mini-heal/interupt patch kill 1v1 tank mage pvp??
mini-heal/interupt patch kill 1v1 tank mage pvp??
Or is it just me..
personally.. i think the change blows.
uh oh zero health, mini heal mini heal mini heal mini heal whew full health.
them 1v1 tournys gonna last about an hour and a half with all the sudden death time outs..
it sux.. change it back... let the flaming begin.... 3.. 2 ...... dont give a shit.
personally.. i think the change blows.
uh oh zero health, mini heal mini heal mini heal mini heal whew full health.
them 1v1 tournys gonna last about an hour and a half with all the sudden death time outs..
it sux.. change it back... let the flaming begin.... 3.. 2 ...... dont give a shit.
- archaicsubrosa77
- UOSA Donor!!
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Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
Use mana vampire...
Use paralyze
Use DP...
Spam harm...
Evolve...
You learned one way on how to fight. It was how everyone else was fighting, you mimicked them. Do your own thing. They started (and quickly ended) a rant about mini-heal too. You are a few days late son. Get a new mix in, because that record you are playing is broken.
If its hard to PVP then you must be doing the same thing over and over until it's predictable. If you are doing the same thing you and everyone else has always done they know to keep spamming mini-heal that's all.
Just got to come up with a new strategy, if you want insta win go cast on some slimes or something. If you don't want challenges UO might not be for you.
Use paralyze
Use DP...
Spam harm...
Evolve...
You learned one way on how to fight. It was how everyone else was fighting, you mimicked them. Do your own thing. They started (and quickly ended) a rant about mini-heal too. You are a few days late son. Get a new mix in, because that record you are playing is broken.
If its hard to PVP then you must be doing the same thing over and over until it's predictable. If you are doing the same thing you and everyone else has always done they know to keep spamming mini-heal that's all.
Just got to come up with a new strategy, if you want insta win go cast on some slimes or something. If you don't want challenges UO might not be for you.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
I really don't care anymore so ban me, but why do you always make such arrogant posts like you have even the SLIGHTEST clue?archaicsubrosa77 wrote:Use mana vampire...
Use paralyze
Use DP...
Spam harm...
Evolve...
Clearly you have no idea.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
You know each and everytime these "in mani" threads are generated after the change to the spell in the last patch or two it simply makes me laugh...
Do you realize the spell was changed a few months back from what it is now to a really low value around 6-9?
This was recently changed to the demo value of 11-16 and reversed to the 11-14 value that it's sitting at right now that happens to be the SAME value that it was before May '09 since the shard started...
Where was all the complaining about "in mani" for an entire year that the shard was live at the start of '08 all the way up until May '09?
I don't ever recall Hemperor for example complaining about "in mani" back then let alone anyone else...
I can't help but find it amusing and laugh everytime some of you people make comments like this time after time since the change took place.
First Change - In Mani changed to a 6-9 value
Second Change - Revised to the Stratics '99 Value that was previously used here
Do you realize the spell was changed a few months back from what it is now to a really low value around 6-9?
This was recently changed to the demo value of 11-16 and reversed to the 11-14 value that it's sitting at right now that happens to be the SAME value that it was before May '09 since the shard started...
Where was all the complaining about "in mani" for an entire year that the shard was live at the start of '08 all the way up until May '09?
I don't ever recall Hemperor for example complaining about "in mani" back then let alone anyone else...

I can't help but find it amusing and laugh everytime some of you people make comments like this time after time since the change took place.
First Change - In Mani changed to a 6-9 value
Second Change - Revised to the Stratics '99 Value that was previously used here
Last edited by Faust on Wed Sep 09, 2009 11:55 am, edited 1 time in total.
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
Don't make me find the quote, because I know you said this, but you were the main reason the mini heal was changed to 6-9, Faust.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
Who said that I wasn't part of the reason that it was changed? 

Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
http://forum.uosecondage.com/viewtopic.php?f=8&t=7040Faust wrote:I'm pretty positive that in mani healed for 11-14 during the UOR era. The only reason that I know this for sure is based on my old RunUO scripts that I still have to this day. I used my old account around '01-'02 that I gave to my brother after I quit to pull the value of the spell for my scripting. I was quite surprised that the formula in use at that time was 10% of the magery plus 1-4 hp. This was definitely not the case ever during the t2a era. Doing a complete overhaul of the spells was one of my first RunUO projects since they were jacked up severely by the UOR era.
You may actually be correct with the 5-9 value instead of 6-9...
That would make the formula 4% of magery plus 1-5 for the end result.

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
I guess you didn't notice that the discussion for that was already added into my edited post 2 minutes before you posted...
The fact still remains though.. Where was these end of the shard complaints before this patch in May '09 that used the same values that is being used now for well over a year?
The fact still remains though.. Where was these end of the shard complaints before this patch in May '09 that used the same values that is being used now for well over a year?

Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
Since May '09 a lot of other mechanics and formulas have been changed also.Faust wrote:I guess you didn't notice that the discussion for that was already added into my edited post 2 minutes before you posted...
The fact still remains though.. Where was these end of the shard complaints before this patch in May '09 that used the same values that is being used now for well over a year?

Syntax of the Wolfpack (TW) - PVP Since 97'
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
Combat in the past was said to be very "SLOW" paced making a nice fertile ground for "in mani" compared to the faster pace that has slowly been implemented with each and every fix since that time...
Some examples of a faster paced systems since the change in May...
- Spell interruption is almost guarenteed now with the correction to the formula.
- Debuffs can interrupt spells even while active.
- Weapon timers sped up by a tick when the "tick" system was implemented.
- Spell damages were corrected making some spells hit for a higher average damage.
- Explosion can be synced with an energy bolt or even a flamestrike since that time.
- Recovery delay on spell casting has decreased by a tick from 0.75 to 0.5 seconds.
- Recast delay on spell interruption is a lot longer allowing a higher DPS range for consecutive spells.
The list could go on and on if you really wanted me to continue with it...
The way combat was before the May patch was VERY VERY VERY slow paced compared to now. The heal "in mani" spell thrives on a slower paced combat system instead of vice versa. When DPS is much lower from the slower paced system you can pop out more worth while heals since it takes longer to reduce that damage in a slower DPS rate than a faster one.
That argument is quite invalid by far due to the simple fact that combat is much more fast paced compared to the way it was before many of these fixes...
Some examples of a faster paced systems since the change in May...
- Spell interruption is almost guarenteed now with the correction to the formula.
- Debuffs can interrupt spells even while active.
- Weapon timers sped up by a tick when the "tick" system was implemented.
- Spell damages were corrected making some spells hit for a higher average damage.
- Explosion can be synced with an energy bolt or even a flamestrike since that time.
- Recovery delay on spell casting has decreased by a tick from 0.75 to 0.5 seconds.
- Recast delay on spell interruption is a lot longer allowing a higher DPS range for consecutive spells.
The list could go on and on if you really wanted me to continue with it...
The way combat was before the May patch was VERY VERY VERY slow paced compared to now. The heal "in mani" spell thrives on a slower paced combat system instead of vice versa. When DPS is much lower from the slower paced system you can pop out more worth while heals since it takes longer to reduce that damage in a slower DPS rate than a faster one.
That argument is quite invalid by far due to the simple fact that combat is much more fast paced compared to the way it was before many of these fixes...
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
Agree with OP, in mani makes tournies pretty damn lame, and field pvp isn't as bad but it is still an annoying factor. If this spell isn't getting corrected, please reduce the time it takes for tourney matches to go into sudden death.
Paralyze < Trapped Pouches
DP < Lesser Cure Pots
Harm Spam < In Mani Spam
Archaicurdumb
Mana Vampire (40 mana) < the actual mana you drain (15-20)archaicsubrosa77 wrote: Use mana vampire...
Use paralyze
Use DP...
Spam harm...
Evolve...
Paralyze < Trapped Pouches
DP < Lesser Cure Pots
Harm Spam < In Mani Spam
Archaicurdumb

"I consider most of you NPC's that inhabit the single player game that I am here to enjoy." - MatronDeWinter
- archaicsubrosa77
- UOSA Donor!!
- Posts: 3477
- Joined: Fri Jul 03, 2009 5:31 pm
- Location: Taylor Michigan
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
ever try it with higher intel then 100 once you dropped theirs for mana vamp?
of course there are roundabout counters for everything.
maybe you should cast on slimes too "hiccup" if you are looking for things that don't have a chance to counter you.
Also you are wrong about Mana Vamp here it is directly from the guide...
The spells Mana Drain and Mana Vampire work slightly differently. The calculation for the chance-to-resist these two spells is known to be similar, if not identical to the calculation for direct damage spells. However, instead of reducing their effects by half, when these spells are resisted, they are completely resisted, having NO AFFECT on their target. When they are not resisted, they take a percentage of Mana OUT of their target's attributes. In the case of Mana Vampire, that mana is given to the attackers attributes. How this percentage of mana is calculated, noone seems to know. Observations seem to show that these spells can take as much as 65-75% to as little as 30% of the mana currently available to the defender.
"Sorry you weren't aware that you can at the minimum absorb 30 mana."
http://www.uosecondage.com/stratics/UOS ... igence.htm
of course there are roundabout counters for everything.
maybe you should cast on slimes too "hiccup" if you are looking for things that don't have a chance to counter you.
Also you are wrong about Mana Vamp here it is directly from the guide...
The spells Mana Drain and Mana Vampire work slightly differently. The calculation for the chance-to-resist these two spells is known to be similar, if not identical to the calculation for direct damage spells. However, instead of reducing their effects by half, when these spells are resisted, they are completely resisted, having NO AFFECT on their target. When they are not resisted, they take a percentage of Mana OUT of their target's attributes. In the case of Mana Vampire, that mana is given to the attackers attributes. How this percentage of mana is calculated, noone seems to know. Observations seem to show that these spells can take as much as 65-75% to as little as 30% of the mana currently available to the defender.
"Sorry you weren't aware that you can at the minimum absorb 30 mana."
http://www.uosecondage.com/stratics/UOS ... igence.htm
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
I'll log on if you agree to counter my mini heal spam with mana vampire in a 1v1archaicsubrosa77 wrote:ever try it with higher intel then 100 once you dropped theirs for mana vamp?
of course there are roundabout counters for everything.
maybe you should cast on slimes too "hiccup" if you are looking for things that don't have a chance to counter you.
Also you are wrong about Mana Vamp here it is directly from the guide...
The spells Mana Drain and Mana Vampire work slightly differently. The calculation for the chance-to-resist these two spells is known to be similar, if not identical to the calculation for direct damage spells. However, instead of reducing their effects by half, when these spells are resisted, they are completely resisted, having NO AFFECT on their target. When they are not resisted, they take a percentage of Mana OUT of their target's attributes. In the case of Mana Vampire, that mana is given to the attackers attributes. How this percentage of mana is calculated, noone seems to know. Observations seem to show that these spells can take as much as 65-75% to as little as 30% of the mana currently available to the defender.
"Sorry you weren't aware that you can at the minimum absorb 30 mana."
http://www.uosecondage.com/stratics/UOS ... igence.htm

[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat
- archaicsubrosa77
- UOSA Donor!!
- Posts: 3477
- Joined: Fri Jul 03, 2009 5:31 pm
- Location: Taylor Michigan
Re: mini-heal/interupt patch kill 1v1 tank mage pvp??
timing is everything...
I started a tank mage but haven't finished it yet. Now I just might.
All I know is depleting mana from a tank mage is a crucial attack being they depend on mana alot...probably more suited for a variation of a tank rather then the cookie cutter though. Up the dex to midway and carry a kryss perhaps.
Casting 5-7 minis will at least bring them to half mana if they weren't there already.
My main PVP temp is for groups and field right now...never did a tourney which it appears is the big difference. I thought the topic was just 1v1 in general...
I started a tank mage but haven't finished it yet. Now I just might.
All I know is depleting mana from a tank mage is a crucial attack being they depend on mana alot...probably more suited for a variation of a tank rather then the cookie cutter though. Up the dex to midway and carry a kryss perhaps.
Casting 5-7 minis will at least bring them to half mana if they weren't there already.
My main PVP temp is for groups and field right now...never did a tourney which it appears is the big difference. I thought the topic was just 1v1 in general...
Last edited by archaicsubrosa77 on Wed Sep 09, 2009 6:22 pm, edited 1 time in total.
Derrick wrote:I wish it were possible that a mount could be whacked while you are riding it, but to the best of my knowedge it is not.