This thread is to act as a more comprehensive breakdown of the "Tightened Damage Ranges" section of this post.
UO Outlands mechanics are loosely based on T2A-era combat, which inherently involve a certain degree of RNG. It is my position, however, that with current formulas, far too much variance is seen in damage values assigned to specific activities. Paired with hit rate randomness, these external factors are too often pulling a would-be neutral fight too wildly in one direction.
For the purposes of standardization, all of the below ranges are calculated using 7x tank mage on 7x tank mage interactions.
I find the below to be most notable:
Spells
Harm: 5 - 11*
Lightning: 8 - 15
Mind Blast: 10 - 23
Energy Bolt: 18 - 31
Explosion: 18 - 31
Flamestrike: 21 - 43
*0-1 tiles from target
Weapons
Katana: 5 - 20
Viking Sword: 5 - 26
Axe: 9 - 31
Halberd: 11 - 44
Zooming out, how much sense does it it make for a "burst" weapon to hypothetically deal 25% of its maximum value on a given hit?
For a fifth circle spell's low end value to be 47% of its high end?
For something as integral to PvP as EB is, to land anywhere between 18 and 31?
For interrupts and match-finishing spells to vary as wildly as they do?
For a hally + FS to leave an opponent with 2 hp remaining?
Soft Proposition: Reduce weapon damage by 10-15% on average. Weapons simply deal too much damage overall
Proposition: Drastically tighten ranges for spells and weapons alike
UO Outlands mechanics are loosely based on T2A-era combat, which inherently involve a certain degree of RNG. It is my position, however, that with current formulas, far too much variance is seen in damage values assigned to specific activities. Paired with hit rate randomness, these external factors are too often pulling a would-be neutral fight too wildly in one direction.
For the purposes of standardization, all of the below ranges are calculated using 7x tank mage on 7x tank mage interactions.
I find the below to be most notable:
Spells
Harm: 5 - 11*
Lightning: 8 - 15
Mind Blast: 10 - 23
Energy Bolt: 18 - 31
Explosion: 18 - 31
Flamestrike: 21 - 43
*0-1 tiles from target
Weapons
Katana: 5 - 20
Viking Sword: 5 - 26
Axe: 9 - 31
Halberd: 11 - 44
Zooming out, how much sense does it it make for a "burst" weapon to hypothetically deal 25% of its maximum value on a given hit?
For a fifth circle spell's low end value to be 47% of its high end?
For something as integral to PvP as EB is, to land anywhere between 18 and 31?
For interrupts and match-finishing spells to vary as wildly as they do?
For a hally + FS to leave an opponent with 2 hp remaining?
Soft Proposition: Reduce weapon damage by 10-15% on average. Weapons simply deal too much damage overall
Proposition: Drastically tighten ranges for spells and weapons alike
Last edited: