What's new

PATCH Patch Notes for February 14, 2020

Luthius

Developer
Staff Member
Patch Notes

Bloody Valentines Day
  • Blood Aspect is now available to players and Blood Aspect Items (such as Cores, Extracts, etc) will now begin appearing in the world
  • Throughout Valentines Day, players may find themselves experiencing more "bloody" deaths than usual and find that their heart belongs to someone else...
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Ossuary Event and Expansion
  • Code has been added to the server for our Ossuary Expansion event


Weapon Poison
  • The chance for a player to apply Weapon Poison (including Lethal) to a creature is now 25% + (Effective Poisoning Skill / 4 %)


Taste ID
  • Taste ID now increases Poison Tick damage against creatures by (100% x (Effective Taste ID / 100)) [Previously was (50% x (Effective Taste ID / 100))]


Armor and Magic Resist Ignoring
  • Any mechanic (Pet Ability/Trait, Aspect Armor Effect, Mastery Chain Bonus) that has a chance to Ignore Armor or Ignore Magic Resist, if successfully triggered against a creature that already effectively has 0 Armor or 0 Magic Resist respectively, will instead gain a +15% damage bonus to the attack or spell (this will never apply in PvP however)


Aspect Tier 13
  • Players may now upgrade their Aspects up to Tier 13
  • Tier 13 of an Aspect requires 40,000 Experience (we know that's a lot!)
  • Upgrading an Aspect to Tier 13 requires consumption of 20 Aspect Cores and 6 Aspect Distillation of that Aspect type


Aspect Overhaul
  • Our Aspect Overhaul that has been on our Test Center for several weeks is now LIVE
  • Below is a summary of our current Aspect Armor bonuses (values in Red indicate newly changed values)
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Air Aspect
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5% + (1.5% x Tier) Weapon Speed and Mana Regen Rate Bonus
5% + (1.5% x Tier) Damage Resistance After Swing or Cast (5 sec)
20% + (5% x Tier) Chance to Avoid Movement Effects (such as Hinder, Entangle, Mummification, etc)

Players gain Damage Resistance under Air Aspect for the next 5 seconds after Swinging (regardless of hitting or missing) or after completing a Spellcast


Blood Aspect
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12% + (3.75% x Tier) Damage Bonus to Creatures Below 33% Hit Points
5% + (1.5% x Tier) Chance to Deal 100% Damage Bleed on Melee or Spellcast
8 + (1 x Tier) Bonus to All Stats


If Blood Aspect Armor triggers a Bleed effect, the Bleed effect will have a base damage equal to 100% of the triggering Melee attack or Spellcast's damage
If the Bleed effect occurs during a Stealth Backstab, it will deal damage equal to 50% of the attack (instead of 100%)



Blood Aspect Weapon/Spell Special
  • The Blood Aspect Weapon/Spell Special (Ravage) inflicts (1000 + (100 * Tier Level)) in Bleed Damage divided among creatures within a 8 tile radius


Command Aspect
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5% + (1.5% x Tier) Follower Damage Bonus

5% + (1.5% x Tier) Follower Damage Resistance
25% + (7.5% x Tier) Follower Exp Gain and Taming Success Chance


Players gain a scalar bonus to Taming Success chances under Command Aspect
For instance, at Tier 10 they would gain +100% success chances to taming, meaning they would increase a base 25% taming success chance up to 50%



Earth Aspect
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5% + (1.5% x Tier) Chance on Melee Attack to Deal +150% Damage
5% + (1.5% x Tier) Physical Damage Resistance
20% + (5% x Tier) Reduction to Debuff Effects (such as Pierce, Weaken, Cripple, etc)

If Earth Aspect Armor's Melee Damage Bonus is triggered during a Stealth Backstab, it's damage bonus will become +75% (instead of +150%)


Eldritch Aspect
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2.5% + (0.75% x Tier) Damage Increase to Target Per 20 Mana Spent (30 sec)
6 + (2 x Tier) Effective Skill Bonuses to Spirit Speak and Inscription
20% + (5% x Tier) Chance to Avoid Spell Interruption

Each time a player with Eldritch Aspect casts a damaging spell against a target, it immediately increases the damage of that spell and future spells by that player against the target for the next 30 seconds (bonuses stack)
For instance, a Tier 10 Eldritch player casting Energy Bolt would gain (10% x (20 / 20)) = 10% damage on the spell and further spells against the same target for 30 seconds
That same player casting Energy Bolt again 5 seconds later at the same target would add another 10% bonus to the target and be at a cumulative +20% damage bonus against them on that spellcast
While the damage bonuses are cumulative, each bonus has its own duration and doesn't refresh the duration of bonuses when added (i.e individual bonuses will drop off after 30 seconds have passed since being added)


The damage bonus amounts are scaled based on the mana cost of the spell, so a Tier 10 Eldritch Player casting Flamestrike would gain (10% + (40 / 20)) = 20% damage bonus on that spell and further spells for 30 seconds


Fire Aspect
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.15% + (.045% x Tier) Chance Per Damage Dealt to Inflict 50 Damage Flamestrike
10% + (3% x Tier) Damage Taken also Reflected Back onto Attacker
20% + (5% x Tier) Field Damage Resistance


Poison Aspect
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5% + (1.5% x Tier) Damage Bonus to Poisoned Targets
5% + (1.5% x Tier) Chance on Poison Tick to Upgrade or Spread (6 tiles)
2 + (2 x Tier) Effective Skill Bonuses to Poisoning and Taste ID


Damage Bonus to Poisoned Targets only applies to targets with Greater Poison or higher, but can be against poisoned creatures that were poisoned by other players or creatures

Each time a Poison Ticks for a player with Poison Aspect, it has a chance to either:

1) Upgrade to a higher tier poison if player has sufficient Poisoning skill to do so
2) If player cannot upgrade to a higher tier poison (due to insufficient Poisoning skill), it will spread that current poison level to a non-poisoned creature within 6 tiles


Poison may only be upgraded or spread once (if spread, the new poison victim themselves cannot further spread poison)

In order to Upgrade poison via the Poison Aspect Armor effect, players must have the following Poisoning skill:

Upgrade to Greater Poison: 80 Poisoning Skill
Upgrade to Deadly Poison: 100 Poisoning Skill
Upgrade to Lethal Poison: 120 Poisoning Skill



Effective Poisoning skill is factoring into all uses of Poisoning EXCEPT the skill check used when applying a Poison Potion to a weapon


Poison Aspect Weapon/Spell Special
  • The Poison Aspect Weapon/Spell Special (Toxicity) will now target any creature affect by Greater Poison or higher and will do full damage to them (damage previously was scaled based on Poison Level)


Shadow Aspect
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12% + (3.75% x Tier) Backstab Accuracy and Damage Bonus
12% + (3.75% x Tier) Post Backstab Damage Resistance (10 seconds)
(0.5 x Tier) Bonus Stealth Steps [rounded Down]


At every even-numbered Tier (2, 4, 6, 8, 10, 12) players with Shadow Aspect gain a bonus Stealth Step when activating stealth, however these bonus steps when used always generate Footprints


Void Aspect
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16 + (2 x Tier) Auto Stats Restoration (20s, 10s, 60s)
15% + (4.5% x Tier) Chance to Ignore Armor/Resist (or 15% Dmg Bonus)
6 + (2 x Tier) Effective Skill Bonuses to Parry and Magic Resist


The first time every 20 seconds that a player is missing at least (16% + (2% x Tier)) of their maximum Hit Points, that amount is restored
The first time every 10 seconds that a player is missing at least (16% + (2% x Tier)) of their maximum Stamina, that amount is restored
The first time every 60 seconds that a player is missing at least (16% + (2% x Tier)) of their maximum Mana, that amount is restored


Whenever a player successfully triggers the Ignore Armor or Resist mechanic, but the target is already at 0 Effective Armor or 0 Effective Magic Resist respectively, it will instead increase damage of the Attack or Spellcast by 15% (this is the same mechanic listed at the top of the post under "Armor and Magic Resist Ignoring")


Void Aspect Weapon/Spell Special
  • The Doom effect of Void Aspect Weapons/Spellbooks now resolve after 10 seconds (previously was 15)


Water Aspect
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5% + (1.5% x Tier) Weapon Special and Charged Spell Chance Bonus
10% + (3% x Tier) Bonus to Healing Dealt and Received
6 + (2 x Tier) Effective Skill Bonuses to Alchemy
 
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Only a couple months into playing Outlands (1997 veteran) and the amount of work and updates continues to astound me. The community feedback is amazing, and such is the response from the staff. This is what UO should be...thank you all for your time and effort into making such an awesome world.
 
In order to Upgrade poison via the Poison Aspect Armor effect, players must have the following Poisoning skill:

Upgrade to Greater Poison: 80 Poisoning Skill
Upgrade to Deadly Poison: 100 Poisoning Skill
Upgrade to Lethal Poison: 120 Poisoning Skill



Effective Poisoning skill is factoring into all uses of Poisoning EXCEPT the skill check used when applying a Poison Potion to a weapon
Should the effective poisoning skill gained from the aspect set apply itself to the tick upgrade chance? As it stands it does not, but above it says the only thing that requires hard poisoning skill (not effective skill) is the skill check used when applying a poison potion to a weapon.

I bring this up because sub 120 poisoning hard skill (before effecting poisoning increases), my deadly poison casts can not upgrade to lethal thru the tick mechanism. Is this intended?
 
  • The chance for a player to apply Weapon Poison (including Lethal) to a creature is now 25% + (Effective Poisoning Skill / 4 %)

Is the "4 %" a typo? With 100 poisoning you get 29% chance or 50% chance?

If it's Poisoning / 4 (not %), would nice to correct in the wiki (and also remove the old line saying it's a flat 25% chance for all poison levels)

(I know this post is from 2020, but it's valid for this subject in specific as it's the patch note it refers in the line I quoted that's how still works like it currently)
 
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