Combat on ABCUOThis is mainly for players experienced with Ultima Online.
There are very few players on ABCUO who haven't been in a fight. For better or for worse, there's a lot of combat in Ultima Online. Here are some ways that combat on this shard may differ from what you've seen in other places.
Cast Speed: One of the first questions a PVPer asks when they join is, "what is the casting cap?" This can be answered briefly with a pair of numbers but it's misleading, as the casting on ABC is a bit different from any other shard. Please read through this explanation.
The casting on ABC is slightly faster than 3/6 (faster casting 3, faster cast recovery 6) but not as fast as 4/6. Combat on ABC is faster in both weapon combat and in spellcasting. The intent is to have accelerated casting, but without the negative effects that result from having 1st and 2nd circle spells casting at identical speeds. Here is the spell timing on ABCUO:
|Circle||Delay in seconds|
In addition, there may be a slight recovery period on every spell cast, depending on how fast you target your spells. People who cast slow (people who have higher pings) see no recovery time; people who cast very fast or use programs to assist their casting typically see some recovery. As a result, players who cast their spells manually are at no disadvantage, provided they use their skills well.
To cast at maximum speed you need to wear 4/8. This might seem a bit high at first glance, but it's far from unattainable given the number of equipment slots open to FC and FCR equipment.
Other notes about casting: Spellweaving fc/fcr is capped at 4/8. Chivalry can be cast at 4/8 if you have less than 70 Magery and 70 Mysticism, and 2/8 if you have 70 or higher Magery or Mysticism skill. Necromancy is capped at 2/8.
No Skill Cap: Without a skill cap, your style is more dependent on what you choose to do and how you choose to equip yourself, rather than the limitations within a set of skills.
Stat Cap: Our base stat cap is 305, upgradeable to 330 with a stat scroll. The cap for each individual stat is 150 base, and there is no stat cap on applicable equipment bonuses. The effect of dexterity is scaled down; compared to standard you need a bit more dexterity and stamina to achieve fast swing and bandage rates. However with the increased cap players can ultimately achieve higher swing rates than normal if they choose to focus on stamina. Swing rate is granular per 0.25 seconds and you can swing up to once per second.
Bushido, Ninjitsu, and Spellweaving: With no skill cap and increased combat speed, some details about combat have been tuned to fit lest they become too dominant. In particular, ninjitsu, bushido, and spellweaving have been heavily modified to become supplemental rather than dominant skills.
Item Bonus Caps: Here are the caps on equipment bonuses:
|Faster Cast Recovery||8|
|Spell Damage Increase (PVP)||15% *|
|Spell Damage Increase (PVM)||No cap|
|Weapon Damage Increase (PVP)||100%|
|Weapon Damage Increase (PVM)||No cap|
|Hit Chance Increase||75%|
|Defense Chance Increase||75%|
|Lower Mana Cost||40%|
|General Damage Eater||18%|
|Specific Damage Eater||30%|
|HP/Stam/Mana Regeneration||No cap|
*The SDI cap in PVP is 25% when holding a spellbook corresponding to the spell being cast, 15% otherwise.
Other Caps: Physical limitations after bonuses are accounted for:
|Swing Delay||1.0 seconds|
|Direct Weapon Damage||40|
|Bandage Delay||2.0 seconds|