dbl hally hit
Posted: Tue Sep 30, 2008 12:00 pm
how do you do it?
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You can't. If there was a way to do it the GMs would make sure to remove it if so as that would be fairly unbalancing.venox wrote:how do you do it?
If this were true... don't you think this would make Derrick's comment here null and void?Arcanus wrote:On the contrary, the GMs (aka Derrick) have worked to add this bug of the era to the server. Yes, it is possible now with the new patch.
I would call double hally hit very detrimental if you ask me. If this were true then there would need to be a double spear hit, double hammer hit, double mace hit, etc.Derrick wrote:The bugs we have are mostly as harmless as using incognito and dressing up in women's clothing
There are no known house break in bugs, or other detrimentally exploitable loopholes on Second Age.
malice-tg wrote:I finally was able to test this out.
This patch is accurate BUT it is missing a whole aspect / bug that made it so the timer really only affected dexers. The bug was one of the main reasons OSI patched out precasting but it is what made the era so fun!
Anyone remember "double" weapon hits and specifically "double" hally hits?
This was made possible because there was a "bug" in game for a long time ( called precasting) which enabled you to reset weapon timer virtually infinitely by casting.
while at the SAME TIME there was the resetting timer we have on the test center now that only advanced while standing still.
so what does this mean?
You could cast harm > hally swing > harm > hally swing >weaken> hally swing > during a fight with no delays.
It also meant that if you were patient and held a swing tabbing and other difficult methods you could hit twice with your halberd with one animation. This was a deadly attack, difficult to predict and slow. Usually it was an accidental and fortunate occurance.
This bug was NOT in the patch notes because OSI had a policy to not specifically spell out bugs in patch notes for some fear of abuse. It however is proof that there was in fact two weapon timers at play simultaneously.
currently I have only anecdotal evidence but maybe someone can reply with a supporting statement?
One of the main reasons PVP'ers had to get UOA was because UOA arm/disarm was much faster than UO clients slow addition for arm /disarm. you needed the fast disarm / arm to effectively PVP in the field and duels because of the fast reset swing from spells. One of the first things I noticed when I cam here was the hally didnt reset during some of my combos i had macros for from OSI server.
I think while we have an opportunity to test the patch we should put in this wrinkle and see how people like it!
Derrick wrote:We're going to be adding to the patch slight spell changes and possibly what Malice mentions above. Still researching some issues so we've still no release date on this.
Thanks guys!
Its ok, we will forgive you this time.Derrick wrote:Here I go, double posting....
I don't know if it worked for every weapon, because I only did it with a halberd, but there was indeed a "double hally hit".There is no special move called "double hally hit". What's being referred to here is a play with the now accurate timers that is era accurate and not easy at all to accomplish, it's in no way specific to any type of weapon.
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