Damage types, armor, and parrying

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Red
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Damage types, armor, and parrying

Post by Red »

I've been reading through the patch notes, and I found something that I remember existing in T2A. The way I remember it, fencing weapons did more damage. Someone else in another thread was talking about war forks ignoring armor. I believe that spears and short spears might have as well.

Here are the patch notes. You can find them under 11/15/97 at: http://wiki.uosecondage.com/index.php?t ... atch_Notes
*There are now four damage types: direct (ignores armor), physical, fire, and energy.


Also, I really seem to remember the parrying skill making certain spells(the ones that fly through the air like projectiles) do less damage. This note is under 11/12/97 of the same page.
*Armor blocks some magical damage now.

I apologize if this information has already been considered or is already in place.

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Re: Damage types, armor, and parrying

Post by Derrick »

Red wrote:I've been reading through the patch notes, and I found something that I remember existing in T2A. The way I remember it, fencing weapons did more damage. Someone else in another thread was talking about war forks ignoring armor. I believe that spears and short spears might have as well.

Here are the patch notes. You can find them under 11/15/97 at: http://wiki.uosecondage.com/index.php?t ... atch_Notes
*There are now four damage types: direct (ignores armor), physical, fire, and energy.


Also, I really seem to remember the parrying skill making certain spells(the ones that fly through the air like projectiles) do less damage. This note is under 11/12/97 of the same page.
*Armor blocks some magical damage now.

I apologize if this information has already been considered or is already in place.
Wow, this is very interesting, and I hadn't seen it before, although I'm not the official era historian :)

Looking forward to more info being found on these nuggets.

Red
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Re: Damage types, armor, and parrying

Post by Red »

I never knew the details back when I was playing, but I figured these thing out by playing. I played a fencer with parry and low resist through most of T2A. There was just something about fencing that kicked ass, and parrying was easier to raise than resist.

Perhaps a comparison of quarterstaff damage/speed and spear/short spear damage/speed could add a new twist or ideas on this feature?

Also, there was a feature for a little bit in T2A where the damage from fire/energy spells were increased depending on what type of armor you wore. It was introduced and removed during T2A.

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Re: Damage types, armor, and parrying

Post by Flash Hardstar »

Thank you to the gentlemen with the uo-wiki researching skills! I knew I remembered the war fork ignoring armor! Something was a-miss there. Im wearing full armor and guys are doing as much damage to me as I do to them when they wear no armor with arguably the same weapon (eg katana/kryss)
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Re: Damage types, armor, and parrying

Post by Kaivan »

Two things to note about these notes. The first is this patch note from 1/13/98:
  • Modifiers to damage based on armor type worn will be removed. Currently, differing attack types cause differing amounts of damage based on what sort of armor they hit. There is an error in this which has resulted in a particular outfit giving unnaturally superb protection, so we are removing the modifiers.
Also, with respect to war forks, the war fork hits for much greater amounts of damage than either krysses or katanas. The average damage for katanas/krysses is only 15.5 damage, while the average damage for a war fork is 18. That is a significant damage difference which makes the war fork more effective against armored opponents, but less useful against unarmored opponents.
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Re: Damage types, armor, and parrying

Post by Flash Hardstar »

Can you explain to me how having a higher average end damage makes it worse to fight unarmored opponents? I don't quite understand that.
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Re: Damage types, armor, and parrying

Post by Red »

Kaivan wrote:Two things to note about these notes. The first is this patch note from 1/13/98:
  • Modifiers to damage based on armor type worn will be removed. Currently, differing attack types cause differing amounts of damage based on what sort of armor they hit. There is an error in this which has resulted in a particular outfit giving unnaturally superb protection, so we are removing the modifiers.
Also, with respect to war forks, the war fork hits for much greater amounts of damage than either krysses or katanas. The average damage for katanas/krysses is only 15.5 damage, while the average damage for a war fork is 18. That is a significant damage difference which makes the war fork more effective against armored opponents, but less useful against unarmored opponents.
I read that patch note as well, and that's why I didn't bring up the point about certain magic spells doing more damage to people wearing certain types of armor. This patch note says that it was removed, but it did not say anything about the removal of the damage type that ignores armor.

The war fork hits harder but not by much. If you think about it, war forks are a lot slower than kryss/katana, so naturally they are going to do more damage. I just really remember them doing more damage than they currently do.

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Re: Damage types, armor, and parrying

Post by Flash Hardstar »

I do as well Red, infact all fencing in general seems a bit weak.. I used to almost always use a kryss, here i pretty much never bother... But i'm still waiting for Kaivan to answer my question! how does a fork with higher damage do "less" damage to some opponents as opposed to a kryss???
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Re: Damage types, armor, and parrying

Post by Red »

It's all about damage per second I think, the higher avg dmg from the war fork isn't enough to offset the swing speed and thus the war fork ends up doing less damage.

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Re: Damage types, armor, and parrying

Post by Flash Hardstar »

I see, that makes a little sense. I took it literally that hit for hit it would do less for some reason
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Re: Damage types, armor, and parrying

Post by Red »

Back in the day, spears owned people so hard(long before paralyze). Everyone used fencing, and macers were much more uncommon. On here, macing seems accurate, and it's hands down better than any other weapon skill, hence the over abundance of macers.

I just don't know if we're going to be able to find any more hard evidence on fencing..

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Re: Damage types, armor, and parrying

Post by Angelsbreath »

It might be just me and iI might be rong but ? did't war fork's have a bleed aspect to them to !

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Re: Damage types, armor, and parrying

Post by Red »

That's AoS.

I know armor ignore sounds like AoS too, but it was taken from T2A patch notes.

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Re: Damage types, armor, and parrying

Post by Kaivan »

Red wrote:That's AoS.

I know armor ignore sounds like AoS too, but it was taken from T2A patch notes.
There is no mention of war forks with regard to armor ignoring attributes on the patch notes that I can find. If you can find the source of the information, then we might be able to make some definitive decision on this issue. Personally, I don't ever recall an armor ignoring attribute associated with war forks at all throughout T2A and UOR, and there is no mention of the that specific weapon being changed in either era, or the system as a whole.
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Re: Damage types, armor, and parrying

Post by Teknix »

Red wrote:I just don't know if we're going to be able to find any more hard evidence on fencing..

i feel the same way :|
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