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Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Wed Nov 04, 2009 6:32 pm
by Mazer
Faust wrote:I could understand the complaining if this was several months ago before the callback process was found in the demo that made spell disruption twice as much for spell attacks... but this isn't the case anymore since the correction was made and spell disruption couldn't be anymore perfect.
:lol: :lol:

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Wed Nov 04, 2009 7:02 pm
by Rabbi Dan
I've seen this discussion in a lot of other places on this forum, but I can't actually find where the formula has been posted. Anyone?

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Thu Nov 05, 2009 5:54 am
by Pro
All I'm saying is you think someone somewhere might have remembered or write down that in t2a there wasn't 100% rupts ;/

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Thu Nov 05, 2009 6:45 am
by marmalade
spell disruption chance has nothing to do with static damage of spells/weapon hits or whether or not a weapon hits or misses depending on an opponents weapon skill. apart from the fact that all 3 are down to chance, they are not relevant in the slightest. you cannot compare 100% spell disruption to ebolts hitting static damage or weapon swings landing every time.

i've said this so many times. i'm perfectly aware that uo is chance based, however when it is TOO chance based, as it is here, it gets extremely tedious.

the reason this game is so awesome is because being good is meant to be based on skill and timing, with an element of chance of course. the chance element is just too large here for skill or timing to make much of a difference a lot of the time.

i don't claim to know ANYTHING about t2a mechanics, i dont doubt the accuracy of the current system and i'm not asking for anything to be changed. i'm just saying, as a pvper, its not fun when you invest time in learning how to play, and then 90% of the time something goes wrong (or right) its down to luck and not down to knowledge (or a lack thereof) attained from time invested in playing.

EDIT: Rabbi, i don't think anybody has actually posted the formula for spell disruption, but there is a calculator here based on the formula. cant remember who posted the link originally:

http://mhk.puddleboy.com/chance_to_disrupt.php

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Thu Nov 05, 2009 12:16 pm
by Hemperor
Pro wrote:All I'm saying is you think someone somewhere might have remembered or write down that in t2a there wasn't 100% rupts ;/
The patch note that brings in interrupts clearly states:

"There is now a chance of the casting process aborting when damage is taken"

Chance!

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Sat Nov 07, 2009 10:53 pm
by Psilo
How does the mechanics on UOSA currently work?

Do resisted spells automatically not disrupt? What makes a spell not disrupt someone?

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Sun Nov 08, 2009 12:40 am
by archaicsubrosa77
Thats the thing, there were two numbers in the equation for interruption of spells. I suggested one number (the lower of the two) could have been the variable used when the spell was resisted as this two variable sequence was only evident in spell damage interruptions.

They dismissed that notion but it seems to be the most likely explaination.

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Sun Nov 08, 2009 1:35 am
by Faust
Spell interruption is based on three factors that determines a successful disrupt on a caster. These three factors is the damage taken, spell circle being casted, and skill level of the mage. The higher the damage and circle being casted the harder the spell is to cast when struck. The damage output inside of the demo doesn't use the value called before the spell is resisted. The only weird thing that was found for spell damage is that the routine for spell interruption was called twice making it significantly higher for spell damage than what it used to be here.

Here are some examples below while casting specific spell circles with a GM mage when struck...
- 2nd -
Damage - Chance
00 - 26%
05 - 49%
10 - 68%
15 - 85%
20 - 99%

- 4th -
Damage - Chance
00 - 67%
05 - 81%
10 - 93%
14 - 100%

- 6th -
Damage - Chance
00 - 91%
05 - 98%
07 - 100%

- 8th -
Damage - Chance
00 - 100%
Here is a application implemented by a player here that will calculate this for you...

PS
Debuffs use a value of 0 damage inside this formula when casted on a target.

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Mon Mar 29, 2010 8:16 pm
by nightshark
Though I can't disagree that spells did not disturb 100% of the time during T2A, I know the chance of 1st circle debuffs disturbing was a lot higher than 26%, even on recast.

I can say with certainty that during UO:R, there was 100% chance to disturb with any spell. I even remember farming silver in despise (OLs), and trying to recall out when a factioner recalled in. He proceeded to cast clumsy on me about 20x in a row trying to stop me from recalling (which was pointless). He eventually gave up and let me recall.

I was a bit of a UO:R superstar and my specialty was high disturb/mindblast PvP. If a player did not have protection on, they would be disrupted 100% of the time, even by a fizzled debuff (protection changed in UO:R). I can say with with more certainty since I quit UO not long after publish 16, began playing UOGamers (for the next 2 years or so), and noticed only some differences in the PvP system - disruption not being one of them.

It's evident that pre-T2A, or maybe early T2A, spells had a chance to disrupt, but it wasn't a given. I can say that I do not recall spells not disturbing during T2A though, I know that doesn't mean anything though. What it DOES mean, is that at some point between pre-T2A and UO:R there WAS a ninja patch somewhere that changed the chances of interruption.

My 2c.

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Mon Mar 29, 2010 8:43 pm
by Derrick
nightshark wrote:Though I can't disagree that spells did not disturb 100% of the time during T2A, I know the chance of 1st circle debuffs disturbing was a lot higher than 26%, even on recast.
Note that in that chart, it's a 26% chance to disturb a 2nd circle spell with a debuff, the chance to disturb a 6th circle spell with a clumsy is 91% (given gm resist on the target)

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Tue Mar 30, 2010 12:11 pm
by Sandro
This is the only shard I have ever played on where a wrestle punch during casting a spell, or any damage, even just 1 or greater, does not disrupt spell casting.

Before playing UOSA, any server (including Siege Perilous & Atlantic) even if you took 1 damage (even if your opponent ran within wrestle range and you punched THEM and took reactive armor damage) it would disrupt any spell you were casting, 100%.

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Tue Mar 30, 2010 12:19 pm
by Lonebob
Sandro wrote:This is the only shard I have ever played on where a wrestle punch during casting a spell, or any damage, even just 1 or greater, does not disrupt spell casting.

Before playing UOSA, any server (including Siege Perilous & Atlantic) even if you took 1 damage (even if your opponent ran within wrestle range and you punched THEM and took reactive armor damage) it would disrupt any spell you were casting, 100%.
This is how I remember it too. I remember in tank mage duels I would equip my hally to take a hit and then remove it so I could punch them repeatedly for disrupts. Does wrestling not interrupt here?

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Tue Mar 30, 2010 12:34 pm
by Faust
There is a chance for interruption under any circumstances, even 0 damage.

Please check out the interruption calcuatlor that was mentioned above in this thread.

The only reason people wasn't fully aware of this was due to several reasons. There wasn't many people with high resist, lag caused issues, older clients weren't as good, etc... If someone wasn't disrupted in this manner it was simply shrugged off due to damage delays, bad timing, and other various reasons. It's not like there was a sign that popped proclaiming you failed to disrupt someone.

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Tue Mar 30, 2010 2:50 pm
by Kaivan
Sandro wrote:This is the only shard I have ever played on where a wrestle punch during casting a spell, or any damage, even just 1 or greater, does not disrupt spell casting.

Before playing UOSA, any server (including Siege Perilous & Atlantic) even if you took 1 damage (even if your opponent ran within wrestle range and you punched THEM and took reactive armor damage) it would disrupt any spell you were casting, 100%.
Lonebob wrote:
Sandro wrote:This is the only shard I have ever played on where a wrestle punch during casting a spell, or any damage, even just 1 or greater, does not disrupt spell casting.

Before playing UOSA, any server (including Siege Perilous & Atlantic) even if you took 1 damage (even if your opponent ran within wrestle range and you punched THEM and took reactive armor damage) it would disrupt any spell you were casting, 100%.
This is how I remember it too. I remember in tank mage duels I would equip my hally to take a hit and then remove it so I could punch them repeatedly for disrupts. Does wrestling not interrupt here?
In this vein both of your experiences vary from that of other players.

A case in point from my own experiences: I was on a near 7x GM scribe mage during UOR (80ish resist), and was hit by a dragon in the middle of casting greater heal with reactive armor up. Because the RA absorbed 80% of the damage being thrown in my direction, and only 10% got through (roughly 3 damage on a 30 damage hit), the cast was not disturbed.

Each person's experiences with this is different, but it is clear that spell interruption was never a 100% result at any time on OSI servers.

Re: Maybe UOSA Spell disrupt values are incorrect

Posted: Tue Mar 30, 2010 3:00 pm
by Kraarug
I think we would noticed and complained in 1999 with the number of recalls that targets get off. That's a big "sign" to me that one player was able to disrupt another.

The number of recalls I've seen under direct and even multiple melee attack suggest that something may be a miss.