FIXED Bard provoking spellsong persisting effect, and provides the wrong bonuses

DewCono

Apprentice II
Supporter
First issue:

The bard provoking spellsong Invigorate will continue to give it's buff when the bard that cast it is out of range, party, or dead. This was supposed to have been fixed, but it still has it's issues. If Dexter or Dan want I can help narrow down all the causes and stuff as I have a bard now.

Second issue:
The stat's given from the buff aren't accurate. The HPI doesn't increase over the gear HPI cap of +25 (which it should according to this information) and it's less HP than it should give from the provided stats.

Currently my character is:
115 Provoke
110 Music
100 Peace
90 Discord
I get the following buff:
1542947704615.png
however according to:

http://www.uoguide.com/Bard_Masteries
  • For Musicianship and the active mastery skill you get 1 point per 10 skill points above 90. (Since the minimum requirements is 90, you automatically are starting at 2 points - one from each skill.) Thats up to 8 points.
  • From the other bard skills you get 1 point per 10 points above GM, so thats a potential of 6 points.

This is an invigorating tune interwoven with magical energy. It increases the alertness of party members and makes them feel empowered, giving them bonuses to their stats: Strength, Intelligence and Dexterity increased by 8 (base) +2 for each complementary skill at 120 up to 14 at 4x Legendary. Hit Points increased by up to 20 +2 for each contemplary skill at 120 up to 26 at 4x Legendary. This Hit Point Increase is not capped by the 25 HPI from suit properties, so it is possible to achieve 176 Hit Points (150 strength + 25 Hit Point Increase + 26 from this mastery song. All party members are healed every 4 seconds by 4-16 (base) up to 22 HP at 4x Legendary .

It should work in a fashion similar to the Macing Mastery "Toughness" where it overcaps like so:
1542949045380.png
 
Last edited:

Dexter

Staff Member
Administrator
Game Master
For the buff, this was brought up on ServUO forums. There is conflicting information between UO.Com and UOGuide. Someone is going to have to test this out on EA or provide more solid information before this is changed.
 
OP
DewCono

DewCono

Apprentice II
Supporter
Tested on OSI below is a chart (not perfectly aligned as I was kind of in a rush) of both provoking masteries at multiples of 10 skills. Following that is a picture showing HP over cap.
 

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Dexter

Staff Member
Administrator
Game Master
Lets look at this:

All bard songs receive a bonus to their durations and effects if the bard has additional bard skills over GM (Real Skill), based on points:
  • For Musicianship and the active mastery skill you get 1 point per 10 skill points above 90. (Since the minimum requirements is 90, you automatically are starting at 2 points - one from each skill.) Thats up to 8 points.
  • From the other bard skills you get 1 point per 10 points above GM, so thats a potential of 6 points.
  • The weighting of those points vary by spellsong and may be a factor or exponential.
  • For example: Inspire would be weighted at 2 per point of Musicianship & Provocation and 1 per point of the other bard skills. So thats for a 4x Bard to HCI/SDI (2*8)+(1*6)=22%
Now, that tells us of the bonus. We need to know what the base effect and duration is.
 
OP
DewCono

DewCono

Apprentice II
Supporter
The duration is until you leave the range of the bard, or the bard fails to pay the upkeep cost of the spell. These spells have an unlimited amount of rounds as seen here:

http://www.uoguide.com/Bard_Masteries
"Peacemaking and Provocion songs run as long as the bards mana last. Discordance songs are additionally limited to predefined numbers of rounds (see table below)."

"For Musicianship and the active mastery skill you get 1 point per 10 skill points above 90. (Since the minimum requirements is 90, you automatically are starting at 2 points - one from each skill.) Thats up to 8 points. "

As for the base effect I ran the test at 90 (1 point for Inspire) / 90 skill (1 point for Inspire) ( minimum to use said masteries) and it was:

Invigorate: 5 HPI / 2 Str / 2 dex / 2 Int
Inspire: 4 HCI / 4 SDI / 10 DI / 1 Bonus Damage Modifier

Ranging to 120 (4 points for Inspire) / 120 (4 points for Inspire) skill being:

Invigorate: 20 HPI / 8 Str / 8 Dex / 8 Int
Inspire: 16 HCI / 16 SDI / 40 DI / 12 Bonus Damage Modifier

The snippet you included shows both the base, and the bonus
Base(2*8)+Bonus(1*6)=Total22%

Making the info on the right side of the UOGuide page here accurate
1543084572526.png
 

Dan

Staff Member
Administrator
Game Master
This issue has been fixed.

@DewCono has been awarded 20 Sovereigns.

Please also test it out and let us know how it works.
 
OP
DewCono

DewCono

Apprentice II
Supporter
The buffs appear to be accurate so far (haven't fully finished training my bard yet) however the HPI still does not stack with regular HPI. You should be able to have +25 HPI from gear (regular HPI cap) and the spellsongs should apply overcap the same way that the macing mastery toughness does. 1543445733108.png
 

Dan

Staff Member
Administrator
Game Master
Alright I'll move this back to the Bugs section for now.
 
OP
DewCono

DewCono

Apprentice II
Supporter
So the buffs are giving the proper amount of stat - however:
The effect's message shouldn't re-appear each time it renews the buff (spams the hell out of the characters receiving the buff right now)
And while the HPI does go overcap properly, it has conflict with the Macing Toughness Mastery. I need a mace fighting primer on OSI if someone can purchase one and clone the character to the Test shard for me that would be great. The pictures below show just the Provoking buffs on, and the the provoking buffs on with toughness. It gives a total of +29 HPI instead of +56.
1543531024769.png1543531013085.png
 
OP
DewCono

DewCono

Apprentice II
Supporter
They are individual HP effects that both bring your HP over the allowed HPI cap. Even if they didnt stack per se - I have 150 HP unbuffed in both of the status windows I pasted there. Toughness gives +30 HP. So it trumps the bigger buff by only giving a total of +29 HP vs +30. I had poor results with searching google, but if you can pop a macing primer over to test we can find out for sure. I'd imagine that they do in fact stack, as like I said they both go over the default HPI cap individually, and the odds of having both of them active is so situational it would be more of a surprise if they didn't.
 

Dexter

Staff Member
Administrator
Game Master
The effect's message shouldn't re-appear each time it renews the buff (spams the hell out of the characters receiving the buff right now)

What does this mean?

EDIT:

Disregard, I see what you're saying.
 
Last edited:

Dexter

Staff Member
Administrator
Game Master
Also, when you switch masteries, do you lose teh effects of an active spell? We need to check that. Oh, on test center, say 'give masteries' and wala!
 

Dexter

Staff Member
Administrator
Game Master
Yea, I'm pretty sure you can't stack them in the sense you will lose the spel effects when you switch masteries.
 

Dan

Staff Member
Administrator
Game Master
Yea, I'm pretty sure you can't stack them in the sense you will lose the spel effects when you switch masteries.
I think what he may be doing is using a Macer on one toon, and using the mace buff, then he has a bard as another toon, who is giving the party, which the macer is a part of, the other buff.

That being said we still need to see if they actually do stack.
 

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