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Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 4:37 pm
by Blackbeard
MatronDeWinter wrote:That was the strength of the template, the ability to put out a huge amount of damage in a short time span.
You have a good point. Being able to, easily, do around 70 HP in damage in less than 2 seconds is huge. It's all about initiative though and if I see somebody coming from a distance, even if they have FS pre-casted, I can start wailing on them with 20 average damage minimum high class fast weapons and get them on the run in two to five hits easy. I will admit that the halberd mage seems much better at finishing off an opponent but I'm not that experienced in PvP.
Faust wrote:The current swing timer isn't era accurate.
Excuse me for being a stifler for official statements but I don't think my question's been answered yet. Is this 3 second halberd exploit being fixed?

Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 5:12 pm
by Faust
I wouldn't consider any of my comments an 'official' statement... The only thing that I know will happen is that the current method for hally cycling will not be possible rather. Btw, the current hally cycling process is actually 2.25s at 25 stam and 2.0s at 35 stam, just a little FYI.

Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 5:26 pm
by Biohazard
Blackbeard wrote:[A hally mage doesn't stand for shit against a parrymednox dexxer who has a DPed +25 Vanq Kat or Kryss with a para or fireball spell mod on it.
wtf you talkin about with parrymednox?? my point is this era is the era of hallymage.

Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 6:26 pm
by Blackbeard
Faust wrote:The only thing that I know will happen is that the current method for hally cycling will not be possible. Btw, the current hally cycling process is actually 2.25s at 25 stam and 2.0s at 35 stam, just a little FYI.
I'm glad you agree that the current swing timer for the halberd isn't working then.

FORMULA: Attack Speed = 15,000 / ( [135] x 25 ) = 4.4Repeating

An halberd attack every 2 seconds isn't possible if the system is working properly, which clearly it isn't.

That just about clears up my question then!
Biohazard wrote:wtf you talkin about
I was just commenting on your statement that halberds are the shit when the fact is they don't stand against a properly skilled and equipped dexxer who isn't being pre-casted on. Specific, yes but still true in many instances.

Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 10:27 pm
by MatronDeWinter
The whole tank-mage-age v. warrior-age thing is just asnine when you keep in mind that everyone has GM resist here. The lack of GM resist was one of the biggest reasons tank-mages were so powerful.

Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 11:29 pm
by Faust
Blackbeard wrote: I'm glad you agree that the current swing timer for the halberd isn't working then.
The reason it isn't working is because the original swing timer didn't hold a weapon in a held state.

That is why the current ability to swing a hally around every 2 seconds is possible by manipulating the wrestling timer... Wrestling has a speed of 50 that equals a 2.25s delay at 25 stam and 2.00s delay at 35 stam. By allowing your wrestling delay elapse and the swing to hold in a held state the hally can be equipped to take its place. However, the information that has been found with in the original timer and patch notes suggests that swings did not hold in a held state until the UOR publish.
Blackbeard wrote: FORMULA: Attack Speed = 15,000 / ( [135] x 25 ) = 4.4Repeating

An halberd attack every 2 seconds isn't possible if the system is working properly, which clearly it isn't.

That just about clears up my question then!
A halberd does have this delay when a person doesn't cycle the hally in the place of the wrestling delay when it elapses and your swing holds in a held state.

Re: The Halberd Exploit(s?)

Posted: Tue Jul 20, 2010 11:47 pm
by Blackbeard
Faust wrote:A halberd does have this delay when a person doesn't cycle the hally in the place of the wrestling delay when it elapses and your swing holds in a held state.
Regardless, manipulating another weapon's delay shouldn't allow you to get a weapon hit more often than the attack speed formula states.

I'm glad you were able to figure out the source of this exploit and you're working on it. Maybe the halberd thing wasn't your original intention but I'm glad it's definitely being fixed as a side effect of the held state change.

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 12:30 pm
by Faust
The original code isn't that simple like it's in a black and white paradox.

If that was the case bugs such as the infamous double hally exploits would not have existed. There were many quirks with the original timer that just doesn't make it that simplistic.

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 4:57 pm
by Blackbeard
Setting aside the fact that you don't have your hands on the original code to begin with (the code available between Dates A and B being replicated here) or that there's no evidence anywhere (except for what some forum people here are stating, which doesn't really stand, with all due respect to you and anyone else that "remembers" the
infamous double hally exploit
, to the rigorous tests of both "logical positivism", "scientific realism" and, if you're so inclined to believe that nothing is ever certain simply because every thing that ever happens in The Universe is merely a probabilistic abstraction of some quantum fluctuation in the sub-atomic level of existence, "real time, reprising experience(s)"), I honestly think that it's safe to say that the situation is cut and dry in that:

You shouldn't be able to attack somebody with any weapon, at any level of stamina, more than once every X number of seconds expressed in the verified attack speed formula.

But hey, if you really need to make up some gibberish about how "this" or "that" in the "original" timer formula you're looking at allows for a convenient advantage where you can use a halberd like it's a spear and a person can dodge swing animations (just like in Pre-T2A!) but the system is still called "instant hit" simply by virtue of the fact that you can't dodge the damage delivered when a weapon swing hits your avatar's pixels (at least not yet Faust but I'm not going to put it past you to possibly work on something of that nature in the future of this fine establishment), go ahead. I don't mind giving the opponent every advantage he thinks he'll need. Try not to act like it isn't a load of
Faust wrote:bs
though, please.

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 8:01 pm
by Biohazard
Blackbeard wrote:I was just commenting on your statement that halberds are the shit when the fact is they don't stand against a properly skilled and equipped dexxer who isn't being pre-casted on. Specific, yes but still true in many instances.
i wasnt saying that i personally think that halberds are the shit (even though i think they are) i was saying that this era is based on that fact, and in a close second is the dexmonkey... but one term that did not exist back in this era is "parrymednox"

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 9:04 pm
by MatronDeWinter
What the heck is a "parrymednox"

Anat, heal, tact, weapon, parry, resist, med?
No that's useless.

Anat, heal, tact, weapon, resist, med, mage?
Na, that's a med-warrior.

Anat, heal, tact, weapon, resist, poison, med?

Probably something like...
Anatomy, Tactics, Weapon, Resist, Poison, Meditation, Magery.

If that is the case, that is an extremely gimpy character. Heal potions don't go nearly as far as they did in real t2a, and when you drop that shield/sword to heal you are asking to die.

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 9:18 pm
by nightshark
MatronDeWinter wrote:Probably something like...
Anatomy, Tactics, Weapon, Resist, Poison, Meditation, Magery.

If that is the case, that is an extremely gimpy character. Heal potions don't go nearly as far as they did in real t2a, and when you drop that shield/sword to heal you are asking to die.
Where's the parry?

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 9:23 pm
by MatronDeWinter
nightshark wrote:
MatronDeWinter wrote:Probably something like...
Anatomy, Tactics, Weapon, Resist, Poison, Meditation, Magery.

If that is the case, that is an extremely gimpy character. Heal potions don't go nearly as far as they did in real t2a, and when you drop that shield/sword to heal you are asking to die.
Where's the parry?
Oh sorry

ParryMedNox!!!

Tactics, Weapon, Resist, Med, Mage, Poison, Parry

It's possibly even more gimpier now.

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 9:36 pm
by Biohazard
MatronDeWinter wrote:What the heck is a "parrymednox"
pretty sure he was combining a nox mage in with parry and meditation... nox mage's did not come in till later in UO life

Re: The Halberd Exploit(s?)

Posted: Wed Jul 21, 2010 9:46 pm
by Faust
Blackbeard wrote:Setting aside the fact that you don't have your hands on the original code to begin with (the code available between Dates A and B being replicated here) or that there's no evidence anywhere (except for what some forum people here are stating, which doesn't really stand, with all due respect to you and anyone else that "remembers" the
infamous double hally exploit
, to the rigorous tests of both "logical positivism", "scientific realism" and, if you're so inclined to believe that nothing is ever certain simply because every thing that ever happens in The Universe is merely a probabilistic abstraction of some quantum fluctuation in the sub-atomic level of existence, "real time, reprising experience(s)"), I honestly think that it's safe to say that the situation is cut and dry in that:

You shouldn't be able to attack somebody with any weapon, at any level of stamina, more than once every X number of seconds expressed in the verified attack speed formula.

But hey, if you really need to make up some gibberish about how "this" or "that" in the "original" timer formula you're looking at allows for a convenient advantage where you can use a halberd like it's a spear and a person can dodge swing animations (just like in Pre-T2A!) but the system is still called "instant hit" simply by virtue of the fact that you can't dodge the damage delivered when a weapon swing hits your avatar's pixels (at least not yet Faust but I'm not going to put it past you to possibly work on something of that nature in the future of this fine establishment), go ahead. I don't mind giving the opponent every advantage he thinks he'll need. Try not to act like it isn't a load of
Faust wrote:bs
though, please.
You don't make any sense.