Healing: Difference between revisions

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(adding bandging skills crossover info)
(→‎Training: Shelter to 80 Skill update)
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| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]]
|-
|-
| 50-75
| 50-80
| [[New Player Dungeon]]
| [[New Player Dungeon]]
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| 75-80
| Bandage self or others
|-
|-
| 80-100
| 80-100
| Bandage ghosts to attempt resurrection
| Bandage ghosts to attempt resurrection or heal a Battletrainer
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Revision as of 20:23, 19 November 2022

Summary

  • Minimum Anatomy skill of 60 is required for a chance at successful bandage cure attempts
  • Minimum Anatomy skill of 80 is required for a chance at successful bandage resurrection attempts
  • Players with 100 Healing and at least 80 Anatomy will always have 100% chance to resurrect their target with bandages. Patch Notes 20191003
  • Bandage Healing Amounts are ((Healing Skill / 100) * ((Random Value of 40 to 60) * (1 + (.2 * Anatomy Skill / 100))))
  • Bandage Healing Amounts are reduced by 2% for each bandage slip during combat. The more 'Your fingers slip!' messages you receive while attempting to heal, the less successful it will be.
  • Bandaging self takes 10-15 seconds (scaled based on Healer's Dex)
  • Bandaging another target takes 5-7.5 seconds (scaled based on Healer's Dex)


Stationary Bandaging

  • Players who have been stationary for 5 seconds may bandage targets up to 2 tiles away
  • Player healing range reverts back to 1 tile range if the player moves within 5 seconds of finishing the bandage


Resurrection

  • Players require 80 Healing and 80 Anatomy skill to have a chance at successfully resurrecting their target with bandages.
  • Players with 100 Healing and 80 Anatomy skill will always have 100% chance to resurrect their target with bandages.
  • Chance to resurrect with less than 100 Healing scales from 24% with 80 Healing skill to 62% with 99 Healing skill. (assuming minimum requirement of 80 Anatomy is met)


Curing Poison

Progressive Curing

Each consecutive failed attempt at curing poison now increases chance of the next attempt by 100% (previously was 50%) of the base cure chance (before factoring in adjustments for Poison Skill, Taste ID, or Other Player Effects)

Example of curing Deadly Poison created by a player with GM Poisoning Skill and GM Taste ID:

  • Base attempt to cure Deadly Poison via Greater Cure Potion or GM Magery is 50% chance
  • If they fail their cure attempt, their next attempt will receive a flat 50% bonus
  • Poisons created with GM Poisoning and GM Taste ID have their cure chance reduced by a scalar of 50% (i.e. 50% base cure chance becomes 25% cure chance)
  • Player's 1st Cure Attempt = 25% Cure Chance
  • Player's 2nd Cure Attempt = 75% Cure Chance
  • Player's 3rd Cure Attempt = 125% Cure Chance


Example of curing Lethal Poison created by a player with 120 Poisoning Skill and 120 Taste ID:

  • Base attempt to cure Lethal Poison via Greater Cure Potion or GM Magery is 25% chance
  • If they fail their cure attempt, their next attempt will receive a flat 25% bonus
  • Poisons created with 120 Poisoning and 120 Taste ID have their cure chance reduced by a scalar of 60% (i.e. 25% base cure chance becomes 10% cure chance)
  • Player's 1st Cure Attempt = 10% Cure Chance
  • Player's 2nd Cure Attempt = 35% Cure Chance
  • Player's 3rd Cure Attempt = 60% Cure Chance
  • Player's 4th Cure Attempt = 85% Cure Chance
  • Player's 5th Cure Attempt = 110% Cure Chance


  • Player-applied poisons (weapons and spells) have a cure chance penalty of (25% * (Poisoning Skill / 100)) of normal
  • Player-applied poisons (weapons and spells) have a cure chance penalty of (25% * (Taste ID Skill / 100)) of normal

For example, a player that would normally have a 50% chance to cure a particular poison, would instead only have a 25% chance to cure if the poison was inflicted by a player with 100 Poisoning and 100 Taste ID


Bandaging Cure Chances

  • Chance to Cure Player = ((125% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%);
  • Chance to Cure Creature = ((125% - (Poison Level * 25%)) * (Veterinary Skill / 100)) - (Slips * 2%);


PvM

  • Bandaging a target that is poisoned will also heal damage on it, regardless of the result of the cure attempt. Healing amounts for bandaging poisoned targets while in PvM are as follows:
  • Lesser Poison: 100% of normal healing
  • Regular Poison: 100% of normal healing
  • Greater Poison: 75% of normal healing
  • Deadly Poison: 50% of normal healing
  • Lethal Poison: 25% of normal healing


Bandaging Skills Crossover

  • When using Bandages on a target, players can optionally "Crossover" and use bandaging skills not normally allowed for the target type, such using Veterinary + Animal Lore on Players, or using Healing + Anatomy on Followers
  • Bandage Crossover has a severe penalty, and results in only 33% of normal Healing Amounts and Cure + Resurrection chances are reduced to 33% of normal
  • If players attempt to Cure or Resurrect targets using Crossover skills, the Crossover skills used must meet the base skill requirements for that action type (i.e. Curing will require 60 or higher for both skills used and Resurrection will require 80 or higher for both skills used)
  • If a player has the skills available to heal the target using either the "Normal" skills or "Crossover" skills, the bandaging attempt will use whichever skills results in the higher Healing amount or gives them the higher Cure or Ress success chance
  • Skill Gain for bandaging will always default to the normal skills for the target: bandaging Players will always raise Healing + Anatomy skill and bandaging Creatures will always raise Veterinary + Animal Lore


Training

Skill Activity
0-50 Train from NPC
50-80 New Player Dungeon
80-100 Bandage ghosts to attempt resurrection or heal a Battletrainer