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 Post subject: Spell Timings
PostPosted: Fri Jun 18, 2010 3:08 am 
Hello,
Some time next week I would like to get a variaty of people to haven and test magery and take notes on timings.

Each spell (that matters) and get a wide view on peoples opinions to put forward to the staff

people that have mages/people that dont/people that pvp/people that dont

anyone interested?


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 18, 2010 4:06 am 
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Ill see what I can do.


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 18, 2010 5:35 am 
yes people like u because u dnt really use a mage for pvp and ur old school and know what your on about lol.


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 18, 2010 1:19 pm 

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I'll help out, just let me know when its going down.

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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 18, 2010 3:09 pm 

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Yeah, same here.


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 18, 2010 7:15 pm 

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msn me when you want to do that.

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 Post subject: Re: Spell Timings
PostPosted: Tue Jun 22, 2010 12:50 am 
sick lets say today ( my time) so ill msn people later


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 Post subject: Re: Spell Timings
PostPosted: Thu Jun 24, 2010 5:39 pm 

Joined: Fri Jun 04, 2010 9:31 am
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First Circle - Mana cost 4; Delay 0.50 seconds

Second Circle - Mana cost 6; Delay 0.75 seconds

Third Circle - Mana cost 9; Delay 1.00 seconds
Poisons your target, prevents bandages from healing damage. Can be fully resisted at high resist magic levels. Does damage depending on the formula ((Magery + Poisoning) / 2):
Less than 65.1 : Level 1 poison
65.1 to 85 : Level 2 poison
85.1 to 99.9 : Level 3 poison
100 and higher : Level 4 poisoning.
More effective at close range.

Fourth Circle - Mana cost 11; Delay 1.25 seconds
One of the most used spells in the game for obvious reasons; it heals (Magery * 0.4) + (1 to 10) points of damage.

Fifth Circle - Mana cost 14; Delay 1.50 seconds
Blade Spirits - *Mana cost 18; Additional delay 6 seconds.
Summons Blade Spirits that will attack anything in a 6 tile radius. It targets nearby creatures with high Strength and/or Tactics first. Does up to 15 points of damage per hit. Duration 120 seconds. Can be dispelled.

Sixth Circle - Mana cost 20; Delay 1.75 seconds
INvis - Hides you from sight for a short while. A wonderful thing when you are trapped in spawn or getting ganked in PvP.
Lasts for (Magery * 1.2) seconds (CANT TALK INVISED/ should reveal you)

Seventh Circle - Mana cost 40; Delay 2.00 seconds
Polymorph- An amusing spell that turns you into any number of creatures, but serves no real purpose.

Eighth Circle - Mana cost 50; Delay 2.25 seconds
EV- Summons an Energy Vortex that will attack anything in a 6 tile radius. It targets nearby creatures with high Magery and/or Intelligence first. Does up to 26 points of damage per hit. Can be dispelled.
Takes 2 pet control slots. Lasts for 90 seconds.


:)

I think thats what we are all used to as for casting speed, other stuff is just informational. :)

An Negate or Dispel
Nox Poison
Bet Small
Ort Magic
Corp Death
Por Move or Movement
Des Lower or Down
Quas Illusion
Ex Freedom
Rel Change
Flam Flame Sanct
Protect or Protection
Grav Field
Tym Time
Hur Wind Uus
Raise or Up
In Make, Create or Cause
Vas Great
Jux Danger, Trap or Harm
Wis Know or Knowledge
Kal Summon or Invoke
Xen Creature
Lor Light
Ylem Matter
Mani Life or Healing
Zu Sleep


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 Post subject: Re: Spell Timings
PostPosted: Thu Jun 24, 2010 6:21 pm 
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Informational:
This is UO:R Obsidian, not OSI. So 90% of what you post is not what "everyone is used to". And this is one of those things we will never put to OSI, since their spell overhauls were what made stuff so weird in the newer OSI patches. Long live old style UO.

T3A Timings from the code:
Circle 1 - 1.0
Circle 2 - 2.0
Circle 3-4 - 3.0
Circle 5-6 - 4.0
Circle 7-8 - 5.0

Please remember, like everything else from the code, that is not neccessarilly the correct units, meaning 1.0 might not equal 1.0 seconds. I'm just reportin gem.


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 Post subject: Re: Spell Timings
PostPosted: Thu Jun 24, 2010 6:35 pm 

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That was just the spell timings everyones used to trust me. and tis not what OSI has now.


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 25, 2010 1:18 am 
that seems too fast 2 seconds to do a fs? dont think so its at least 4 seconds


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 25, 2010 6:54 am 
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make fs 3 seconds even 8)


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 Post subject: Re: Spell Timings
PostPosted: Fri Jun 25, 2010 8:11 pm 

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Those numbers seemed pretty dumb. imo anyways lol
I have never seen them at that speed since I have played this shard.

2.25 max time to cast a spell? make it so a warrior can hit every 2.25 seconds with a bardiche and every 1 second with a kryss and 1.25 with a sword and heal at such a rate as well lol. Go nuts!


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 Post subject: Re: Spell Timings
PostPosted: Sat Jun 26, 2010 8:45 pm 

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aleksander wrote:Those numbers seemed pretty dumb. imo anyways lol
I have never seen them at that speed since I have played this shard.

2.25 max time to cast a spell? make it so a warrior can hit every 2.25 seconds with a bardiche and every 1 second with a kryss and 1.25 with a sword and heal at such a rate as well lol. Go nuts!
yea for real, and raise healing delay on warriors and make mages fizzle when hit by warriors.


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 Post subject: Re: Spell Timings
PostPosted: Sun Jun 27, 2010 4:17 pm 
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i dont think (make blah blah blah worst because i play blee blee blee) posts really holds any weight... just so u know

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