View Full Version : Light Repeater Build
brshelton
10-02-2007, 05:34 PM
I'm looking at making a Light Repeater Build. I'm choosing light because its not going to be about the extra d2 damage but how many bullets i put out (banish, smite, PARALYZE) and they reload faster. The feats im looking at taking are
dodge
mobility
point blank shot
precise shot
improved precise shot
shot on the run
rapid reload
proficiency
I'm thinking straight fighter but not sure any ideas?
My Main concern is starting stats. I have drow but not 32 pointers so I'm thinking a 14 Drow Fighter for the cha bonus for umd. I knwo they take a con hit ubt not that concerned. Greater False Life is getting pretty cheap and I'm slowly accumulating money. Help?
Impaqt
10-02-2007, 05:56 PM
Drow is a FIne choice for a Repeater build...
Persoanlly, I'd go 11Ranger/2FIghter/1Bard.
I dont think Rapid Reload works with repeaters.. Heck.. it barely works with standard crossbows.. Definatly a Waste.
You forgot Improved Critical.... Very important for Banishers and SMiters....
WIth 11ranger/2Fighter/1Bard
Take Bard First Level. Decent array of SKillPoints to start. Native UMD.
11 Rangers gets you rapidShot and Improved Precise for free. (and some nice standard Bow Feats as well) and +3 DEX ENH
2 FIghter gives ya a couple extra feats and +1 STR
SOmething like
Drow
10,18,14,10,10,14
Feats
Dodge,EWP:Repeating Light, Mobility, PBS, SotR, IC:Ranged, and one More at L12 (TOughness? Take Weapon FInesse Early and move somehting back)
Take FIghter at L9 and 10.
You should end up witha Nice UMD, 200+ Hit Points, Excellet To Hit, Nice feat selection, +4 Self Cast Barkskin with a Resonable amount of Spell Points, and all the twf feats to boot.
Lemme know if you want a full Build
brshelton
10-02-2007, 08:22 PM
hmm The issue i see there is no improved precise shot. That is a sick feat with repeaters and stat damagers/banishers/smiters/paralyzers. thats the biggest part of this build in my mind. bard first lvl definitely but would rogue be better and i could do basic trap skills or are the 2 minute songs worth it? Also on the ranger note number of feats that BENEFIT REPEATEARS that i get from ranger outnumber the obscene number of feats a fighter gets? I think point blank shot is the only one that helps repeaters and I know fighters get more proficiencies more hp and more feats than just that 1. so is 11 fighter better than 11 ranger?
brshelton
10-02-2007, 08:23 PM
also does weapon finesse do anything for a repeater?
brshelton
10-02-2007, 08:27 PM
don think rapid shot affects repeaters there WAS a thread in forums before they deleted them grrrr... with an in depth study of feats and shot rate etc. very good thread bug in goodblades where you can fire infinite shots a spider through gate without it hitting him forever and basically the guy timed how logn 500 shots took with different setups of feats and BAB also improved crit is a must forgot it. also on rapid reload id liek even a little bit of help any edge i can get with ranged being so gimped
Partymaker
10-02-2007, 08:30 PM
Rapid reload affets reguler crossbows only.
Rapid shot increases bows and repeaters speed. Totally wrong but that's the way it is in DDO...
brshelton
10-02-2007, 08:36 PM
thanks for that knowledge what about warforged tehres that new docent of alactricity? can bard use repair wands etc? i guess they can umd but can they without umd?
Impaqt
10-02-2007, 10:09 PM
Improved Precise Shot is a Granted Level 11 Ranger Feat. It absolutely would be in that build.
Weaon Finesee would just be so you could melee well if need be.. Thats why I added it as an optional rather than sticking it inthere.
brshelton
10-02-2007, 10:34 PM
o didnt know it was granted at lvl 11 but still is two free feats and the spells worth the hp loss and more importantly i have spare mithral fp but not bp
Pittminion
10-03-2007, 02:51 AM
One thing that a L9 ranger gets that a L9 fighter doesn't, evasion. Something to think on.
brshelton
10-03-2007, 03:08 PM
evasion true hm...
Cambo
10-17-2007, 09:27 PM
Originally Posted by CODOG
The rapid reload feat not affecting repeating crossbows is verified by design as a bug. I will be fixing this in module 6 and QA permitting maybe sooner.
As currently implemented:
Rapid shot -- Bow, Thrown, Crossbow, Repeating Crossbow
Rapid reload -- Crossbow
This being said, I thought the repeater should benefit from rapid reload also. I spent a bit of time debugging whether or not there is a bug in our bug tracker (which there wasn't). I spent a bit of time looking through our design docs to see if there was an intentional omission (which there wasn't). I looked through the code pathways to see if it was an outright bug (which there wasn't). However, our content tables don't have repeating crossbow speed affected by rapid reload. I will be checking with our lead system designer to see if this was an intentional omission. I will keep you updated.
The repeating crossbow... ah yes... our famous repeating bug. If we were gathered around a campfire, I would tell you such a tale about this *cough* wonderful set of bugs. There are some things you should know though related to the repeater. So the major problem that is happening with this is that the client gets out of synchronization with the server. Here is a brief table showing you what happens when it is working brilliantly:
Client / Server
Attack 1 / Attack 1 ( Autoattack guesses at time x next shot )Attack 2 / Attack 2 ( Autoattack guesses at time x next shot )
Attack 3 / Attack 3 ( Autoattack guesses at time x + y next shot )
Reload / Reload
Attack 1 / Attack 1 ( Autoattack guesses at time x next shot )Attack 2 / Attack 2 ( Autoattack guesses at time x next shot )
Attack 3 / Attack 3 ( Autoattack guesses at time x + y next shot )
Reload / Reload
x = time for the shot animation
y = time for the reload animation
In the case where it gets off synch:
Client / Server
Attack 1 / Attack 1 ( Autoattack guesses at time x next shot )Attack 2 fails validation with cooldown timer / Attack 2 ( Autoattack guesses at time z next shot )
Attack 2 again / Attack 3 ( Autoattack guesses at time x for next shot )
Attack 3 missing shot / Reload in progress (Autoattacked guesses time x + y )
Attack 1 missing shot / Reload is still finishing
Attack 2 / Attack 1 ( Autoattack guesses at time x for next shot )
Attack 3 / Attack 2 ( (Autoattacked guesses time x + y )
... etc ... etc
The server always fires in the correct order when the client tells it to fire. Because the round trip from the client to the server and back to client exceeds the amount of time it takes to fire a shot, we have no way of verifying that the client and server agree until after it has already happened. I've put in a few different measures to try to resynchronize when we detect this problem. However, it's not perfect yet. If you don't use autoattack and manually fire, you'll notice you'll get clusters of 3 damage numbers and a delay for reload regardless of what you client is doing at the time. So spamming the attack button will yield you repeating crossbow performance with some visual confusion. At least you'll be getting your attacks in.
Another thing to note, we do have a seperate ranged "combat style" for repeating crossbows with a seperate BAB progression from normal crossbows. Creating entities in our game world and synchronizing them over the network has a lot of overhead associated with them. As quickly as we allow you to shoot with a repeater if we followed the same progression, it will cause worse synchronization issues and starts to impede server performance.
This is one of the reasons (one of many reasons) we are avoiding having rate of fire paralleling melee combat with the current implementation. Melee combat doesn't create new entities in the game world on the server. (weapon streaks and fx are client side only)
Regards,
Codog
http://forums.ddo.com/showpost.php?p=1389944&postcount=151
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