View Full Version : The List of Vague and Incorrect Descriptions
Borror0
04-10-2009, 10:26 AM
This thread will list all the in-game descriptions that are either unhelpful by being too vague, or incorrect, or by giving false information.
This is done for the following reasons:
Serve of reference to players
Inform the developer as to which descriptions need to be fixed or more detailed
Perhaps get answers to some of our questions
List is divided by category and each category will have its own post.
The five categories are:
Enhancements (http://forums.ddo.com/showthread.php?p=2143561#post2143561)
Feats (http://forums.ddo.com/showthread.php?p=2143563#post2143563)
Items (http://forums.ddo.com/showthread.php?p=2143566#post2143566)
Skills (http://forums.ddo.com/showthread.php?p=2143567#post2143567)
Spells (http://forums.ddo.com/showthread.php?p=2143570#post2143570)
If you believe that any description is missing from the list, then please post what it is and I will add it to the list. I will also add a link to the answer, if known, so this list will be also usable to find quick answers to information not found in the Compendium.
Borror0
04-10-2009, 10:27 AM
Barbarian Death Frenzy:
The mouse over on the buff bar and in the examination window reads "OMG You are so angry!"
Barbarian Frenzied Berserker:
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Barbarian Might:
Amount by which our glancing blows damage is improved.
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Defensive Stance:
Missing bonus type for the increased hate generation
Fighter Kensai <Specific Weapon> Mastery I & II:
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Fighter Stalwart Defender:
Amount of DR when actively blocking -- Player answer: (http://is.gd/rMo0) +2 DR per tier
Amount of AC when actively blocking -- Player answer: (http://is.gd/rMo0) +1 AC per tier
Maximum Dexterity Bonus increase unclear -- Player answer (http://is.gd/tB0q)
Frenzied Berserker II-III:
Incorrectly states to grant a +1 bonus to critical multiplier while raging when the bonus is only limited to critical hits on a natural 19 or 20.
Kensai: Power Surge
Does not mention the duration-- Player answer: One minute per charge
Human Versatility:
Shows an hexagonal icon which suggests it's a passive enhancement but it's actually an active ability
Paladin Defender of Siberys I:
Amount of AC when actively blocking
Paladin Defender of Siberys II:
Missing bonus type for the 25% increased hate generation
Paladin Defender of Siberys III:
Explanation of how our defensive auras are improved -- Player answer: +1 to Aura of Good's saves and AC bonus
Paladin Divine Righteousness I:
Missing bonus type for the 100% increased hate generation
Paladin Hunter of the Dead:
Percentage of healing amplification -- Player answer: (http://is.gd/tOtE) 10% Healing Amplification per rank
Percentage of negative energy absorption
Ranger Master of Archery:
Alacrity bonus type.
Quantifying the bonus to attack speed.
Ranger Tempest III
Does not list whether to attack is a main hand or off-hand one
While not necessary, mentioning at which swing it is would be nice
Rogue Cheat Death:
Percentage to resurrect.
Formula by which the chance to resurrect is decreased at each death.
Rogue Subtle Backstabbing:
Missing bonus type for the reduction to aggro generation
Rogue Thief-Acrobat II:
Attack speed bonus type.
Quantifying the bonus to attack speed.
Movement rate bonus type.
Can still get tripped by minotaurs
Touch of Death:
Does not mention it only works when unarmed.
Warforged Greater Weapon Aptitude:
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Wind Stance (Lesser, Normal, Greater, Ultimate):
Attack speed bonus.
Attack speed bonus type.
Constitution penalty.
Dexterity bonus.
Dexterity bonus type.
All of these question on Wind stances were answered by Eladrin, here (http://is.gd/sl1l).
Borror0
04-10-2009, 10:27 AM
Aura of Good:
Mistakenly says the bonus applies against evil foes when it applies against all foes, regardless of alignment.
Combat Expertise:
Incorrectly uses "up to 5 of your attack bonus" as the penalty is static (always -5)
Defensive Fighting:
Doesn't mention the size of the penalty to attack rolls -- Player answer: (http://is.gd/skO1) -4 to attack rolls
Doesn't mention the size of the AC bonus -- Player answer: (http://is.gd/skO1) +2 to AC
Defensive Roll:
Percentage (or amount) of health at which the feat start working
Percentage of chance to avoid damage
Deflect Arrows:
Frequency at which the effect occurs
Evasion:
Does not mention that it only works when wearing light or no armor
Favored Enemy (Vermin):
Incorrectly shows a rat in its icon. Rats are animals, not vermin.
Greater Two Handed Fighting:
Number of additional glancing blows.
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Greater Two Weapon Fighting:
Number of attacks added -- Player answer: (http://is.gd/skHn) Adds an extra offhand hook on your first and fourth animation.
Improved Feint:
No mention of the duration
Improved Shield Mastery:
What type of damage absorption? -- Player answer: (http://is.gd/skIC) Damage Reduction
How much DR? -- Player answer: (http://is.gd/skIC) +3 DR while blocking
Improved Two Handed Fighting:
To-hit bonus to glancing blows.
Damage bonus to glancing blows.
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Improved Two Weapon Fighting:
Number of attacks added -- Player answer: (http://is.gd/skHn) Adds an extra offhand hook on your third animation.
Quickdraw:
Attack speed increase on thrown
Does not say that it reduces the activation time of certain abilities (like Intimidate or Action boosts)
Quicken Spell:
Says that spellcasting cannot be interrupted by any attacks, which is false (http://forums.ddo.com/showthread.php?p=2444923#post2444923)
Quivering Palm:
Does not mention the cost -- Player answer: 30 Ki
Does not mention the formula for the DC -- Player answer: DC 10 + monk level/2 + wisdom mod
Does not mention it only works when unarmed.
Rapid Shot:
Attack speed increase on ranged weapons
Weapons affected -- Codog's answer: (http://is.gd/rMpv) Bow, Thrown, Crossbow, Repeating Crossbow
Rapid Reload:
Attack speed increase on crossbows weapons
Resilience:
Doesn't mention the size of the penalty to attack rolls -- Player answer: (http://is.gd/skSU) -4 to attack rolls
Doesn't mention the size of the bonus to saves -- Player answer: (http://is.gd/skSU) +4 to saves
Shield Mastery:
What type of damage absorption? -- Player answer: (http://is.gd/skIC) Damage Reduction
How much DR? -- Player answer: (http://is.gd/skIC) +3 DR while blocking
Stunning Fist:
Does not mention the formula for the DC -- Player answer: DC 10 + monk level/2 + wisdom mod
Does not list duration -- Player answer: 6 seconds.
Does not mention it only works when unarmed.
Suggestion (bard ability):
Compendium incorrectly lists duration as 30s
In-game description lists 51s on high level bard even though the duration is longer than that (http://forums.ddo.com/showpost.php?p=2553698&postcount=13)
Two Handed Fighting:
To-hit bonus to glancing blows.
Damage bonus to glancing blows.
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Two Weapon Fighting:
By how the penalty is reduced -- Player answer: (http://is.gd/skHn) The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Does not mention that it allows unarmed monks to fight as if they were dual wielding
Borror0
04-10-2009, 10:28 AM
Air Savant:
Better named "Air Savant Set" for clarity
Missing bonus type of the increased chance of critical hits with electricity spells
Missing bonus type of the increased electricity spell critical multiplier damage
Anger's Wrath:
Better named "Anger's Wrath Set" for clarity
Missing bonus type of the bonus to to-hit
Arcane Archer:
Better named "Arcane Archer Set" for clarity
"When both items are equipped your ranged alacrity will be increased by 10%. This is a competence bonus." should be rephrased as "When both items are equipped, the set grants a +10% Competence bonus to ranged alacrity."
Archivist:
Better named "Archivist Wrath Set" for clarity
Missing bonus type of the bonus to spell points
Archmage:
Better named "Archmage Set" for clarity
Missing bonus type of the increased chance of critical hits with spells
Missing bonus type of the increased critical multiplier damage
Assassin:
Percent chance of applying negative level
Better named "Assassin Set" for clarity
Missing size of bonus to attack and damage with sneak attacks
Missing type of bonus to attack and damage with sneak attacks
Missing type of reduction to threat
Backstabbing:
Missing bonus type for the bonus to damage
Missing bonus type for the bonus to to-hit
Concordant Opposition:
No mention of the proc rate - Eladrin's answer: (http://forums.ddo.com/showpost.php?p=2829580&postcount=53) 4%
No mention of the amount of temporary hit points gained or of spell points recovered
Crippling
The wording is unclear as to whether it stacks with other penalty to movement speed
Curespewing:
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2665335#post2665335) 1 minute
Mistakenly lists the penalty as typed (morale penalty) although the penalty stacks with other sources of "morale penalty"
Deepwood Sniper:
Better named "Deepwood Sniper Set" for clarity
Missing bonus type to ranged alacrity
Missing bonus type to to-hit
"a +2 bonus to hit" is improper DDO grammar. It should say "a +2 bonus to to-hit" or "a +2 bonus to attack rolls."
Dusk:
Poorly worded way to say it's a concealment bonus.
Improved Curespewing:
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2665335#post2665335) 1 minute
Mistakenly lists the penalty as typed (morale penalty) although the penalty stacks with other sources of "morale penalty"
Earth Savant:
Better named "Earth Savant Set" for clarity
Missing bonus type of the increased chance of critical hits with acid spells
Missing bonus type of the increased acid spell critical multiplier damage
Fire Savant:
Better named "Fire Savant Set" for clarity
Missing bonus type of the increased chance of critical hits with fire spells
Missing bonus type of the increased fire spell critical multiplier damage
Improved Destruction:
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2760232#post2760232) 1 minute
Decreases AC by 4, not 8.
Improved Roaring:
DC to resist fear effect is missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2665335#post2665335) 28 DC will save
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2665335#post2665335) 1 minute
Does not mention the reoccurring save at every 6 seconds.
Jorgundal's Collar:
Missing bonus type -- Player Answer: Enhancement bonus
Lesser Vampirism:
Amount of HP drained per hit - Player answer: 1 HP per hit
Levik's Defender (set):
Better named "Levik's Defender Set" or similar for clarity
Doesn't mention +1 Fortitude and Will Save (stacks with resistance , morale and luck)
Ninja Spy:
Better named "Ninja Spy Set" for clarity
Missing size of bonus to attack and damage with sneak attacks
Missing type of bonus to attack and damage with sneak attacks
Missing type of reduction to threat
Paralyzing:
Incorrectly states it paralyzes the target; it dazes the target
Unintuitive name. Should be called Dazing, instead
Does not mention the interval at which saves are made
"every several seconds" is not proper English, if you are to be purposely vague, at least say "every few seconds"
Roaring:
DC to resist fear effect is missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2665335#post2665335) 25 DC will save
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2665335#post2665335) 1 minute
Set Bonus (Arcane Mind):
Better named "Arcane Mind Set" for clarity
Missing bonus type of the bonus to first level effectiveness
"will increase the effectiveness" is too vague for a newcomer. Better to say "will increase the damage dealt by your spells"
Set Bonus (Troubleshooter's):
Better name would be "Troubleshooter's Set Bonus" to differentiate itself from other set bonuses
Does not mention the bonus type to Open Lock and Disable Device
Does not mention the bonus type to saves --Player answer: Insight bonus
"to Fortitude, Reflex and Willpower saves" is needlessly wordy and could be replaced by "to all saves"
Silver Flame Lesser Healing Potion
Claims to heal 250 HP when it only heals 100 HP
Slowburst:
The wording is unclear as to whether it stacks with other penalty to movement speed
Does not list the speed reduction
Spell Failure:
Should be renamed to "Arcane Spell Failure" as "Spell Failure" incorrectly suggests that divine spells are also affected
Sundering Ooze Guard
Chance of AC decrease -- Player answer: (http://community.codemasters.com/forum/crafting-forum-935/265692-3rd-tier-special-effects-list.html) Estimated to be around 20%
Does not list the DC to resist the AC reducing effect -- Player answer: (http://community.codemasters.com/forum/crafting-forum-935/265692-3rd-tier-special-effects-list.html) 40 Fortitude
Does not mention the penalty type -- Player answer: (http://community.codemasters.com/forum/crafting-forum-935/265692-3rd-tier-special-effects-list.html) Unknown but stacks with Sunder
Amount of AC decrease -- Player answer: (http://community.codemasters.com/forum/crafting-forum-935/265692-3rd-tier-special-effects-list.html) 5 AC
Chance of summoning an Ooze -- Player answer: (http://community.codemasters.com/forum/crafting-forum-935/265692-3rd-tier-special-effects-list.html) Estimated to be around 1%
Does not even mention the duration -- Player answer: (http://forums.ddo.com/showthread.php?p=2931562#post2931562) 24 seconds
Tharne's Wrath:
Missing bonus type for the reduction to aggro generation
Treason:
Missing bonus type for the reduction to aggro generation
Vampirism:
Amount of HP drained per hit
Vicious:
The damage dealt to the player is affected by Dungeon Scaling (when applicable) and thus the player may or may not get inflicted 1d3
Water Savant:
Better named "Water Savant Set" for clarity
Missing bonus type of the increased chance of critical hits with cold spells
Missing bonus type of the increased cold spell critical multiplier damage
Borror0
04-10-2009, 10:28 AM
Bluff:
No mention of the duration of the effect
Does not mention it a single target effect
Does not mention that there is an animation
Concentration:
Does not mention its importance for the monk class
Does not mention the DC -- Player answer: 10 + damage dealt + level of spell being cast
Haggle:
Does not mention the percentage of improvement -- Player answer: 0.25% per rank
Heal:
Amount of hit points healed when rest -- Player answer: 10+3*(level+highest Heal score among nearby party member)
Does not indicate the DC to restore an incapacitated characters -- Player answer: DC 21
Intimidate:
Does not mention the size of the bonus or penalty for monster of different size then you -- Player answer: +4 or -4 for each size category under or above you
Repair:
Does not indicate the DC to restore disabled Warforged characters -- Player answer: DC 21
Amount of hit points healed when rest -- Player answer: 10+3*(highest Repair score among nearby party member)
Tumble:
Does not indicate it reduces falling damage
Use Magical Device:
The percentage of activation is always 5% lower than reality on the display for scrolls and wands.
Borror0
04-10-2009, 10:29 AM
Blur:
Does not list the bonus type -- Player answer: Concealment bonus
Cure Light Wounds:
Incorrectly states that the spells heals for 1d8 hit points +1 per caster level, when the dice is 1d6+2 hit points +1 per caster level
Cure Moderate Wounds:
Incorrectly states that the spells heals for 2d8 hit points +1 per caster level, when the dice is 2d6+4 hit points +1 per caster level
Cure Serious Wounds:
Incorrectly states that the spells heals for 3d8 hit points +1 per caster level, when the dice is 3d6+6 hit points +1 per caster level
Displacement:
Does not list the bonus type -- Player answer: Concealment bpnus
Divine Favor:
Does not indicate that the bonus caps at +3
Expeditious retreat:
Lists 20% speed bonus when no change was listed in Release Notes (should be 25%)
Fireball:
Incorrectly states that the damage is 1d6 per caster level, when the correct damage is 1d3+3 per caster level
Grease:
Does not mention it affects party members
Haste:
Provides a bonus to movement speed but does not list the size or bonus type of the bonus.
Does not even mention existence of said bonus to movement speed
Holy Aura:
Incorrectly state to affect allies like it. Only affects self.
Incorrectly types the save bonus a resistance bonus, but it stacks with resistance.
Incorrectly states that it wards characters against enchantment and charm spells.
Enchantment and charm spells is redundant since all charm spells are enchantments.
Holy Sword:
Does not mention that the weapon created is also Silver and Byeshk on top of being +5 Holy Cold Iron.
Implosion:
No mention of the frequency at which the death effect occurs
Incorrectly states that it does not affect incorporeal creatures
Incorrectly states that Spell Resistance does not apply
Magic Missile:
Incorrectly states that the damage is 1d4+1 per missile, when the correct damage is 1d2+3 per missile
Meteor Swarm:
Extremely vague description giving no information
Niac's Cold Ray:
Incorrectly states that the damage is 1d10 per caster level, when the correct damage is 1d6+4 per caster level
Scorching Ray:
Incorrectly states that the damage is 4d6 per ray, when the correct damage is 1d8+16 per ray
Shadow Walk
Doesn't mention type nor magnitude of the speed bonus.
Doesn't mention type nor magnitude of the miss chance bonus.
Doesn't mention the visual limitation.
wiglin
04-10-2009, 12:03 PM
This is a great post idea. We have way too many abstract descriptions in this game.
FluffyCalico
04-14-2009, 06:31 AM
"incorrect, or by giving false information" agree those need to go.
As for too vague well that's more of a point of view. I do not agree here.
Borror0
04-14-2009, 06:34 AM
As for too vague well that's more of a point of view. I do not agree here.
Well, the point is to list it and if the developer feel the description needs to be more elaborated then they will.
Otherwise, well they won't.
Kraldor
04-14-2009, 06:39 AM
None of the TWF feats are clear on what they do.
Two Weapon Fighting - Reduces the penalty for fighting with two weapons. By how much?
Improved/Greater Two Weapon Fighting - Increases the number of attacks when fighting with two weapons. What size increase?
Also,
(Improved) Shield Mastery - Increases the amount of damage you can absorb when defending with a shield. What size increase?
Rapid Reload - You reload a crossbow faster than normal. How much faster?
Rapid Shot - You can fire ranged attacks faster and reload faster when using a ranged weapon. How much faster?
Quick Draw - You can change armors faster, have less of a combat delay when changing weapons, and can draw and fire throwing weapons more rapidly. .....once again, how much faster?
Borror0
04-14-2009, 06:51 AM
None of the TWF feats are clear on what they do.
Good point. Added.
Two Weapon Fighting - Reduces the penalty for fighting with two weapons. By how much?
Improved/Greater Two Weapon Fighting - Increases the number of attacks when fighting with two weapons. What size increase?
Two Weapon Fighting: The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Improved Two Weapon Fighting: Adds an extra offhand hook on your third animation.
Greater Two Weapon Fighting: Adds an extra offhand hook on your first and fourth animation.
Borror0
04-14-2009, 06:54 AM
(Improved) Shield Mastery - Increases the amount of damage you can absorb when defending with a shield. What size increase?
Good catch. Each are a +3 DR active boost.
Kraldor
04-14-2009, 06:59 AM
Two Weapon Fighting: The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
It should probably be mentioned that TWF also enables the first extra attack hook for handwraps. But that's more of an unmentioned effect than a vague one.
Borror0
04-14-2009, 07:01 AM
It should probably be mentioned that TWF also enables the first extra attack hook for handwraps. But that's more of an unmentioned effect than a vague one.
Still worthy of notice. I didn't even know that. I assume TWF steals one away from GTWF?
That would make sense and balance out GTWF a little (and help TWF being effective earlier, which not a bad thing).
Kraldor
04-14-2009, 07:02 AM
Defensive Fighting - While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Doesn't mention the numbers - -4 to hit +2 to AC
Aesop
04-14-2009, 07:02 AM
Still worthy of notice. I didn't even know that.
Now you know... and knowing... is about as cliche as I get :D
Aesop
Kraldor
04-14-2009, 07:07 AM
Still worthy of notice. I didn't even know that. I assume TWF steals one away from GTWF?
That would make sense and balance out GTWF a little (and help TWF being effective earlier, which not a bad thing).
It doesn't "steal away" an attack from GTWF (I'm not even sure what you mean there tbh)
If you use handwraps without TWF feat, the first attack animation is one attack hook. You only get the extra attack hook on the first animation if you take TWF. This is different than using two weapons, which still gives you an extra attack on the first animation regardless of whether you have the TWF feat or not.
Borror0
04-14-2009, 07:08 AM
Defensive Fighting - While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Doesn't mention the numbers - -4 to hit +2 to AC
You're on a roll today. Added.
Borror0
04-14-2009, 07:11 AM
It doesn't "steal away" an attack from GTWF (I'm not even sure what you mean there tbh).
Oh, ya. I get it now.
What I meant was that GTWF grants an extra attack hook on the first animation. I thought the developers moved that extra attack swing from GTWF to TWF. It would make sense in that it would make TWF better at low levels (currently, it's better to stay S&B until level 6).
Added.
Kraldor
04-14-2009, 07:12 AM
You're on a roll today. Added.
Yeah I just took a quick peek through the list of feats-
Resilience - While using Resilience mode, you trade attack bonus and half of your damage for a bonus to saves. Casting a spell ends this mode.
Doesn't mention what the penalty is to hit and what the bonus to saves is.
Improved Feint - A melee attack which also Bluffs enemies, enabling sneak attacks for a short period of time.
Duration?
FluffyCalico
04-14-2009, 07:13 AM
Defensive Fighting - While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
Doesn't mention the numbers - -4 to hit +2 to AC
Are we talking tool tips or compendium?
Tool tips are ment to be basic and to the point.
I would not be against a compendium that was very detailed but tool tips should not be the place to try to put tons of detail.
Borror0
04-14-2009, 07:14 AM
Tool tips are ment to be basic and to the point. If you want detailed info you can look it up.
We're not talking about tooltip but the description of the feat when you select it at level up.
That should be clear as to what you gain.
EDIT: And of course the Compendium.
FluffyCalico
04-14-2009, 07:15 AM
We're not talking about tooltip but the description of the feat when you select it at level up.
That should be clear as to what you gain.
I can agree with that
Borror0
04-14-2009, 07:19 AM
Resilience - While using Resilience mode, you trade attack bonus and half of your damage for a bonus to saves. Casting a spell ends this mode.
Doesn't mention what the penalty is to hit and what the bonus to saves is.
Added. The penalty is -4 and the bonus to saves is also +4.
Ikuryo
04-14-2009, 07:22 AM
The wind stance info was all posted in the monk forum quite awhile ago. I also did a rather long post with my test results for deflect arrows and posted it in the monk forums.
The wind stances are made up of 2 parts, an enhancement part that does not stack with haste and an insight bonus. I would have to go look up the enhancement part but the insight speed bonus starts at 2.5% for the first level and goes up by 2.5% every level for a max of 10% with the grandmaster stance. The dmg for all of wind attacks is in the compendium.
Deflect arrows deflects 1 arrow that would have hit you about every 6 seconds. If the shooter is a player, and using a bow or crossbow. It does not work at all on thrown weapons or anything that mobs shoot at you. The description is that it would deflect anything smaller then a boulder but it looks like the coders were lazy and have all the mobs effectively throwing their arrows and other stuff at us and the feat is not set to block any of it. This makes it useless.
Oh you mean in game info. The wind stance info is all given when you select the base enhancement just like with the other lines. Not the amount of haste bonus though.
Borror0
04-14-2009, 07:27 AM
The wind stance info was all posted in the monk forum quite awhile ago.
I know. I am trying to add the enhancement section right now but Kraldor is on a roll and I keep to adding to the feat section, hehe
I also did a rather long post with my test results for deflect arrows and posted it in the monk forums.
Do you think you could either find it on explain a little better what you typed? I am not sure I get what you said.
Ikuryo
04-14-2009, 07:30 AM
Sure, took a 2 second search of the monk forums using the key word deflect.
http://forums.ddo.com/showthread.php?t=149985
Borror0
04-14-2009, 07:34 AM
Sure, took a 2 second search of the monk forums using the key word deflect.
http://forums.ddo.com/showthread.php?t=149985
If I get this right, you're telling me Deflect Arrows only works in PvP and do not deflect thrown weapons as it should?
Borror0
04-14-2009, 07:39 AM
Wind Stance information kept in one place for easy search and preserving from forum purge.
Lesser Wind Stance: +2 Dexterity, -2 Constitution, 7.5% Enhancement bonus to Attack Speed, 2.5% Insight bonus to Attack Speed
Wind Stance: +2 Dexterity, -2 Constitution, 10% Enhancement bonus to Attack Speed, 5% Insight bonus to Attack Speed
Greater Wind Stance: +3 Dexterity, -2 Constitution, 12.5% Enhancement bonus to Attack Speed, 7.5% Insight bonus to Attack Speed
Ultimate Wind Stance: The wind stance focuses on movement, granting increased Dexterity and melee and thrown attack speed at the cost of reducing your Constitution while the stance is active. (15% Enhancement Bonus to attack speed; 10% Insight Bonus to attack speed; +4 Dex; -2 Con)
Ikuryo
04-14-2009, 07:58 AM
If I get this right, you're telling me Deflect Arrows only works in PvP and do not deflect thrown weapons as it should?
That is correct. I have it on my monk and I take her out from time to time and stand her in front of gnolls and skeletons in the desert to test it. Its been bugged since monks first went live and I don't know if they even realized it. If you look at the date on that thread its been about 9 months now.
Your info for the speed boost of the wind stances is out of date as well.
Its Currently:
Lesser Wind Stance: +2 Dexterity, -2 Constitution, 7.5% Enhancement bonus, 2.5% Insight bonus to Attack Speed
Wind Stance: +2 Dexterity, -2 Constitution, 10% Enhancement bonus, 5% Insight bonus to Attack Speed
Greater Wind Stance: +3 Dexterity, -2 Constitution, 12.5% Enhancement bonus, 7.5% Insight bonus to Attack Speed
These changes were made last year in order for the wind stance attack speed bonus to partially work with haste. I'm not sure how far back the change is but it might have been mod 7.1 or mod8.
Borror0
04-14-2009, 08:03 AM
Its been bugged since monks first went live and I don't know if they even realized it. If you look at the date on that thread its been about 9 months now.
I'll add a note about that.
Your info for the speed boost of the wind stances is out of date as well.
Right. I quoted the wrong post. I edited the post above with the right quote.
I'm not sure how far back the change is but it might have been mod 7.1 or mod8.
It was in Module 8 but they forgot to put it in the release notes.
SteeleTrueheart
04-15-2009, 04:01 AM
Paladin Hunter of the Dead enhancement
Description is:
Positive energy effects heal you for more and you take less damage from negative energy effects.
From testing I believe each level gives you a 10% bonus and these must be coded to add the bonuses separately.
From testing on a level 17 Paladin with 26 Charisma.
Lay on Hands (no enhancements): 216HP
LoH (Human 10% bonus): 237HP ---> 216*1.1 = 237.6
Loh (Human 10% & HotDII): 287HP ---> 216*1.1*1.2=285.12 whereas 216*1.1*1.1*1.1 = 287.496
Borror0
04-21-2009, 12:40 AM
Maximum Dexterity bonuses for Stalwart Defender:
Fighter Stalwart Defender I: +1 Maximum Dexterity Bonus with Tower Shield
Fighter Stalwart Defender II: +1 Maximum Dexterity Bonus with Tower Shield and Heavy Armor
Fighter Stalwart Defender III: +1 Maximum Dexterity Bonus with Tower Shield, Medium and Heavy Armor
Total: +3 Maximum Dexterity Bonus with Tower Shield, +2 with Heavy Armor and +1 Medium Armor.
Mithril Fullplate counts as Medium Armor
EDIT: Same progression applies to Defender of Siberys
Borror0
04-22-2009, 01:53 AM
From testing I believe each level gives you a 10% bonus and these must be coded to add the bonuses separately.
I added this to the list, with a link to this post.
transtemporal
04-24-2009, 02:25 AM
Combat Expertise:
Incorrectly uses "up to 5 of your attack bonus"
Hey bor, I tested this and CE seems to be subtracting 5 from my fighters attack and adding 5 to my AC, which is correct as written isn't it?
lucien123
04-24-2009, 02:53 AM
Hey bor, I tested this and CE seems to be subtracting 5 from my fighters attack and adding 5 to my AC, which is correct as written isn't it?
The reason why it's wrong is the "up to" part. It does not subtract a variance, the feat subtracts an absolute.
In other words, the correct wording would be " minus five to attack bonus, plus five to armor class."
Borror0
04-24-2009, 03:12 AM
The reason why it's wrong is the "up to" part. It does not subtract a variance, the feat subtracts an absolute.
In other words, the correct wording would be " minus five to attack bonus, plus five to armor class."
Exactly. If at least it adapted to BAB (like PA does), but CE does not even do that. It always subtract and add 5.
transtemporal
04-28-2009, 04:03 AM
Wow thanks guys. I always assumed it worked the same as PA. Admittedly, I've never picked up ce before 5th level on a tank, heh.
Can I maybe make a suggestion for the format bor?
[Name]
Described Behaviour
[Tooltip]
[Description]
[Compendium]
Observed Behaviour
Problem
Suggested Solution
Option 01:
Option 02:
Cedrica-the-Bard
04-28-2009, 08:46 PM
nm...
Comfortably
04-28-2009, 08:54 PM
Great thread...keep it going.
Arnya
04-28-2009, 09:00 PM
Repair:
Does not indicate the DC to restore disabled Warforged characters -- Player answer: DC 21
Amount of hit points healed when rest -- Player answer: 10+3*(highest Repair score among nearby party member)
Fix this pls!
Great thread BTW
Borror0
04-29-2009, 01:54 AM
Fix this pls!
hehe, oops? fixed.
Djeserit
04-30-2009, 01:53 AM
You can still get knocked down by a minotaur. It does work against most mobs and spells.
Don't know if this is a misleading description or just a bug.
Osharan_Tregarth
04-30-2009, 09:03 PM
Here's one of my pet peeves...
The percentage chance to activate a scroll using umd. It's off by 5% everywhere.
For example...
Let's say character A has a 17 umd skill, and they're looking at a scroll that needs a umd check of 20 to succeed on. The percentage chance to successfully use the scroll shows up as an 85%. So 85% success/15 % fail, right? But you add your die roll to the check.
So you actually only have a 10% chance to fail....
Borror0
06-15-2009, 12:15 PM
Wow. I was planning on updating that thread soon and didn't see that reply.
I'll reviewing wiki articles shortly and that's when I am most likely to find unclear/false information. If you know any, feel free to share.
Here's one of my pet peeves...
The percentage chance to activate a scroll using umd. It's off by 5% everywhere.
I'll try to confirm that later today and add that to the
Junts
06-15-2009, 02:03 PM
Wow. I was planning on updating that thread soon and didn't see that reply.
I'll reviewing wiki articles shortly and that's when I am most likely to find unclear/false information. If you know any, feel free to share.
I'll try to confirm that later today and add that to the
its true, umd's success rate display doesn't account for you always rolling at least a 1.
Borror0
06-15-2009, 02:21 PM
its true, umd's success rate display doesn't account for you always rolling at least a 1.
I'll add that then. Thanks Osharan and Junts.
Noctus
07-14-2009, 09:06 AM
Thread needs a bump.
Borror0
07-14-2009, 09:14 AM
Added:
Treason
Backstabbing
Rogue Stubble Backstabbing
Tharne's Wrath
Maxelcat
07-14-2009, 11:08 AM
Evasion:
* Does not mention that it only works when wearing light or no armor
Though a pop up does come up if your in med/hvy telling you cant do it in that armor type in combat.
Does the Tower Shield feat actually explain what it does?
To be honest, this post is the reason that I don't like the official compendium. They list things like a DM does (i.e., vaguely), while as players we want the hard numbers. I hope you'll move all this information to the wiki, Borr.
Borror0
07-14-2009, 11:40 AM
Does the Tower Shield feat actually explain what it does?
Sort of...? The description, which can be found here (http://compendium.ddo.com/index.php/Feat:Tower_Shield_Proficiency), is clear but vague "You are proficient with tower shields."
It falls apart if you don't know what tower shields or proficiency is but both are things that should be remedied in another way.
I hope you'll move all this information to the wiki, Borr.
I will but I think that having this list is good for easy access and as a list from which the developers can pick information to clarify.
I hope MadFloyd's following this one.
Borror0
07-17-2009, 08:03 AM
Added Kensai II, Power Surge and Thief-Acrobat I.
Borror0
09-06-2009, 06:10 AM
Added Holy Sword: Does not mention that the weapon created is also Silver and Byeshk on top of being +5 Holy Cold Iron.
Updated the thread to reflect this change from the release notes:
Non-trainable sub-enhancements will now be displayed in the Enhancements UI before being trained. Example: The Lesser Wind Stance and Storm Strike I will display below Disciple of Breezes.
Cedrica-the-Bard
09-06-2009, 07:11 AM
Haste: The spell description no longer makes any mention of the run speed increase to 40%. However, if you cast it, the combat log still says 40%... And from my experience, the run speed increase seems no better than 30% striders but I just quickly tested this, not in-depth testing in the least.
Quick Draw: Description of the Feat ONLY mentions increased attack speed with throwing weapons. Nothing else. It is 10% as well, I tested it.
Tuney
09-06-2009, 07:14 AM
Backstabing both the rogue feat 1d6 progression and the weapons are 'physical' type damage and effected by DR.
I also know the the feats that take 'half your damage' effect rogue backstabing damage as well... well at least resliance did while I had it... was kinda very helpful when running SoS hehe.
Borror0
09-06-2009, 07:25 AM
Haste: The spell description no longer makes any mention of the run speed increase to 40%. However, if you cast it, the combat log still says 40%... And from my experience, the run speed increase seems no better than 30% striders but I just quickly tested this, not in-depth testing in the least.
Quick Draw: Description of the Feat ONLY mentions increased attack speed with throwing weapons. Nothing else. It is 10% as well, I tested it.
I have added Haste, simply saying that it does not list the bonus to movement speed.
As for Quick Draw, it seems that the description was changed recently (http://compendium.ddo.com/index.php?title=Feat:Quick_Draw&action=history) but I see nothing in the release notes (http://compendium.ddo.com/wiki/Release_Notes_DDO_Unlimited_Official). Weird. I'm not sure what to do with this one...
Backstabing both the rogue feat 1d6 progression and the weapons are 'physical' type damage and effected by DR.
Yeah, that is how sneak attack works.
Tanka
09-06-2009, 11:49 AM
The Frenzied Berzerker's Death Frenzy's mouseover text merely reads "OMG You are so angry!" There may be other text, but I highly doubt that is supposed to be the real mouseover text.
Borror0
09-06-2009, 04:59 PM
The Frenzied Berzerker's Death Frenzy's mouseover text merely reads "OMG You are so angry!"
Oh my, that's pretty awesome though. I'm trying to remember what spell still had a placeholder once. I think the icon even was a Tasty Ham.
By the way, do you mean the mouse over on the buff bar, on the hotbar or at enhancement selection?
Tanka
09-07-2009, 12:01 AM
Oh my, that's pretty awesome though. I'm trying to remember what spell still had a placeholder once. I think the icon even was a Tasty Ham.
By the way, do you mean the mouse over on the buff bar, on the hotbar or at enhancement selection?
The mouseover on the buff bar and in the examination window.
Borror0
09-07-2009, 12:10 AM
The mouseover on the buff bar and in the examination window.
Thanks added. (LOL)
Cedrica-the-Bard
09-07-2009, 12:30 AM
As for Quick Draw, it seems that the description was changed recently (http://compendium.ddo.com/index.php?title=Feat:Quick_Draw&action=history) but I see nothing in the release notes (http://compendium.ddo.com/wiki/Release_Notes_DDO_Unlimited_Official). Weird. I'm not sure what to do with this one...
I saw the change a while back. It might have been mentioned in the Lammania Release Notes from before EU was announced? I'll check in the morning to see if I can find it again.
Borror0
09-12-2009, 04:58 PM
Added Spell Failure (see reason here (http://forums.ddo.com/showthread.php?p=2406999#post2406999)) and a bump for new players to see.
Borror0
09-28-2009, 04:03 AM
Added Quicken Spell.
The current wording is, "While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points." It is misleading because some attacks can interrupt casting spells, like Trip or Bullrush.
A better would thus be, "While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by taking damage, but they consume 10 additional spell points."
Borror0
10-03-2009, 06:17 PM
Quickdraw:
Does not say that it reduces the activation time of certain abilities (like Intimidate or Action boosts)
Expeditious retreat:
Lists 20% speed bonus when no change was listed in Release Notes (should be 25%)
Borror0
10-03-2009, 06:24 PM
I also updated.
Haste:
Provides a bonus to movement speed but does not list the size or bonus type of the bonus.
Does not even mention existence of said bonus to movement speed
Does anyone else thinks that the DDO description is mess?
Guildmaster_Kadish
10-03-2009, 06:33 PM
The Implosion spell description gives two pieces of incorrect information: It states that SR does not apply (it does) and that the spell doesn't affect incorporeal monsters (it does).
Now what do you bet they change the description for the former and the effect for the latter? Heheh.
Borror0
10-03-2009, 06:46 PM
The Implosion spell description gives two pieces of incorrect information: It states that SR does not apply (it does) and that the spell doesn't affect incorporeal monsters (it does).
Added. Thanks!
Shade
10-25-2009, 12:24 PM
Barbarian Death Frenzy:
The mouse over on the buff bar and in the examination window reads "OMG You are so angry!"
Barbarian Frenzied Berserker:
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Barbarian Might:
Amount by which our glancing blows damage is improved.
Amount by which the chance of producing special weapon effects on glancing blows increases by.
Frenzy and Death frenzy descriptions have been updated. Tho are still pretty vague nad poorly worded. They now read "You have extra strength, and you do (allot) extra damage, but injure yourself in while attacking." And thats not a typo on my part, it really reads like that. Turbine doesn't proof read do they lol.
Only difference in frenzy and death is the word allot added for death frenzy.
Barbarian Might..
Here's your player answer:
Glancing blow damage increase: 0
Proc chance increase: 0
Like the sorcerer capstone it doesn't do anything at all. (tho the +2 str does work, and reads as a "feat" bonus in the str dropdown.)
Shade
10-25-2009, 12:27 PM
The Implosion spell description gives two pieces of incorrect information: It states that SR does not apply (it does) and that the spell doesn't affect incorporeal monsters (it does).
Now what do you bet they change the description for the former and the effect for the latter? Heheh.
Well per PnP the spell is not meant to effect incorporeal creatures. It's likely they just didn't have time to code that function.. So it's a bug, not a description error.
The SR desciption problem is at least listed in the known issues.
Borror0
10-25-2009, 12:48 PM
Frenzy and Death frenzy descriptions have been updated. Tho are still pretty vague nad poorly worded. They now read "You have extra strength, and you do (allot) extra damage, but injure yourself in while attacking."
Are you sure? The Compendium gives me the following:
Frenzy
Expend 10 hit points to enter a frenzy (which can stack with your basic rage), increasing your strength by 2 and adding the 'Vicious' property to your melee weapons (+2d6 damage / +1d3 damage to self).
Death Frenzy
Expend 20 hit points to enter a death frenzy (which can stack with your basic rage and frenzy), increasing your strength by 4, your critical threat multiplier when raging by an additional 1, and adding the 'Greater Vicious' property to your melee weapons (+4d6 damage / +1d3 damage to self).
Since the Compendium pulls its data directly from the game, I would like to see a screenshot from that description please.
Illidore
10-26-2009, 02:14 AM
Maximum Dexterity bonuses for Stalwart Defender:
Fighter Stalwart Defender I: +1 Maximum Dexterity Bonus with Tower Shield
Fighter Stalwart Defender II: +1 Maximum Dexterity Bonus with Tower Shield and Heavy Armor
Fighter Stalwart Defender III: +1 Maximum Dexterity Bonus with Tower Shield, Medium and Heavy Armor
Total: +3 Maximum Dexterity Bonus with Tower Shield, +2 with Heavy Armor and +1 Medium Armor.
Mithril Fullplate counts as Medium Armor
EDIT: Same progression applies to Defender of Siberys
The max Dex bonus from Stalwart Defender I appears to be broken, can anyone confirm this? I am still capped at 2 Dex with a Tower Shield after acquiring the Stalwart Defender I enhancement. :(
MysterX
10-26-2009, 06:21 PM
Here is one that confused me about weapon effects.
I looted a Crippling [weapon] of Slowburst.
Crippling effect says it slows the monsters movement speed on a critical hit.
Slowburst says it applies a slow to the monster on a crit, with a saving throw to negate.
Does crippling automatically affect movement speed, and does slowburst use a "Slow" spell effect? So Slowburst might also reduce attack rate?
I couldn't figure out if that weapon was redundant or not because the descriptions of those effects were not entirely clear. Would the reduced movement speed stack if both effects landed on a crit?
Also, does it mention the % reduction in speed, and how long it lasts? I think Crippling says movement is halved but doesn't mention duration. I think Slowburst mentions duration and Will Save DC, but does not describe the actual penalty (I am assuming it would be "as per the Slow spell")
Not sure if this is the right thread to mention this issue, but I feel like something could be more clear in those effect descriptions, if only to distinguish the difference.
Borror0
10-26-2009, 06:26 PM
Not sure if this is the right thread to mention this issue
It's a good place to mention this. If it's unclear, there are probably ways to improve the description.
I looted a Crippling [weapon] of Slowburst. [...]
I couldn't figure out if that weapon was redundant or not because the descriptions of those effects were not entirely clear. Would the reduced movement speed stack if both effects landed on a crit?
Yes, both effects would stack. The wording could use some help. It's just a case of Turbine forgetting to mention bonus types, again.
MysterX
10-26-2009, 06:48 PM
Thanks for the answer about stacking, I guess those sorts of weapons could be useful in certain situations if it results in a 'mega-slow'.
I made some edits in my last post about effect duration and magnitude that I think would be handy in the actual descriptions.
Borror0
10-26-2009, 06:53 PM
This brings up a question. Does Crippling have a duration? If so, what is it?
I have never played with it enough to actually know that!
zealous
10-27-2009, 05:23 PM
The description of the armored agility enhancements is semi-vague. Dunno if it's enough to put on the list but anyhow...
Reduces the armor check penalty that applies to many of your skills by X regardless of armor worn.
This might be interpreted as:
Reduces the armor check penalty, that applies to many of your skills, by X regardless of armor worn.:o (And/one/might/think/the/skill/part/was/only/there/for/fluff)
It appears that the armor check penalty (at least for armors) is in fact split into two parts, one part affecting skills and one part giving a penalty to attack rolls. The description for the enhancement is correct since it does in fact only affect the penalty to skills.
This is apperent from the description of:
Mithral: Mithral is a very rare, silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors made of mithral are treated as medium armor. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3.
Mithral reduces armor check penalties, i.e. both the penalty to attack bonus and the penalty to skills.
Armored agility reduces the armor check penalty to skills by X regardless of armor worn.
Yet another example of that thing about reading comprehension and not expecting things to be like PnP =P
Nonproficient with Armor Worn
A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.
http://www.d20srd.org/srd/equipment/armor.htm
Tanka
10-27-2009, 05:35 PM
The only time armor grants a penalty to attack rolls is when you're not proficient with it (bards/rogues/rangers in Medium armor, barbs in Heavy, arcane casters in any, etc).
So you should only be getting an attack penalty if you're wearing armor you're not proficient in. The ACP only applies to skills.
zealous
10-27-2009, 06:30 PM
The only time armor grants a penalty to attack rolls is when you're not proficient with it (bards/rogues/rangers in Medium armor, barbs in Heavy, arcane casters in any, etc).
So you should only be getting an attack penalty if you're wearing armor you're not proficient in.
Yeps, and the non-proficiency penalty is reduced by e.g. the armor/shield being mithral.
The ACP only applies to skills.
Only if you are proficient. =)
According to PnP the armor check penalty applies to skills and in the case of non-proficiency to attack rolls.
In DDO, the two armor check penalties applies to skills and in the case of non-proficiency to attack rolls, respectively. e.g. a +1 fullplate will incur a -5 penalty on attack rolls whereas a +1 mithral fullplate will only incur a penalty of -2. And a monk could use a mithral breastplate/brigadine/scale mail/chain shirt without a penalty to attack despite lacking proficiency.
Case might be it being easier for them to have two separate variables, applied to skills and attack rolls respectively. The one applied to attack rolls applied only if you missed the correct feat.
This opposed to having one variable conditionally applied for attack rolls and always applied for skills.
---
Bottom line being that if armored agility applied to armor check penalties, as opposed to only to the armor check penalty applied to skills, a dwarf ranger/rogue etc. would be able to equip a mithral fullplate without non-proficiency penalties, by spending 3AP on dwarven armored agility.
On a completely different note one would wonder if a certain medium armor with 0 ACP would be usable without penalty by classes/builds lacking proficiency. ;)
Tanka
10-27-2009, 06:41 PM
Only if you are proficient. =)
Why are you wearing armor you're not proficient in, then?
Borror0
10-27-2009, 07:07 PM
Why are you wearing armor you're not proficient in, then?
You want the Armor Class bonus and don't know there is an attack bonus penalty for non-proficiency?
Alternatively, you want the Armor Class bonus can live with attack bonus penalty. (That never happens in DDO for obvious reasons, though.)
zealous
10-28-2009, 05:09 AM
Why are you wearing armor you're not proficient in, then?
You mean:Why would someone wear an armor they're not proficient in?
While not really on the topic of vague and incorrect descriptions this should be evident from my previous posts. In short, if the non-proficiency penalty is zero then there is no non-proficiency penalty.
Since I only was hinting at the end of my previous post;
Is the marilith chain a decent item to wear on a dps char e.g. ranger/rogue?
What is the ACP of the marilith chain?
What is the non-proficiency penalty of the marilith chain?
Will the marilith chain potentially get a upgrade soon?
Alternatively, you want the Armor Class bonus can live with attack bonus penalty. (That never happens in DDO for obvious reasons, though.)
The non-proficiency penalty for a mithral full plate is -2, the same as the "bulky" penalty of tower shields. I can think of a plenthora of builds, group compositions and situations where either the malus to hit would be negligible or the bonus to AC, or other properties, would outweigh the penalty. Let's leave it at that and agree to disagree.
___
Let's reiterate it one more time for clarity.
In PnP there is only one armor check penalty. Based on PnP, armored agility might be misinterpreted as lowering both DDO armor check penalties, the skill penalty and the non-proficiency penalty. This might lead you to think that you could reduce the non-proficiency penalty to 0 for select armors. You can't.
___
This is a good thread, let's not derail it.
If you want to discuss armor check penalty as opposed to the vagueness of armored agility we can do that via PM or start a new thread.
Borror0
10-28-2009, 05:17 AM
I can think of a plenthora of builds, group compositions and situations where either the malus to hit would be negligible or the bonus to AC, or other properties, would outweigh the penalty.
It never happens because characters interested in having high Armor Class usually do not go for armor. Well, since module 7.
zealous
10-28-2009, 08:34 AM
It never happens because characters interested in having high Armor Class usually do not go for armor. Well, since module 7.
Whether it happens or not is not related to the semi-vagueness of armored agility.
It does happen, will do a write up explaining it, will take a couple of days though.
Be patient ;) (What/is/the/max/acchievable/ac/at/lvl1?/,lvl2?/,/lvl4?/etc.)
Borror0
11-12-2009, 09:09 AM
Suggestion (bard ability):
Compendium incorrectly lists duration as 30s
In-game description lists 51s on high level bard even though the duration is longer than that (http://forums.ddo.com/showpost.php?p=2553698&postcount=13)
Borror0
11-13-2009, 07:30 PM
Human Versatility:
Shows an hexagonal icon which suggests it's a passive enhancement but it's actually an active ability
This could be due to a limitation of the system: the Human Versatility enhancement is passive to the game's eyes because it only grants five active feats. However, that is misleading (or at least confusing (http://forums.ddo.com/showthread.php?t=213939)) for inexperienced users.
Borror0
11-15-2009, 03:45 PM
Vicious:
The damage dealt to the player is affected by Dungeon Scaling (when applicable) and thus the player may or may not get inflicted 1d3
Ranger Tempest III
Does not list whether to attack is a main hand or off-hand one
While not necessary, mentioning at which swing it is would be nice
ThatSwordGuy
11-19-2009, 01:14 PM
Does the +1 bonus to critical threat range from Kensai <Weapon> Mastery III apply before or after Keen/Impact/ImpCrit?
Corebreach
11-20-2009, 04:52 AM
Heal:
Does not indicate the DC to restore an incapacitated characters -- Player answer: DC 21
...Repair:
Does not indicate the DC to restore disabled Warforged characters -- Player answer: DC 21
member)
Is it DC 21, or is it DC 20 + character's negative HP amount (so someone at, say, -8 would need a 28)?
See http://compendium.ddo.com/wiki/A_Guide_For_Recovering_Hitpoints#Heal_and_Repair_S kill_on_Incapped_Characters.
Corebreach
11-20-2009, 04:56 AM
Ranger Favored Enemy (Vermin)
Incorrectly shows a rat in its icon. Rats are animals, not vermin.
Borror0
11-23-2009, 01:19 PM
Is it DC 21, or is it DC 20 + character's negative HP amount (so someone at, say, -8 would need a 28)?
See http://compendium.ddo.com/wiki/A_Guide_For_Recovering_Hitpoints#Heal_and_Repair_S kill_on_Incapped_Characters.
I would bet on Missing_Minds being correct on that one. I'll poke him to be sure.
Added the following:
Blur:
Does not list the bonus type -- Player answer: Concealment bonus
Displacement:
Does not list the bonus type -- Player answer: Concealment bpnus
Favored Enemy (Vermin):
Incorrectly shows a rat in its icon. Rats are animals, not vermin.
Missing_Minds
11-23-2009, 02:12 PM
When I last checked back.... wow.... emm.. mod 6 or so, the DC was as my guide described.
http://forums.ddo.com/showthread.php?t=122429
"The DC for success is 20 + the value that the incapped PC is under 0."
However, that was what... more than a year back? It is possible between then and now that it could have changed, but I doubt it. A base DC of 21 is a VERY odd number to have in a 3.x ruleset.
Back then a check of 20 could get a person at incap of 0 up. Add to it that you don't have to beat the AC of something to hit it, just equal it on the attack roll.
Valindria
01-26-2010, 06:16 PM
Sorry to Necro your old thread, but I think a section for weapon effects should be added.
Roaring vs Improved Roaring (the look identical but they are not):
http://forums.ddo.com/showthread.php?p=2665335#post2665335
Strength Sapping (I read it does -6 to Str and Dex?) I am not sure. Numbers in the description would be helpful.
Any others that people can think of.
Borror0
01-26-2010, 06:35 PM
Sorry to Necro your old thread, but I think a section for weapon effects should be added.
Necro it away! Yeah. I have been meaning to add a few more to the list, that one and several bard songs come to mind.
Teldurn
02-19-2010, 11:49 PM
Added:
Treason
Backstabbing
Rogue Stubble Backstabbing
Tharne's Wrath
Correct me if I'm wrong, but I believe it's Rogue Subtle Backstabbing. You aren't stabbing at the short growth of whiskers on a man's face. :P
Borror0
02-19-2010, 11:58 PM
Correct me if I'm wrong, but I believe it's Rogue Subtle Backstabbing. You aren't stabbing at the short growth of whiskers on a man's face. :P
hehe. Fixed.
Also, added Aura of Good: Mistakenly says the bonus applies against evil foes when it applies against all foes, regardless of alignment.
Borror0
02-20-2010, 12:15 AM
Added Cursespewing, Improved Cursespewing, Improved Roaring and Roaring.
Borror0
03-08-2010, 05:03 PM
Dusk:
Poorly worded way to say it's a concealment bonus.
Kintro
03-16-2010, 12:22 PM
Shadow Walk
Doesn't mention type or magnitude of speed bonus or miss chance.
Doesn't mention the visual limitation.
I think it's basically displacement and the old haste movement speed (40%).
Calogrenant
03-17-2010, 12:58 AM
There's something missing here, unless they fixed it very recently.
- Improved Destruction only lowers the AC by 4 instead of 8.
Cheers
Borror0
03-17-2010, 01:50 AM
Added Shadow Walk.
I also added Improved Destruction in that it does not list the duration. I haven't personally tested whether the penalty was really -8 or if the description is wrong and I could not find any thread about that topic either so I held off adding that one to the list.
Also added Concordant Opposition.
Borror0
03-17-2010, 03:22 PM
- Improved Destruction only lowers the AC by 4 instead of 8.
Confirmed that one. Added it.
Xionanx
03-17-2010, 03:31 PM
Just recently discovered this, and I didn't see it while skimming your list:
Potions/Clickies of Superior (type) actually increase spells damage by 75% rather then 50%, though they read 50%.
Not that it only works on the Fire/Acid/Cold/etc.. the "Efficacy" potion is still 50% so its correct.
Borror0
03-17-2010, 03:42 PM
Just recently discovered this, and I didn't see it while skimming your list:
Potions/Clickies of Superior (type) actually increase spells damage by 75% rather then 50%, though they read 50%.
Not that it only works on the Fire/Acid/Cold/etc.. the "Efficacy" potion is still 50% so its correct.
Yeah. They changed the progression of these in the last update but, unsurprisingly, forgot to change the description.
Kintro
03-17-2010, 07:13 PM
Levik's Defender (http://forums.ddo.com/showpost.php?p=2717266&postcount=2409)
Doesn't mention +1 Fortitude and Will Save (stacks with resistance (item and holy aura), morale and luck)
Backley
03-17-2010, 07:31 PM
The portal in Amrath says that I must be level 19 to enter the Devil Battlefield, but the minum level is actually 15.
Kintro
03-17-2010, 07:38 PM
Awanahu Sash
Percent chance of applying negative level.
EDIT: You're also missing the word "list" in the opening line of the OP :p
DarkSpectre
03-17-2010, 07:43 PM
Thanks so much for putting this thread together. +1 Rep to OP
Borror0
03-17-2010, 08:04 PM
Added both Assassin (the name of Awanahu Sash's set enchantment) and Levik's Defender unmentioned save bonus. Corrected OP. :p
+rep to Kintro.
Eye_Five
03-17-2010, 08:23 PM
The description of the Troubleshooter's Set Bonus indicates that "When both items are equipped you will receive a +1 bonus to Fortitude, Reflex, and Willpower saves, +3 to Open Locks, and +3 to Disable Device." The Troubleshooter's Necklace gives a +1 Resistance bonus to all saves. This would lead one to believe that you are effectively getting a +2 save bonus to Fortitude, Reflex, and Willpower saves by using this set (+1 for the necklace, +1 for the set).
The buff bar tooltip does not mention any bonus to saves. This leads me to believe that save bonuses are not part of the Set Bonus at all.
Also, the tooltip on the buff bar icon for Troubleshooter indicates a +1 AC bonus that isn't mentioned in the description at all. It does not say what kind of bonus this is (dodge?) and the bonus does not appear on the character sheet. I know that some say that closing the character sheet and re-opening it gets it to appear, but that hasn't worked for me.
Thanks for this thread!
Kintro
03-17-2010, 08:25 PM
Added both Assassin (the name of Awanahu Sash's set enchantment) and Levik's Defender unmentioned save bonus. Corrected OP. :p
+rep to Kintro.
Maybe add a note that it's +1 with two Levik's items, I can't confirm if the third tier affects it or not.
Borror0
03-17-2010, 08:32 PM
Maybe add a note that it's +1 with two Levik's items, I can't confirm if the third tier affects it or not.
Eh. Someone at Turbine thought it was a good idea to name the shield and the set with the exact same name...
Borror0
03-17-2010, 08:41 PM
Also, the tooltip on the buff bar icon for Troubleshooter indicates a +1 AC bonus that isn't mentioned in the description at all.
Could you type down the description in tooltip here? It would help me.
Also, does the set really grant an additional bonus to Open Lock and Disable Device?
Where the heck is the cleric Holy Aura spell? Gotta be the most poorly implemented spell currently in the game.
Problems as implemented:
- It's self target only, correctly, but doesn't affect friends/allies like it should. Only affects self.
- The save bonus is supposed to be resistance, but it stacks with resistance.
- There's no Spell Resistance effect.
- There's no blind effect.
- Protection against mind control is untested afaik, but probably doesn't work either.
(The deflection bonus is possibly the only thing that works right)
Description:
Wards allies with a +4 deflection bonus to AC, +4 resistance bonus to saves, and immunity to enchantment and charm spells.
[Compendium link] (http://compendium.ddo.com/wiki/Spell:Holy_Aura)
Tooltip 1:
Your armor bonus and saves have improved, you gain resistance against evil spells and immunity to mind control from evil creatures, and you blind evil creatures.
Tooltip 2:
You are immune to mental control from evil creatures.
SRD description:
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration blocks possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).
SRD link (http://www.d20srd.org/srd/spells/holyAura.htm)
[link to old discussion] (http://forums.ddo.com/showthread.php?t=135459)
Kintro
03-18-2010, 04:38 AM
- Protection against mind control is untested afaik, but probably doesn't work either.
It does not. I've been Dominated with Holy Aura on.
Eye_Five
03-18-2010, 10:50 PM
O.K., so my post was a little screwed up because I was basing it on memory instead of actually having the game in front of me.
The buff bar tooltip reads, "This set item bonus will give the wielder a +1 insight bonus to Fortitude, Reflex, and Willpower saves, and will additionally provide a +3 bonus to both the Open Lock and Disable Device Skills." The item description reads, "This necklace (or pair of goggles) is one of two pieces of the Troubleshooter set. When both items are equipped you will receive a +1 bonus to AC, +3 to Open Locks, and +3 to Disable Device."
So, one mentions the AC bonus (the type is unspecified and I have never seen it appear on my character sheet) and one mentions the save bonuses (which, as far as I can tell, do stack with the resistance bonus offered by the Troubleshooter's Necklace).
I apologize for my previous, rather crummy and uninformed post.
Logic
03-18-2010, 10:54 PM
The frenzied berserker prestiege enhancements state they increase critical multiplier by 1.
However they only increase the critical multiplier by 1 for natural rolls of 19 or 20 and this is not listed in the description.
For example a keen rapier would be 15-18x2 and 19-20x3 (Not 15-20x3) with a +1 frenzied berserker crit multiplier.
Borror0
03-18-2010, 11:01 PM
The item description reads, "This necklace (or pair of goggles) is one of two pieces of the Troubleshooter set. When both items are equipped you will receive a +1 bonus to AC, +3 to Open Locks, and +3 to Disable Device."
Could you take a screenshot of that one? This information conflicts with the screenshot form Dragon.Star's thread (http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Necklaces/TroubleshootersNecklace.jpg).
I apologize for my previous, rather crummy and uninformed post.
No need to apologize. Thanks for your contribution.
Borror0
03-18-2010, 11:42 PM
The frenzied berserker prestiege enhancements state they increase critical multiplier by 1.
Where the heck is the cleric Holy Aura spell? Gotta be the most poorly implemented spell currently in the game.
Added Holy Aura, Frenzied Berserker II-III, and mentioned the missing bonus types on the Troubleshooter's Set Bonus (waiting for screenshot for the rest).
Grecan
03-19-2010, 12:24 AM
This thread will list all the in-game descriptions that are either unhelpful by being too vague, or incorrect, or by giving false information.
This is done for the following reasons:
Serve of reference to players
Inform the developer as to which descriptions need to be fixed or more detailed
Perhaps get answers to some of our questions
The title of my post says it all...
i'm grateful
Keep up the good work :)
Qzipoun
03-19-2010, 12:34 AM
Use Magical Device:
The percentage of activation is always off by 5% on the display for scrolls and wands.
Off by 5% in which way? Better or worse chance than the description? Might want to add that, or should I create a thread for vague and incorrect descriptions of vague and incorrect descriptions? ;)
Borror0
03-19-2010, 12:51 AM
Off by 5% in which way? Better or worse chance than the description? Might want to add that, or should I create a thread for vague and incorrect descriptions of vague and incorrect descriptions? ;)
Pffft! Whatever. :p
Fixed.
TheBroken_JPK
03-19-2010, 01:17 AM
Found in the compendium under rogue.
Dexterity is the most important stat for rogues. High dexterity boosts a rogue's defense and reflexes and improves key rogue skills like sneaking and trap disarming.
If this is the wrong thread I apologize.
The new bard weapon from sentinals. You slowly regenerate songs over time...also the new monk bracers from there have a vague description of their boost to monk stances.
Borror0
03-20-2010, 04:16 PM
Added Vampirisms:
Lesser Vampirism:
Amount of HP drained per hit - Player answer: 1 HP per hit
Vampirism:
Amount of HP drained per hit - Player answer: 1d3 HP per hit
Eye_Five
03-21-2010, 06:54 PM
Hopefully this works. It's my first time posting screen shots!
http://i1046.photobucket.com/albums/b465/eye_five/TroubleshootersItemDescription.jpg
http://i1046.photobucket.com/albums/b465/eye_five/TroubleshootersBuffBar.jpg
Based on the previously-linked screen shot, I'm guessing that I've got a bum Item Description for some reason. Maybe it was a fix that wasn't made retroactive?
Borror0
03-21-2010, 07:12 PM
Hopefully this works. It's my first time posting screen shots!
Thanks, you rock!
Maybe it was a fix that wasn't made retroactive?
I know there was a change (http://compendium.ddo.com/wiki/Release_Notes_Module_8_Patch_1_Official#General_Ch anges_2) but it was supposed to be retroactive, and it was to the effect rather than the description.
Try putting it in the Stone of Change, just to see.
Kintro
04-14-2010, 07:13 PM
Sundering Ooze Guard
Chance of AC decrease
Amount of AC decrease
Chance of summoning an Ooze
Kintro
04-30-2010, 07:43 PM
Silver Flame Lesser Healing Potion
States 250hp healed when it only heals 100
Borror0
04-30-2010, 08:17 PM
Added both Silver Flame Lesser Healing Potion and Sundering Ooze Guard.
By the way, Kintro, do you know if Sundering Ooze Guard has a duration or if it lasts forever? I don't have a Sundering Ooze Guard item so I can't test. The description does not list any, but it would be unusual for it not to. Also, thanks for your outstanding contribution to this thread.
HallowedOne
04-30-2010, 08:32 PM
Cooldown times on many Enhancements.
Just the ones I remind:
Shroud of the Lich
Shroud of the Wraith
Unyielding Sovereignty
and probably every clickie ability granted by enhancemnets
Borror0
04-30-2010, 08:38 PM
Cooldown times on many Enhancements.
Missing? Wrong? Other?
Kintro
04-30-2010, 08:45 PM
Added both Silver Flame Lesser Healing Potion and Sundering Ooze Guard.
By the way, Kintro, do you know if Sundering Ooze Guard has a duration or if it lasts forever? I don't have a Sundering Ooze Guard item so I can't test. The description does not list any, but it would be unusual for it not to. Also, thanks for your outstanding contribution to this thread.
You're welcome, I've found it very useful when trying to make build decisions!
I do have one somewhere, I'll give it a test tomorrow some time.
HallowedOne
04-30-2010, 08:56 PM
Missing? Wrong? Other?
100% sure of NOT having the cooldown time:
Unyielding Sovereignty
Glorious Stand
Shroud of Lich
Shroud of Wraith
Divine Sacrifice
Dol Dorn's Champion
I said "probably every other clickie you get with enhancement" because it seems most descriptions don't have any information about cooldown, with the exception of cases when you improve such abiblities, like Exalted Smite.
And those ARE VERY IMPORTANT info - for example, 5mins cooldown of Shroud of the Lich made me decide to abandon an idea I had :(
Kintro
04-30-2010, 10:00 PM
By the way, Kintro, do you know if Sundering Ooze Guard has a duration or if it lasts forever?
24 seconds. It's probably actually 25 but ticks down to 24 instantly.
Borror0
05-01-2010, 03:18 AM
And those ARE VERY IMPORTANT info - for example, 5mins cooldown of Shroud of the Lich made me decide to abandon an idea I had :(
I agree. I'll verify those and get the values, and add them later.
24 seconds. It's probably actually 25 but ticks down to 24 instantly.
Added. Thanks.
Borror0
05-09-2010, 11:56 PM
Added paralyzing.
Paralyzing:
Incorrectly states it paralyzes the target; it dazes the target
Unintuitive name. Should be called Dazing, instead
Borror0
05-10-2010, 06:02 PM
Added a little more to paralyzing:
*Does not mention the interval at which saves are made
*"every several seconds" is not proper English, if you are to be purposely vague, at least say "every few seconds"
Kintro
05-10-2010, 08:44 PM
DDO Store Listings for Cosmetic Helms (Bunny Hat, Fiendish Rabbit Helm, Festival Mask I, Festival Mask II)
Doesn't list type of bonus.
Not sure if the items themselves list the types but it would be better to know before purchase!
Borror0
05-10-2010, 09:04 PM
Nearly all descriptions of DDO Store items are pathetic. I might have to start a category on those.
SteeleTrueheart
05-10-2010, 09:56 PM
Frenzied Berserker II-III:
Incorrectly states to grant a +1 bonus to critical multiplier while ranging when the bonus is only limited to critical hits on a natural 19 or 20.
I hope you mean raging instead of ranging here?
Paladin Defender of Siberys III:
Explanation of how our defensive auras are improved
+1 to each aura (I will double check if it applies to fear resist/concentration aura as well.)
SteeleTrueheart
05-10-2010, 10:05 PM
Improved Destruction:
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2760232#post2760232) 1 minute
Decreases AC by 4, not 8.
Is this correct? Destruction supposedly decreases AC by 4. Is this confirmed that Improved destruction is also only 4 (meaning it is useless or bugged)
Borror0
05-10-2010, 10:45 PM
Is this correct? Destruction supposedly decreases AC by 4. Is this confirmed that Improved destruction is also only 4 (meaning it is useless or bugged)
Went through the thread and seen a post by me where I say I verified it, so I would trust that information. There would be no harm in you jumping in PvP to try it out, however. It should not be very hard to find out whether I was right or wrong.
As for usefulness, Destruction and Improved Destruction stack so there is always that.
I hope you mean raging instead of ranging here?
Fixed.
+1 to each aura (I will double check if it applies to fear resist/concentration aura as well.)
Added, thanks.
Borror0
05-11-2010, 01:08 PM
Quivering Palm:
Does not mention the cost -- Player answer: 30 Ki
Does not mention the formula for the DC -- Player answer: DC 10 + monk level/2 + wisdom mod
Does not mention it only works when unarmed.
Stunning Fist:
Does not mention the formula for the DC -- Player answer: DC 10 + monk level/2 + wisdom mod
Does not list duration -- Player answer: 6 seconds.
Does not mention it only works when unarmed.
Touch of Death:
Does not mention it only works when unarmed.
Does not mention damage type -- Player answer: combat log says piercing but seems to behave like untyped damage
Btw, Stunning Fist is also missing from the Compendium.
Garth_of_Sarlona
05-11-2010, 01:31 PM
Fire Savant:
Better named "Fire Savant Set" for clarity
Missing bonus type of the increased chance of critical hits with fire spells
Missing bonus type of the increased fire spell critical multiplier damage
I did some testing with this recently
With all three critical enhancements (9%) and a major fire lore weapon in my hand (9%) after 210 firewalls I got 36 crits which is about 17.5% (about on the numbers). I then equipped the ring and belt from ToD and gained the Fire Savant bonus, and after casting another 210 firewalls I got 48 crits - around 23% which is about the number expected with an extra +5% bonus from the savant set.
For the record, I equipped the fire savant set first, then the major fire lore scepter... just in case there's any possibility of stacking being order dependent. I didn't test the other way round. I also did not test whether damage changed.
Garth
Kintro
05-17-2010, 10:34 AM
Some player answers on shadow walk here: http://forums.ddo.com/showthread.php?t=249196
Movement speed: 40%, same type as haste.
Visty
05-17-2010, 10:37 AM
Some player answers on shadow walk here: http://forums.ddo.com/showthread.php?t=249196
Movement speed: 40%, same type as haste (competence?).
haste isnt 40% anymore, shadowwalk is faster
Shade
05-17-2010, 10:39 AM
Improved Destruction:
Duration is missing missing -- Player answer: (http://forums.ddo.com/showthread.php?p=2760232#post2760232) 1 minute
Decreases AC by 4, not 8.
It does decrease AC by 8. (if it didn't it would be identical to regular destruct)
It no longer stacks with regular destruction tho. That was changed some time ago. Duration is still 1 minuit.
Shade
05-17-2010, 10:39 AM
haste isnt 40% anymore, shadowwalk is faster
The idea of the thread is to provide clear answer to vague in-game descriptions.
You saying "it's faster" is equally as vague and useless. Provide an amount.
My testing (many years ago) shown it was equal to haste, but that could very well of changed. As technically given the annoying effects of the spell it should be slightly better.
And haste is indeed still 40%. This was confirmed by very careful testing by Mrcow and another player. Provide some testing results or don't muddy up this thread please.
Visty
05-17-2010, 10:41 AM
The idea of the thread is to provide clear answer to vague in-game descriptions.
You saying "it's faster" is equally as vague and useless. Provide an amount.
shadowwalk is the old hastespeed of 40%
new haste is (according to mr cow, think he was it who tested it) ~35%
Shade
05-17-2010, 10:45 AM
I also did not test whether damage changed.
Garth
I did, it did not (none of the savant nor the archmage set do). (Tho this was within a couple weeks of the item being released)
Also I don't think 200 casts is enough to provide accurate results.
Check this thread for more testing and info on the subject:
http://forums.ddo.com/showthread.php?t=200892
Shade
05-17-2010, 10:49 AM
shadowwalk is the old hastespeed of 40%
new haste is (according to mr cow, think he was it who tested it) ~35%
That is NOT what mrcow posted. Thread here where you even posted in....... (or did you forget)
http://forums.ddo.com/showthread.php?t=204847&highlight=haste
He posted that haste never changed despite the rumors.
Visty
05-17-2010, 11:01 AM
That is NOT what mrcow posted. Thread here where you even posted in....... (or did you forget)
http://forums.ddo.com/showthread.php?t=204847&highlight=haste
He posted that haste never changed despite the rumors.
then i got that wrong
shadowwalk is still faster, so something like 45% then
Kintro
05-17-2010, 11:05 AM
haste isnt 40% anymore, shadowwalk is faster
Never said it was :p
Vanshilar
05-17-2010, 11:13 AM
That testing was done in October 2009; when I did my testing in February 2010, haste was giving a 32% bonus to running speed, while 30% striding was giving a 24% bonus. I don't have any chars with shadowwalk so no idea if it's working at the "advertised" 40% or 32%.
http://forums.ddo.com/showthread.php?t=232590
In retrospect, I don't know if MrCow when he did his testing in October, took into account that 30% striding might've changed as well; his testing result was that haste is faster than 30% striding, but was using it to answer rumors that haste running speed might've been nerfed; it turned out however that 30% striding was also slower than advertised, so basically the testing results couldn't really answer that question.
Something interesting to note is that he said when hasted, the running duration was 26.11 seconds, while with 30% striding it was 24.53 seconds. This ratio is 26.11/24.53 = 106.44%. If haste were at 40% and 30% striding at 30% of normal run speed, then the ratio would've been at 1.4/1.3 = 107.69%. If haste were at 32% and 30% striding were at 24% of normal run speed, then the ratio would be 1.32/1.24 = 106.45%.
Visty
05-17-2010, 11:16 AM
That testing was done in October 2009; when I did my testing in February 2010, haste was giving a 32% bonus to running speed, while 30% striding was giving a 24% bonus. I don't have any chars with shadowwalk so no idea if it's working at the "advertised" 40% or 32%.
http://forums.ddo.com/showthread.php?t=232590
In retrospect, I don't know if MrCow when he did his testing in October, took into account that 30% striding might've changed as well; his testing result was that haste is faster than 30% striding, but was using it to answer rumors that haste running speed might've been nerfed; it turned out however that 30% striding was also slower than advertised, so basically the testing results couldn't really answer that question.
Something interesting to note is that he said when hasted, the running duration was 26.11 seconds, while with 30% striding it was 24.53 seconds. This ratio is 26.11/24.53 = 106.44%. If haste were at 40% and 30% striding at 30% of normal run speed, then the ratio would've been at 1.4/1.3 = 107.69%. If haste were at 32% and 30% striding were at 24% of normal run speed, then the ratio would be 1.32/1.24 = 106.45%.
then it was your testing i was refering too
eat this, shade!!!
:p
Vanshilar
05-17-2010, 11:32 AM
then it was your testing i was refering too
eat this, shade!!!
:p
Eh what I was obliquely referring to was that as far as I know, no one's tested shadowwalk yet so no idea if it's faster or slower or equal to haste.
BTW, side-by-side running comparisons do not work very well, since there will be some latency issues for either side (client A will think he's ahead of client B, but client B will think he's ahead of client A, when they're running together). Best way I think is to use the /loc command and a stopwatch.
Visty
05-17-2010, 11:36 AM
Eh what I was obliquely referring to was that as far as I know, no one's tested shadowwalk yet so no idea if it's faster or slower or equal to haste.
BTW, side-by-side running comparisons do not work very well, since there will be some latency issues for either side (client A will think he's ahead of client B, but client B will think he's ahead of client A, when they're running together). Best way I think is to use the /loc command and a stopwatch.
i meant in regards to haste beeing lower then 40%
imo when you cast shadowwalk while beeing hasted theres a significant increase in speed
Kintro
05-17-2010, 11:55 AM
For those that care I did a video doing MrCow's test with shadow walk: http://www.youtube.com/watch?v=PMXCpwYvN_A
23.35 seconds
Shade
05-18-2010, 08:41 AM
then it was your testing i was refering too
eat this, shade!!!
:p
What am I eating? Your still wrong about what you posted.
Haste and striders speed never changed like you claim they did (also wrongly claimed mrcow said this). They were always less then advertised. Same thing has always applied to hastes bonus to attack speed, never gave the full amount.
Internally all of these things are coded as the descriptions say. It's just the complexity of the games animation system changes the end result.
Alanim
05-18-2010, 01:47 PM
Whilst this probably doesn't even matter, spike growth only rolls for the slow effect on entering the spike growth, and it doesn't say the duration of the slow effect(like 2-3 seconds), exiting does not give it another roll unlike blade barrier.
Rodrak
05-18-2010, 02:04 PM
Haste and striders speed never changed like you claim they did (also wrongly claimed mrcow said this). They were always less then advertised. Same thing has always applied to hastes bonus to attack speed, never gave the full amount.
Internally all of these things are coded as the descriptions say. It's just the complexity of the games animation system changes the end result.
Nope. I asked a person who can check this and all striders and haste speed are set at 0.8 of their description values (haste is 32% not 40% etc.). While penalties like slow will decrease your speed by a full 50%. Warp Time effect is also a full 50%.
Kintro
06-08-2010, 09:53 PM
Lesser Turning (attribute on Token of the Faithful, Signal of the Silver Flame and Dalorents Seal)
Doesn't specify the number of Turn Undead attempts gained.
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