Wrestling Speed:
Posted: Fri Aug 28, 2009 1:48 pm
Several months back there was an alteration to the base speed of wrestling changing it from the RunUO default of 35 to a value around 50. This was based on a heated discussion that the speed was HIGHLY likely the same as the speed used in modern UO. The current speed used in modern UO is exactly 50. This value is the only known documentation to exist past the t2a era. The '99 Stratics weapon table lists a speed of "??" for wrestling. One good piece of evidence that was produced from an article written in t2a stated that "wrestling was good for spell disruption since it was just as fast if not faster than a kryss". The base speed of a kryss sits at a value of 53. This was the main reason the current speed of 50 for wrestling was widely speculated to be accurate since its VERY close to the speed of a kryss.
The problem is very simple... The speed being used right now sits at a value of 55 instead of the 50 speed that was agreed upon by everyone at that time in that heated discussion. I was an avid opponent of this speed until finding the piece of evidence to suggest that wrestling was just as fast as a kryss.
The reason this becomes a huge issue is that the disarm delay is tied to the wrestling delay... We all know about "weapon cycling" or "insta hit refreshes" whatever you want to call them. This is simply when you disarm a weapon shifting your weapon delay to the wrestling delay speeding up slower delays. This produces very inaccurate and significantly higher possible damages in game. Here is an example of the possible damage outcomes from the current system and what it should be in a matter of minute during combat using a hally with a maximum stamina value of 25...
The problem is very simple... The speed being used right now sits at a value of 55 instead of the 50 speed that was agreed upon by everyone at that time in that heated discussion. I was an avid opponent of this speed until finding the piece of evidence to suggest that wrestling was just as fast as a kryss.
The reason this becomes a huge issue is that the disarm delay is tied to the wrestling delay... We all know about "weapon cycling" or "insta hit refreshes" whatever you want to call them. This is simply when you disarm a weapon shifting your weapon delay to the wrestling delay speeding up slower delays. This produces very inaccurate and significantly higher possible damages in game. Here is an example of the possible damage outcomes from the current system and what it should be in a matter of minute during combat using a hally with a maximum stamina value of 25...
The damages are very obvious and weigh in on the result of a fight IMMENSELY under the correct system. We are finally correcting many of the problems with the spell interruption system and it would be very beneficial if we included this VERY easy fix too.Current System:
60 Seconds - Hally
Maximum Base Damage
150-1470 Possible Damage <-- 25 Stam, 30 Swings
120-1176 Possible Damage <-- 00 Stam, 24 Swings
Average Damage
75-735 Damage <-- 25 Stam, 30 Swings
60-588 Damage <-- 00 Stam, 24 Swings
Correct System:
60 Seconds - Hally
Maximum Base Damage
130-1274 Possible Damage <-- 25 Stam, 26 Swings
100-980 Possible Damage <-- 00 Stam, 20 Swings
Average Base Damage
65-637 Damage <-- 25 Stam, 26 Swings
100-490 Damage <-- 00 Stam, 20 Swings