This post is for anyone who wants to discuss thoughts of possible pvp changes. We all know that this shard is practically stun mage driven. I can't be the only person who feels the lake of dexxers in Pvp. I wanted to see if anyone else has thoughts on this? Bringing back Insta hit? Changing swing speed? Just seems like mages always have the upper hand being a dexxer is practically useless. Thanks would love the feed back!
I just started here but dexxers should not be useless. Insta hit would just make mages stronger. Dexxers really just rely on lower ping to keep up and need to know how to dodge out of a fight or just play a hybrid.
I think the damage per hit is not the issue. Some good swings with the highest damages weapon will do over 50dmg. Poison level 6 was the main advantage back in renaissance era. Nox mages were aplenty and poisoned weapon would be much more usefull if cure potions had a delay. Almost absent stamina loss and infinite horse running are also a part of the problem dexxers will face here. Running around hitting everything for over an hour on my axe Urk and never have to bother with a refresh potion.
How about when a mage does stun punch on someone wearing full plate, they break a few knuckles. Or at least has a reduced chance of success depending on AR.
I play nox fencer. It was expensive to train poisoning but I still enjoy my template. I die a lot against mages and basically dexxers are crap. I just wear gm made stuff and carrying potions with me. I dont think there will be any major changes in game dynamics after this thread but still nice to see there are other warriors around :/ I tried +10 and +15 kryss, didnt notice a huge difference. if you want gm made suit and some pots just kill me
I've always thought of the Stun punch like a precise hit startling your opponent rather than a powerful blow.
I agree I think if there was a ratio or % of a miss hit by stunner , depends on targets AR and tactics or something like that. Would def even things out a little.
I noticed dexxer damage vs players is bugged because armor is being calculated incorrectly. Should never hit for 0 or 1. I played a dexxer, sadly on OSI from 1999-2002, and never had an issue fighting mages via knowing tactics to fight them. Only thing that ever gave me issues was scribe mages as protection was OP. I played a mace fighter then a lumberjack and I don't ever recall hitting for 1.
Also in case anyone is curious the way default run uo handles armor. It calculates total armor + random armor pieces armor then equates to physical damage mitigation. So in theory if you hit for your lowest end let's say 20 then total armor + chest piece would negate a lot more than it is supposed to. There were multiple ways OSI handled armor and during different patches it was; total armor = mitigation, or random piece of armor being hit and that single armor piece handled mitigation. Not once do I remember it being both but I can look at patch notes aka publishes to see for sure. The problem isn't how damage is multiplied it's how it is mitigated.
I only pvp with dexxers. I do believe that para blow % is to low compared to the stun punch % but it is what it is.
Stun punch had a percentage to succeed and did not go off all the time. In old duels I remember missing stuns multiple times. When it did go off it wasn't a guaranteed kill against a skilled player.
Agreed, I'm not saying when I get stunned I die (I'm an above average pvper) but when I fight for 2-3 min and get 1 maybe 2 para blows off with my fencer compared to being stunned 6-8 times just sucks. That's all