Polishing the pvp spell casting mechanics. A discussion

Dan

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So we have had complaints from time to time that spell casting, especially low level spells like heal, almost go on forever and are hard to disrupt.

While the delay times in the code are correct maybe we are missing something, somewhere, with FC / FCR.

We are interested in opinions from those who have tested it on EA UO in the last year.

Anyone that can provide a vetted formula for FC/FCR would be great too.
 
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Dan

Dan

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Maybe real UO has an inherent ms delay for all spells / actions that is different from what we have.

I'm not interested in other free shards mechanics for the purpose of this discussion.
 
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Dan

Dan

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@Dexter is this how it is in the code? https://uo.com/wiki/ultima-online-wiki/skills/magery/

  • Faster Cast/Faster Casting Recovery: Faster casting reduces the casting time of spells, each point of this effect reduces the time by a quarter of a second. The cap for magery is 2, so the maximum casting time reduction is half a second. Faster cast recovery reduces the time you have to wait before casting your next spell. The unadjusted time between spells is one and a half seconds. Each point you have in this ability will reduce that time by a quarter second. The most you can have of this effect is 6, which negates the wait time completely.
 
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Dan

Dan

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So since level 1 spells are .50, 2 FC would make it 0?

The question still remains, is there an inherent MS delay?
 

Dexter

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Not really sure on this one. I do believe its a bit slower, only because I remember when i made the transition to Free shards, some of my disrupt combos seemed a bit too slow.
 

xG00BERx

Journeyman
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Not really sure on this one. I do believe its a bit slower, only because I remember when i made the transition to Free shards, some of my disrupt combos seemed a bit too slow.
The differences are very apparent especially for smaller spells.
As they get bigger it's less it a problem but still the issues are there. I dont know enough of the details to contribute much but I do know that on RealUO it's very different.
 

Dexter

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THis is the script i used on EA years ago:

Code:
set #lpc 5000
set %spell 680

loop:
repeat
if #targcurs = 1
 set #targcurs 0
until #mana = #maxmana
set %btime #scnt2
event macro 15 %spell
repeat
until #mana <> #maxmana || #targcurs = 1
set %etime #scnt2
set %ttime %etime - %btime
event sysmessage %ttime
wait 20
set #targcurs 0
goto loop
 

Ni'kard

Novice II
Community Supporter
I noticed that I can time a script on heritage to chain a spell with perfect timing that will loop indefinately without breaking - on OSI if you try the same script it will break at random times, this suggests they have a sort of random micro delay specifically to target scripted casting in pvp. Not something that would be noticable unless you were trying to execute perfect timing. Probably something like .05s to .1s at random. I doubt there is a way to prove or replicate it aside from an educated guess.
 
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