan
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11th Sep

First!!
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Joined: 5th Jun
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11th Sep

I voted spell infused weapons on the premise (hope) of area effect options to help make melee more useful in champ spawns. Hope that's part of it as mentioned above
Joined: 5th Jun
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16th Sep

My test center findings:

If anyone wants these weapons I put what I looted into a golden paragon chest on the front steps of the public rune library. Hit chance overall seemed about 50% for the effects to go off? All in all it seems like this is a great addition to melee in my opinion! I felt more empowered, but definitely not OP. I couldn't kill things which I hadn't been able to before. For example, a poison drag still rekt me. But it did help me to take down ogre lords quicker and I think I'd def be viable at a champ if there were some 1900 HP tanks soaking up the dmg while I darted around hitting AOE.

Bardiche "of blast"- This casts a mind blast on hit. Damage was 19-25- I thought this was a nice boost.

Axe "of magesbane"- I google and learned this was supposed to reduce a mages mana to 0? Couldn't really test pvp wise but if this is true in pvm- this could be awesome for fighting casters!

Hatchet "of massflame"- I took this STRAIGHT to coon. It was hitting 5 targets around me with fireball for 10-15 dmg. Range seemed to be 5 tiles or so? Pretty sweet! Only came with 36 durability though =(. I could see an archer getting a hold of an AOE bow though and having a LOT of fun kiting.

War Mace "of thunder"- Dont have a macer =(

X Bow "of thunder"- Hit lightning strike for 14-20 dmg.

I WAS able to use a weapon repair deed to bring durability back to full. I think the intention is to remove this? I like the idea of the weapons not having charges, but not being able to repair them. Means there'll always be a reason to hunt others for when you're inevitably breaks.

I opened 8 paragon chests and didnt get a single spell dmg weapon. However these chests were looted already- is the loot in them set upon creation or opening? Not sure there.

Joined: 25th Oct 2016
Rank: Moderator
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17th Sep

Mage's Bane will knock their mana in half. I was afraid knocking it down to zero would be OP. The original Mage's Bane did knock them down to zero but only for a few seconds. This will truly cut it in half each hit instead.

The test server should now have the weapons spawn with 150 durability and not be repairable.

Ranged weapons should no longer have hit spell.

Oh, and the paragon chests probaly had the old loot in them, would have to test with a newly acquired chest.

Also, remember on Test that you can adjust your skills and stats at will, just say "set magery 100".
Last Edit: 17th Sep by Ravenwolfe
Joined: 16th Sep
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18th Sep

Why not leave them alone and retain the era style of combat??? One of the main reasons for coming to this shard was it's advertisement of being a PRE-AOS game style (I get it, we have some AOS stuff on here, but it doesn't mess with the combat aspect of the game). We especially liked it when it came to weapons and armor maintaining the PRE-AOS properties and this style of combat. You already have concussion blow, paralyze, and I forget what the macers is off the top of my head. Just 2 cents from a new player here.
Joined: 19th Jun
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18th Sep

Actually, spell weapons were part of pre-AOS, in fact, they date back to the pre-T2A era and didn't leave the game until after AOS. There was also teleport jewelry as well invisibility jewelry.
Joined: 14th Oct 2016
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18th Sep

What about just boosting the healing time and maybe resist to magic for melee chars?
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Joined: 16th Sep
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18th Sep

Maybe I missed the time when my vanquishing weapon cast a fireball? I started in summer of 99 and played through 2003 on an OSI shard, so unless I am really getting old and forgetful, I never had a weapon do anything special besides the above mentioned effects. Undead slayers were called silver and highly sought after weapons is what I remember. Were there weapons that cast spell effects prior to T2A?
Joined: 25th Oct 2016
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18th Sep

This is from the Prima Guide that came out around the time of transition to T2A.

It also appears in the T2A guide from Prima as well.
Last Edit: 18th Sep by Ravenwolfe
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Joined: 16th Sep
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19th Sep

I am sure there is a reason they got rid of it to begin with, so why bring it back? I am still new here, but being a player that usually plays a dexxer, is it really that bad here? Is it just pvm or does it suck to be one in pvp? Guess I am just trying to figure out why mess with the system when a good concussion blow from an axe used to rock a mages world or a good para blow from a spear? In my very humble opinion, AOS ruined the pvp scene. It's taken a long time to find a decent shard that does not have that crap on it.
Joined: 25th Oct 2016
Rank: Moderator
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19th Sep

I think you have to keep in mind that there are Champion Spawns and other high end mobs here. Take a dexxer there and let me know if you still believe they are a viable class. How can a dexxer get the powerscrolls unless you are going to use another character to obtain them? It should not be this way, a dexxer should be able to enjoy all content.

Players asked for dexxers to be enhanced, its not like the staff just said, hey let's do this. The mechanics are still true to the era, but the area effects and extra damage makes dexxers more viable in the end game.

PvP is a different story and we will be evaluating mage and melee combat soon.
Joined: 16th Sep
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19th Sep

Oh I agree on the champ side of things and that puts you in a quandary because they are added in with a pre-aos game style. I was looking at how the changes will effect PVP as well though, you are going to get into a never ending cycle of trying to balance it out. Your shard, I am just playing devil's advocate on the end game results as I am tired of shard hopping and looking for one that will stay in there era I want to play in.
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