You must provide as much detail as possible when posting a bug. You must provide source information. Source information can be links to specific information on UOGuide, Stratics, UO Wiki, etc, that pertain or could pertain to your specific issue. Or they can be a very detailed report on what is...
Pretty sure what he is saying is when deathstrike hits a target and they dont move it waits 3 seconds and does a lesser tick of damage. This lesser tick is happening before the 3 second window based on his comment.
However its possible that he has the window time wrong as well, deathstrike window use to be 5 seconds long. So i dont know if he is posting the bug thinking its suppose to be 5 or 3 seconds long.
After receiving a Death Strike, if the opponent moves more than five steps, or three seconds elapses, they will suffer direct damage determined by the attacker’s Ninjitsu, the average of the target’s Hiding/Stealth and the number of tiles the target was tracked for. Damage in pvp capped at 50%
Reduced Death Strike damage delay to 3 seconds from 5 seconds and increased damage scale based on Ninjitsu skill. Death strike damage capped at 50 verses players.
Death Strike is now capped at 60 damage if the target moves and 20 damage if the target doesn’t move, with 66% of the damage determined by the ninjitsu skill of the attacker and 33% of the damage determined by the number of tiles the target was tracked for.
An Ultima Online server emulator written in C# .NET - ServUO/ServUO
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3 second delay
Code:
public static readonly TimeSpan DamageDelay = TimeSpan.FromSeconds(3.0);
damage reduction if steps < 5 or if ranged - not sure the stalking bonus makes sense though...seems to divide damage by 3 if you dont get 5 steps? Probably should be tested.
Code:
private static void ProcessDeathStrike(DeathStrikeInfo info)
{
var damage = info._Damage;
if (info._isRanged)
damage /= 2;
if (info._Steps < 5)
damage /= 3;
if (_totaldamage > 50 && attacker is PlayerMobile && defender is PlayerMobile)
_totaldamage = 50;
Post automatically merged:
Distribution 1/3 stalking, 2/3 skill (not sure if this is what its doing but SOMETHING is going on! This doesn't seem to factor in the stalking bonus....so probably needs to be looked at here. I don't think this part agrees with Publish 32
Code:
var avarage = (hiding + stealth) / 100;
var scalar = ninjitsu / 9;
var basedamage = ninjitsu / 5.7;
var _totaldamage = (int)(basedamage + (avarage * scalar));
Anyways, the 3 second thing is a thing (@Mrriots wife says so at least), so not a bug? The stalking bonus and damage spread between stalking and skill - may be up for some testing should someone wanna make an EJ account and burn 30min
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