Combat Overhaul Test Center Notes

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Overview of Changes[edit | edit source]

Two handed Passive Weapon Specials[edit | edit source]

  • Crushing Blow (Maces), increases damage of a hit by 50% in PvP and 100% in PvE.
  • Paralyzing Blow (Fencing),
    • provides a 3 second stun in PvP and a 6 second stun in PvE
    • Shares immunity timers with paralyze spell and stun punch.
  • Concussion Blow (Swordsmanship), reduces intelligence for the duration. Does not stack.

Activation Details[edit | edit source]

  • Must have a two handed weapon.
  • Success is governed by the anatomy skill.
  • Successes incur a 15 stamina cost.
  • At GM anatomy there is a 25% chance of success on successful hit.
  • Two handed weapon specials function in both PvE and PvP.
  • There is a 10 second weapon special cooldown after performing a weapon special attack again.
  • Requires at least 80 Anatomy and 80 of the relevant weapon skill.

Passive Wrestling Moves[edit | edit source]

Wrestling skills have been added to support the following wrestling moves.

Stun Punch[edit | edit source]

  • PvP and PvE
  • Provides a 3 second stun.
  • Must have Wrestling greater than or equal to 80.
  • Must have Anatomy greater than or equal to 80.
  • Shares immunity timers with paralyzing blow, paralyze spell.
  • At GM skills stun chance is 50%.

Disarm[edit | edit source]

  • PvP only
  • Must have Wrestling greater than or equal to 80.
  • Must have Arms Lore greater than or equal to 80.
  • Victim receives a 10 second immunity from disarm after being disarmed.
  • At GM skills disarm chance is 50%.

Activation Details[edit | edit source]

  • Toggle for each of these moves has been added as skill abilities for wrestling.
  • Attempting a wrestling move always incurs a stamina cost of 15.
  • An attempt is considered only when there is at chance for success.
  • Does not incur a weapon special cooldown.
  • Wrestling move checks are performed on swing, not on hit.

Combat Changes[edit | edit source]

  • Active Weapon Abilities will no longer appear.
  • Lumberjacking bonus reworked, now applies in PvP.
  • Mining bonus reworked, now applies in PvP
  • Lumberjacking and Mining bonuses do not stack.
  • Fletching bonus reworked, now applies in PvP.

Spellcasting[edit | edit source]

  • Precast expiration timer has been reduced to 30 seconds.
  • Inscription Bonus provides a 10% base spell damage bonus at GM inscription in PVE.
  • 1st circle spells are no longer interruptible.
  • Dispel Field can now be self targeted. When you target yourself you will dispel Magic Reflection and Reactive Armor if they are active. (Note that any usage cooldowns will still apply)
  • Protection no longer gives an AR bonus, instead only Arch Protection will do this.

Defensive Spells[edit | edit source]

Several spells have been reworked to provide defensive abilities for mages. These abilities are magnified by the inscription skill.

Only one defensive spell can be active at once.

Reactive Armor[edit | edit source]

  • Reactive Armor absorbs some melee damage and reflects a portion of it back at the attacker.
  • Absorbs more with higher inscription skill.
  • The strength of reactive armor is calculated using Magery, Meditation, and Inscription.
  • Maximum absorb shield is 75 damage.
  • 10% of the damage is reflected back at the melee attacker, 10% of the damage is dealt to the victim, and the remaining 80% is absorbed by the shield.
  • Ranged and magical damage is not absorbed by reactive armor.
  • Has a cooldown of 300 seconds.

Protection[edit | edit source]

  • Protection now reduces the chance of spell interruption.
  • The strength of protection is calculated using Evaluating Intelligence, Meditation, and Inscription.
  • Duration is governed by Magery.
  • Max duration is 240 seconds with a minimum duration of 15 seconds.
  • Interrupt chances decrease further with higher Inscription skill.
  • Has a cooldown equal to that of half the spell's duration.

Magic Reflection[edit | edit source]

  • Magic Reflection now provides a shield which reflects spells based on their circle.
  • Higher circle spells will bring down magic reflection faster than lower circle spells.
  • The strength of magic reflection is calculated using Magery, and Inscription.
  • Has a cooldown of 1 minute without inscription, scaling to 2 minutes at GM Inscription.

Armor[edit | edit source]

  • Leather armor mana regeneration penalty has been removed.

Details[edit | edit source]

More details on each of the major changes will be posted to the wiki.