INTRO: We need a spell modification that will make magery mechanics more interesting, but yet... Not effect the game to a point where we are no longer playing UO:R, the game we love. SUMMARY: With the simple modification of the spell "Fireball" we can add more flavor and interest to the UO:R World of gaming. Just like the effect of MindBlast and the soon to come Harm advantage (a patch everyone knows and utilizes). "Fireball" itself could become a huge player in the game with only the addition of extra damage due to Distance of tiles between you and your Target. The same concept and reasoning of the spell "harm" doing more damage the closer you are to your target. ____ PREVIOUS EXAMPLES OF SPELL MODIFICATION: - MIND BLAST;. When Mindblast was introduced as a spell that did the damage based of the difference of INT and DEX did it truly become a spell to be widely used and make a huge impact on the game it self. - HARM;. Harm used to be a spell noone had a macro for... Later on in Renaissance did harm become a very useful spell due to its impact of higher damage based off closer range to your target. ----------------------------------------------------------- MAGERY SPELL MECHANICS: * EB;. (Consistent DMG)/ (used for syncing to add 100% kill ability in groups with assistance of the spell explosion). * MB;. (Diff between INT and Dex) (A spell use because of its unique ability to do more damage with stat changes). * HARM;. (Close up damage with 0 delay) (uses little amount of mana). * LIGHTNING;. (Good Delay function with good mana to hp damage ratio) ( allows for super-setting of most spells because of its delay of hit). * MAGIC ARROW;. (Can not be knocked off) (Close up combat advantage where you need to cast fast with no disrupt with the intent of disrupting your target). * EXPLOSION;. (Heavy damage spell with super-setter ability because of pre-cast) (master of deception when used right). NOTE: When really looking at each spell (used mostly by everyone) it is easy to see we have been missing one factor. That factor is a spell that can be useful over Distance. Fireball spell modification will help complete the mechanics of magery for both PVP and PVM. ----------------------------------------------------------- Q and A: Q: How will the spells damage be effected? A: Spell will increase over the amount of tiles you are AWAY from your target. EXAMPLE: The exact opposite of the the spell "harm" (which does more damage based on how close you are). __ Q: WHY IS IT A GOOD SPELL TO MOD?: A: As of now the spell has little use but, has the poetential to be something great. Just like how mindblast and harm changed the game, fireball has the ability to make things more interesting for everyone that plays this game weather you a pvp based person or pvm. __ Q: WILL THIS FIREBALL SPELL MODIFICATION ONLY BENEFIT PEOPLE WHO PVP? A: NO! we all get to use and learn it at the same time. also it is not a spell that can be double casted. it is also not a spell that is good with Super-setting EXAMPLE: You Cannot lightning fire ball your self without interrupting fireball. ___ Q: CAN YOU SUPER-SET IT (LIKE LIGHTING + HARM PRECAST). A: No. You can even test it on your self. It is not a spell where the advantage will be high enough to mess up current game play. __ Q: WILL IT BE GOOD FOR EVERYONE THAT PLAYS REGARDLESS OF SKILL LEVEL? A: Yes, we will all learn it together and even low level magery players could use it to hunt for gold. ----------------------------------------------------------- - - - PVP - - - * DUELING;. - More interesting combos due to newly modified "fireball" spell which utilizes distance for damage" (not just harm and punch), all close range combat options. - People do not see fireball (as it is) a useful spell in dueling because of its mana use. For the most parts that is true... Because the damage it does = to mana usage does not add up. EXAMPLE: I could explosion; pause/ one step; cast fireball; pause/ cast poison; while running at you for a efficient combo based off long and short distance spell advantage. * FIELD FIGHTING/ GROUP FIGHTING;. -A lot of group fighting both "organized and "non-organized" revolves around running in and out of the group and possible displacing yourself a couple tire from main threat to gain mana. Fireball damage over distance could help with group fight in so many ways I have not even thought of them yet. EXAMPLE: A organized team could utilize the fireball mod to all cast it at once and do damage as they approach their enemies. could be used to take people out when they got to run. other spells lack the basic fundamentals for this because of delay/ amount of mana used/ and damage applied. - - - PVM - - - * MONSTERS;. - Perk for Tamers and Bards will be the ability to finish off your kill as it walks away from you (most monsters flee when close to death). EXAMPLE: Finish "one" or "multiple" monsters as they move further from you while you stay in your stationary position (your chosen safety spot) and gain more control over your current and ever changing environment. The best part about a true and real persistent world game rpg! EXAMPLE: Hate to say this one but when a PK come for you and you hate the fact he got away with 2-4 hp after getting attacked by your dragons he will only be a fireball away from death even if you have little mana. * CONSERVING MANA;. - Take out small annoying monsters like Slimes, mongbats, etc.. (all depending on dungeon your in). ----------------------------------------------------------- NOTE1: EVEN IF YOU DONT PLAN ON USING IT, REMEMBER ADVANCEMENTS WILL ALWAYS BRING PEOPLE TO THE SHARD... SO EVERYONE WINS! NOTE2: NO need to make a new spell when slight modification to an existing one is possible. NOTE3: Slight mods of existing spells keep us all in the same era of UO we all love. ___ END NOTE1:This "Fireball" spell modification is for everyone! Not just people with fast computers and fast connections! END NOTE2: WILL BE A LOT OF WORK FOR TELEMON SO PLEASE DONATE TO HIM!
I was wholly aware of that as well as the fact that Poisoning skill is known to be trash for non-fencers. Either suck it up and wait (hopefully) for a patch that makes nox mages not blow fat goats, or convert to Fencing. It's your call.
War Forks hit like trucks and para-hits are a great staple for a pvp dexxer. I'm not sure what other reasons there might be for the shortage of nox swordsmen.