PvP (Overdrive)

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Introduction

Overdrive PvP style is built on the Sphere ruleset which means you'll be able to move while channeling spells. This creates creates a fast, fun, and adrenaline fueled form of PvP.

This guide is to give you Overdrive style PvP tutorials, provide current item and spell charts, note skill differences, and other various unique things to Overdrive.

Core Mechanics

In order to be the best Overdrive PvPer you must master spell timings, line of sight, and fizzling.

Spell Timings

Spells take a certain amount of time to channel for them to successfully cast. Understanding these timings is one of the keys to separate yourself from the competition.

The first circle takes a half second to cast and each additional circle takes another half second. So, the first circle takes .5 seconds, the second circle takes 1 second, the third circle takes 1.5 seconds, etc.

There are some exceptions to these rules - EX: fizzling spells (magic arrow, clumsy, feeblemind, and weaken) takes .7 seconds to cast and Greater Heal takes 3 seconds to cast. These are by design for balancing purposes. You can review a full list of spell timings, damage/heal, and mana usage on the Spell Chart below.

Fizzling

Fizzling means you or your opponent's spell does not successfully cast. Your goal while PvPing is for your spells to not fizzle while also making your opponent's spell fizzle. This is achieved through understanding spell timings and using line of sight (explained next) properly.

The primary way you will fizzle your opponent is through fast casting spells called Fizzling Spells. Fizzling Spells include magic arrow, clumsy, feeblemind, and weaken.

More advanced players can use higher level spells to successfully fizzle such as using a 3rd circle spell to fizzle a 7th circle spell.

There is also a small percent chance your spells will fizzle naturally but that depends on the circle of the spell. Higher circle spells have a higher chance of naturally fizzling. Natural fizzling can be mitigated through the use of scrolls.

LOS

You must have Line of Sight (LOS) of your target in order to successfully cast a spell. Having LOS means there are no objects blocking your view of your opponent. Things such as walls, doors, and trees obstruct your line of sight causing your spell to fizzle. If you're coming from non-Sphere style shards, you'll be surprised to see even objects you can see over (such as furniture or half walls) will block line as sight as well. This is by design. Almost anything you can't run through will obstruct line of sight.

Here is how you properly use LOS: Cast your spell then get out of LOS while its channel. Come into LOS right before it finishes channeling so your target is unable to fizzle you and your spell hits.

You can also create your own LOS by using doors and items such as invisibility potions

Items

Here are some of the most common items you’ll use while PvPing:

  • Spellbook - Required to cast spells
  • Reagents - Required to cast spells
  • Runebook - Required so you can escape ganks by recalling
  • Greater Mana Potions - Recovers Mana
  • Greater Heal Potions - Recovers Health
  • Invisibility Potions - Instantly makes you invisible. Used for game changing plays.
  • Lesser Explosion Potions - Utility item explained in the tips section
  • Greater Cure Potions - To cleanse Poison Nova poison
  • Greater Restore - Restores HP & Stam (Optional - Could use Greater Refreshment)
  • Greater Refreshment - Restores Stam (Optional - Could use Greater Restore)
  • Bandages - Provides better healing than Greater Heal but typically used in emergency scenarios when you’re out of mana
  • Flamestrike or Thunderclap Scrolls - Used for mana reduction of higher circle spells
  • Magic Trap Pouch - Used to escape being paralyzed
  • Melee Weapon

Spells

Please note the spell damages below assumes you have GM Evaluating Intelligence and your target has GM Resisting Spells

Spell Element Circle Dmg/Heal Buff/Debuff Duration Mana Cast Time Special Notes
Clumsy
1
-20 DEX
120
10
.7
Weaken
1
-12 STR
10
.7
Feeblemind
1
-12 INT
120
10
.7
Magic Arrow
1
3
10
.7
Create Food
1
120
10
Heal
1
10
10
1.25
Night Sight
1
600
4
.5
Reactive Armor
1
240
4
1
Agility
2
+12 DEX
120
10
1
Cunning
2
+12 INT
120
10
1
Strength
2
+12 STR
120
10
1
Cure
2
6
1.4
Harm
PHYSICAL
2
7
6
1.25
Magic Trap
2
10
1
Magic Untrap
2
10
1
Protection
2
+11 AR
120
10
1.5
Can stack with Arch Protection
Bless
3
+5 ALL STATS
120
15
1.5
Fireball
FIRE
3
12
12
1.5
Magic Lock
3
9
1.5
Poison
POISON
3
8
10
1.5
Telekinesis
3
9
1.5
Teleport
3
9
1.5
You are frozen while channeling
Unlock
3
9
1.5
Wall of Stone
4
30
15
2
Arch Cure
4
15
2
Arch Protection
4
+11 AR
120
15
2
Can stack with Protection
Curse
4
-12 ALL STATS
120
15
2
Cannot stack with other Debuffs
Fire Field
FIRE
4
5
30
11
2
Greater Heal
4
40
20
3
Lightning
ELECTRIC
4
17
12
2
Ice Strike
COLD
4
21
13
2.25
Mana Drain
4
-25 MANA
15
2
Recall
4
12
4
Frost Nova
COLD
4
21
12
2
AOE within 3 tiles
Poison Nova
POISON
4
12
2
AOE within 3 tiles. Applies incurable poison unless you use Greater Cure potion.
Blade Spirit
5
60
14
4
Dispel Field
5
14
2.5
Incognito
5
120
14
2.5
Magic Reflection
5
120
14
2.5
Mind Blast
PHYSICAL
5
23
16
2.5
Glacial Burst
COLD
5
25
18
2.75
Paralyze
5
10
14
2.5
Poison Field
5
30
14
2.5
Summon Creature
5
400
14
4
Dispel
6
10
3
Energy Bolt
PHYSICAL
6
30
20
3
Explosion
FIRE
6
30
20
3
Spell has a 2.5 second delay for damage
Invisibility
6
240
20
3
Mass Curse
6
-25 ALL STATS
60
30
3
Cannot stack with other Debuffs
Paralyze Field
6
30
20
3
Reveal
6
15
3
Magic Echo
6
30
20
3
Chain Lightning
ELECTRIC
7
SEE NOTES
3.5
Randomly attacks those around you after being attacked by more than 1 target
Energy Field
7
45
40
3.5
Flamestrike
FIRE
7
41
40
3.5
Thunderclap
ELECTRIC
7
44
43
3.75
Gate Travel
7
40
3.5
Mana Vampire
7
+25 HP
-65 MANA
30
3.5
Mass Dispel
7
40
3.5
Meteor Swarm
PHYSICAL
7
SEE NOTES
40
3.5
50 damage split between all within 3 tiles of target
Polymorph
7
480
40
3.5
Earthquake
PHYSICAL
8
50
4
50% of hp taken from all targets within 10 tiles of caster
Energy Vortex
8
400
50
4
Resurrection
8
50
4
Air Elemental
8
400
50
4
Summon Daemon
8
400
50
4
Earth Elemental
8
400
50
4
Fire Elemental
8
400
50
4
Water Elemental
8
400
50
4

Armors

Each armor piece provides resistance or weakness to different elements. If you wear at least 6 pieces of the same armor, your weaknesses are reduced by 25%. This 25% reduction is NOT shown below under the FULL SET stat.

Armors listed as FULL SET indicates 7 pieces of armor.

Armor Type BS Requirement AR (6 Pieces) AR (7 Pieces) Fire (7 Pieces) Fire (Per Piece) Cold (7 Pieces) Cold (Per Piece) Electric (7 Pieces) Electric (Per Piece)
Iron
Ore
50
25
50
0
0
0
0
0
0
Aluminum
Ore
60
25
50
9.8
1.4
0
0
-9.8
-1.4
Cobalt
Ore
60
28
56
0
0
9.8
1.4
-9.8
-1.4
Nickel
Ore
62
28
56
0
0
-9.8
-1.4
9.8
1.4
Bronze
Alloy
65
30
60
14
2
-12.6
-1.8
0
0
Copper
Ore
68
30
60
0
0
14
2
-11.2
-1.6
Steel
Alloy
70
45
90
9.8
1.4
0
0
-9.8
-1.4
Aqua Marine
Alloy
70
40
80
9.8
1.4
9.8
1.4
-14
-2
Brass
Alloy
75
35
70
-14
-2
15.4
2.2
0
0
Dull Copper
Ore
75
28
56
0
0
0
0
0
0
Shadow
Ore
75
30
60
0
0
0
0
0
0
Agapite
Ore
75
35
70
0
0
0
0
0
0
Verite
Ore
75
35
70
0
0
0
0
0
0
Valorite
Ore
75
40
80
0
0
0
0
0
0
Zinc
Ore
78
38
76
-12.6
-1.8
0
0
15.4
2.2
Cupronickel
Alloy
80
38
76
0
0
15.4
2.2
-12.6
-1.8
Moonstone
Alloy
85
40
80
-14
-2
9.8
1.4
9.8
1.4
Silver
Ore
85
30
60
0
0
18.2
2.6
-11.2
-1.6
Tin
Ore
90
85
170
0
0
0
0
-9.8
-1.4
Velvet
Alloy
90
50
100
19.6
2.8
-15.4
-2.2
0
0
Gold
Ore
92
55
110
19.6
2.8
0
0
-15.4
-2.2
Lava Rock
Alloy
92
60
120
30.8
4.4
-25.2
-3.6
0
0
Carbon
Ore
92
95
190
0
0
0
0
0
0
Shakudo
Alloy
95
60
120
30.8
4.4
0
0
-25.2
-3.6
Zirconium
Ore
95
10
20
28
4
-14
-2
-28
-4
Lead
Ore
98
70
140
-19.6
-2.8
9.8
1.4
19.6
2.8
Mercury
Ore
98
70
140
19.6
2.8
-19.6
-2.8
9.8
1.4
Opiate
Alloy
98
30
60
50.4
7.2
50.4
7.2
-29.4
-4.2
Beryllium
Ore
100
80
160
-19.6
-2.8
25.2
3.6
15.4
2.2
Delta
Alloy
100
90
180
0
0
39.2
5.6
-9.6
-2.8
Phosphorus
Ore
102
90
180
5.6
.8
5.6
.8
5.6
.8
Platinum
Ore
102
100
200
40.6
5.8
-9.8
-1.4
-5.6
-.8
Carbon Polymer
Alloy
105
110
220
7
1
7
1
7
1
Chromium
Ore
105
115
230
40.6
5.8
-5.6
-.8
-5.6
-.8
Manganese
Ore
108
120
240
40.6
5.8
-9.8
-1.4
0
0
Fiber Glass
Alloy
110
130
260
-9.8
-1.4
0
0
42
6
Titanium
Ore
112
299
599
-19.6
-2.8
-19.6
-2.8
-19.6
-2.8
Dragonite
Alloy
115
399
799
-9.8
-1.4
-9.8
-1.4
-9.8
-1.4
Tungsten
Ore
118
0
0
50.4
7.2
50.4
7.2
0
0
Silicon
Ore
120
0
0
0
0
50.4
7.2
50.4
7.2
Kryptonite
Ore
122
150
300
-8.4
-1.2
-8.4
-1.2
70
10
Ragnarok
Alloy
125
125
250
19.6
2.8
19.6
2.8
19.6
2.8
Plutonium
Ore
130
160
320
0
0
40.6
5.8
19.6
2.8
Uranium
Ore
130
175
350
40.6
5.8
0
0
19.6
2.8
Atomic
Alloy
135
200
400
30.8
4.4
29.4
4.2
29.4
4.2

Potions

Item Heal/Dmg Buff/Debuff Notes
Agility
+10 DEX
Greater Agility
+15 DEX
Strength
+10 STR
Greater Strength
+15 STR
Lesser Heal
10
Heal
20
Greater Heal
35
Mana
45
Greater Mana
75
Lesser Explosion
5
Explosion
10
Greater Explosion
15
Restore
25
Restores HP & DEX
Greater Restore
40
Restores HP & DEX
Refreshment
50
Greater Refreshment
100

Macros

If you are new to Overdrive's PvP style, we recommend you use the following Hot Key set up.


Melee

It can be a rough world out there for Melee lovers on Overdrive. There is almost zero chance you’ll kill someone with Melee only in open world combat if you’re fighting someone decent because Magery is so powerful. With that said, Melee can be an extremely useful tool in PvP if you know how to use it right but let’s go over the mechanics:

Accuracy

Melee accuracy rates are extremely high @ a 75% hit rate at GM Combat Skill

Wind Up Mechanic

Overdrive's melee ruleset is set to a wind up style mechanic. Once you’re within attack range (1-2 tiles depending on the weapon), you initiate the swing animation and you attempt a hit after the weapon’s delay.

However, if you initiate the swing animation then immediately run out of Melee range, you “load” this swing. Once a swing is loaded, it will instantly hit your target when you return within attack range - even through walls.

Special Moves

Refer to the Special Moves article. Note that stun punch has been disabled for Overdrive.

How To Properly Use Melee

Now that we understand the mechanics let’s talk about how Melee is used:

The obvious best situation is if you’ve trapped someone in a small area, such as a house, where it’s hard to create space to successfully cast spells. If someone runs into a small space I'm immediately equipping my Axe and going to town.

Normally, you’re fighting in large open spaces so you have to be far more careful when planning a Melee strike. In these situations you run to your target to load up your swing, get out of LOS so the spell being cast on you fizzles, then you immediately go back in for a hit. It’s very high risk and high reward as you can chunk people pretty hard with Melee. But you have to be super confident in your ability to LOS to make it work well.

The third situation is when you’re completely out of mana and your potions are on cooldown. It's basically a last resort. In these situations it's not really about getting damage off, moreso for fizzling so you buy time for your potion to come off cooldown. Some players carry fast swinging weapons like daggers for these situations.

Archery follows the same "wait" mechanics as Melee but it is not typically worth using in PvP (from an optimization standpoint) because Magery is so powerful since you can do more damage while moving. Additionally, sitting still while fighting a Mage is a huge vulnerability which any decent PvPer will fully take advantage of. It's not impossible to use Archery well in PvP but you need to be very experienced and know the proper times to use it.

Builds

The following 3 starter builds are for new players who need guidance on how to create their character:

Hybrid

For the player who loves both Magery and Melee.

  • Magery
  • Evaluating Intelligence
  • Resisting Spells
  • Meditation
  • Healing
  • Anatomy
  • Swordsmanship, Fencing, or Macefighting
  • Tactics

Advantages: Full damage for Magery and Melee

Disadvantage: Require much better mana management, less powerful poison ticks

Pure Mage

For the player who wants to solely PvP with Magery and have a mana advantage

  • Magery
  • Evaluating Intelligence
  • Resisting Spells
  • Meditation
  • Healing
  • Anatomy
  • Inscription
  • Poisoning

Advantages: Full damage for Magery, mana advantage, more powerful poison ticks

Disadvantage: No melee option

Warrior

For the player who loves Melee

  • Magery
  • Parrying
  • Resisting Spells
  • Poisoning
  • Healing
  • Anatomy
  • Swordsmanship, Fencing, or Macefighting
  • Tactics

Advantages: More survivability and wants to utilize poisoned weapons

Disadvantage: Less Magery damage efficiency

Tips

  • Practice spell timings over and over again until you gain an intuitive feel for when they will hit. This intuition will come with time but practicing initially will get you a headstart.
  • You can cast magic arrow on an explosion potion for a variety of strategic reasons:
    • Escape being paralyzed
    • AOE damage cause your target to fizzle or finishing them off
    • Reveal hidden targets
  • Get in the habit of curing instantly once poisoned. Ideally, you would be able to cure yourself and still fizzle your opponent if they have casted a 5th circle or above spell.
  • Practice using doors as much as possible. They’re a great way to create LOS for yourself and can be used strategically in a number of ways.
  • Forego using fizzling spells when you could fizzle your opponent using a higher level spell (EX: using poison to fizzle flamestrike).
  • Combo Explosion + Energy Bolt or Flamestrike to do devastating chunk damage.
  • Use magic arrow as your primary fizzle spell but use weaken, clumsy, or feeblemind to initially debuff your opponent.

Tutorial Videos