FIXED Splintering Weapon not working as it should

sayago

Newbie III
After some reading I realized that Splintering Weapon should cause the victim bleeding effect and forcing the player four seconds forced walking. The thing is that Forced Walk is supposed to make you unable to run, unless you are damaged.

As you can see on the gif, even using a trapbox to break the effect, the forced walking debuff continues.

ClassicAssist-2020-8-16-18-1-7.gif


https://www.uoguide.com/Forced_Walk


I'm not sure about the 2 debuffs time effect, maybe I had a misunderstanding while reading about it but the forced walk should be 4 seconds not 9.
It would be nice if people gather more information from OSI and other sources, since I only have uoguide links...
 

Dexter

Staff Member
Administrator
Game Master
Show a link to a website that has more info, or make a video on EA to show.
 

Dan

Staff Member
Administrator
Game Master
Yeah, we will just need someone with some EA knowledge to check it out here on Heritage. Not sure many at the staff level have used splintering in PvP.

How long is it forcing you to walk for?
 

Prado

Neophyte
Yeah, we will just need someone with some EA knowledge to check it out here on Heritage. Not sure many at the staff level have used splintering in PvP.

How long is it forcing you to walk for?
8 seconds what i dont think is right ! 4 seconds is the right time and when you take damage you should come back to run
 

Dan

Staff Member
Administrator
Game Master

We will need to look at a few of these mechanics. Does PvP Immunity mean the most it can proc is once every 15 seconds? Or are they saying force walk lasts 15 seconds?
  • Bushido Evasion PvP is now subject to diminishing returns after the first evade which will increase with each evade. Diminishing return scales up to a max of 70% evasion reduction. For example, a player with a 60% chance to evade would be reduced to 18% at the max reduction.
  • The weapon hit property Splintering PvP immunity now includes force walk and now lasts 15 seconds.
  • Shatter Potions will now provide 60 seconds of PvP immunity once hit. Users of the shatter pots will be unable to hide for 6 seconds. There is also a chance for the number of potions shattered to be reduced. Reduced throwing range to 8 tiles.

 

Prado

Neophyte
for example: you have a weapon with 20% splintering weapon so you have 20% chance every hit to apply splintering, the wrong thing here is when splintering is applyed to the enemy he get force walking forever ! even when he gets damaged. The right thing is when you get damaged you must be able to run again. like tar potions. the problem here i think it is not how long he gets this status, but you are not able to come back to run when damaged.
 
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FireFly

Journeyman II
Supporter
Like you have on gif upthere player still forced to walk after hit by spell-thats how it should work-splittering give warrior ability to catch up with running mage/archer
Also @Dan i think its immune before it can be succesfull applied once again.
 
OP
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sayago

Newbie III
I think that what the publish says is that there's delay of 15 seconds between each sucessful hit w splint, so after a splint hit you won't be able to "double" the effect when hiting again, thats what I understand from that...
 
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Meireffer

Novice III
Supporter
Yup. It looks like there should be delay between each splinters, but according to uoguide splinter should also increase dmg received from bleeding and make it last longer :)
 
OP
S

sayago

Newbie III
When you use a weapon w bleed special move + splinter then yh... but my point on the thread is if its possible to remove the forced walked in anyway, ec apple or any kind of damage.
 

FireFly

Journeyman II
Supporter
That's what i was able to do on OSI few minutes ago. Seems to be working like intended here :)
When you use a weapon w bleed special move + splinter then yh... but my point on the thread is if its possible to remove the forced walked in anyway, ec apple or any kind of damage.
If you watch gif from osi tc. You can cleary notice- after player get 4s split+12s bleed-he recive another source of damage and still forced to walk untill timer gone
 
OP
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sayago

Newbie III
So by reading all the comments thats what i got:
- Splinter effects can't be stacked bc there should be a 15 sec timer between each splinters hit.

- You can get bleeding effect last longer if u use special bleeding effect + splinter effect.

- You can't break Forced Walk from splinter effect.

Also if u see both pictures, Splintering time on Meireffers gif shows 4s, mine says 9, but when I get to 5sec, it just disappears and I get able to run again, so I think what's to be fixed is the time at the buff indicator.

1597689949935.png1597690213850.png
 

Dexter

Staff Member
Administrator
Game Master
so whats the point of a force walk when its going to be broken once a bleed effect damage kicks in?
 

Dexter

Staff Member
Administrator
Game Master
2 issues here. It can be stacked, but only if the victim if shit by another attacker with splintering. That will be fixed. The buff timer shows the wrong seconds, that will be fixed. That was purely cosmetic. Everything else works as intended. And yes, bleed can stack with splintering. This is (or at least was, and will remain until some valid proof shows otherwise) how it works on EA.
 

Meireffer

Novice III
Supporter
No no, Dan just questioned if quote that he pasted stated if Splinter or Delay lasts 15 seconds :) I'm pretty sure that it's delay
 
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Dan

Staff Member
Administrator
Game Master
Alright, guys, Dexter pushed some changes that went live as of this 6am restart.

When anyone gets some time please let us know what else is still off or needs looking at.
 

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