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View Full Version : New Mechanic Crossbow Damage: WAI?



GiantNoob
07-02-2010, 08:02 AM
Didn't see this mentioned elsewhere; I have a mechanic with 28 dex and 22 int. I had read the update preview as indicating mechanics would get a -bonus- to crossbow damage, but my crossbow damage has actually gone down with the crossbows I already used. Is this intended? Is there a way to turn it off besides respeccing Mechanic?

Symar-FangofLloth
07-02-2010, 08:21 AM
Can you be more precise?
How much lower is your damage.
Try taking off and on your Int item.
Give us a screenshot of your inventory screen with a crossbow equipped and your int item both on and off.

It worked on Lamannia so I don't know what you've run into.

xanvar
07-02-2010, 08:33 AM
I hope this works as advertised because I just build a baby rogue as a mechanic with repeaters in mind as my primary weapon.

v4n17y
07-02-2010, 09:52 AM
idk if im wrong on this one, but it seems that ranged sneak attacks are borked.
i have not been getting the sneak attack damage when im out soloing and sneak attack with my ranged weapon.
it still shows up if i'm partied, but thats not the part i'm concerned about atm.

GiantNoob
07-02-2010, 10:21 AM
So I had always -assumed- I was getting +dex to damage with a crossbow, but never actually paid close attention until today (since this character's base damage is always trivial next to sneak attack anyway). Which makes this completely my misunderstanding.

Belvino
07-02-2010, 10:36 AM
To get Sneak Atk with Ranged items you have to be within 30 feet. there was also a bug reported where it was messing up if your were to close to the mob while shooting(i'm not sure if that got fixed on Beta or not).

If your still not getitng sneak atk within 30 feet then something is borked.

RobinofSpiritwood
07-02-2010, 11:42 AM
idk if im wrong on this one, but it seems that ranged sneak attacks are borked.
i have not been getting the sneak attack damage when im out soloing and sneak attack with my ranged weapon.
it still shows up if i'm partied, but thats not the part i'm concerned about atm.

I successfully got sneak attacks last night vs the Demon Queen, with a regular shortbow.

rimble
07-02-2010, 11:44 AM
So I had always -assumed- I was getting +dex to damage with a crossbow, but never actually paid close attention until today (since this character's base damage is always trivial next to sneak attack anyway). Which makes this completely my misunderstanding.

Whatta GiantNoob!

Anyways, just to allay anyone elses fears, things are working fine for me. Int damage to Crossbows, Sneak Attacks when appropriate, etc.

Osma77
07-02-2010, 11:58 AM
I hope this works as advertised because I just build a baby rogue as a mechanic with repeaters in mind as my primary weapon.

Have been working on this kind of build for a few days (few hours at a time, so not alot of practice.)

The damage, especially with a high int rogue, is signifigant. Since we cant use light repeaters till level 6 (mech I), i just bought myself a level 6, +4 repeater. With 18 int, i was doing, iirc, 9-19 damage per hit, three hits in a row between reloads. Worked great for sniping enemies at medium to long range. Up close there DOES seem to be a bug where you don't hit as often, but you don't notice as much since light repeaters (at least the one i had) seemed to be a bit buggy at any range.

Don't know if this happened to anyone else, but i was having 2 major bugs with repeaters: 1: they would often fire 3 shots, but only 2 would actually roll, the other would just disapear. 2: sometimes when i was reloading, if there were multipule enemies in range, the "lost" bolt that i fired would hit another enemy, WHILE i was in reloading animation.

Igrovin
07-02-2010, 05:14 PM
To get Sneak Atk with Ranged items you have to be within 30 feet. there was also a bug reported where it was messing up if your were to close to the mob while shooting(i'm not sure if that got fixed on Beta or not).

If your still not getitng sneak atk within 30 feet then something is borked.

This is actually one of the things that annoys me about DDO.

Yes, in pnp sneak attack at 30 makes perfect sense and is pretty easy to accomplish... namely because you can see the 30foot mark.

Now we go into a live action game where everything is moving around lickity split. And turbine decides to keep the 30foot range for sneak attacks. It just doesn't work in video games.

IMO if sneak attack at any range is too powerful of an ability for rogues... (Rangers still get all their bonuses at any range.)... then at least make it so the further out you go the less damage you do with sneak attack. For example if you are level 1, you can only do sneak attack with the range of 30 feet. If you are level 3, you do 2d6 when in the 30 foot range, then 1d6 if you are 60 feet away.

So on and so forth.

kelemvelor
07-03-2010, 05:22 AM
That is a good idea. They can implement it similarly to how range increments work in PnP. Every range increment reduces SNA by 1d6.

Of course then they would actually implement range increments which would somehow increase client-side (why client side?) calculations...

survient
07-03-2010, 10:49 AM
I built a repeater rogue a few weeks before hearing about the mechanic changes, and I've definitely noticed the difference. I'd have to record the raw # but where it used to be a mediocre amount of dmg unless you always stayed in range to get sneak attack bonus, you might as well whip out a short sword and start swinging(given that you'd need weapon finesse). The +INT mod to dmg is amazing(for a ranged attack) if you have a decent amount of intelligence. I gotta tell you, I grabbed rapid reload and rapid shot and saw the numbers. Comparing the rate of fire between the feats I must say there is a noticeable difference, and the effort in taking the extra feats is worthwhile if you want to up your #'s.

Now granted I can't keep up with my melee brethren but if you're making a mechanic purely for dps I'd stop while you're ahead. I'd say that a ranger using multishot with the right feats can get higher numbers on average but will definitely see less crits (keen 10% vs 20%). I can say that if you get lucky enough to grab a repeater with smiting, disruption or the like, you'll be doing pretty good, considering you should get the first three shots in before a melee gets within range, although if you have a ranger in your party they might beat you to it (2 shots at once vs 3 in rapid succession, hard call).

This is all saying you're in a situation where you're not getting sneak attack bonus. I can't really say how much it would be on average, as most of the time I don't get within range, but that's just my play style. With traps and sneak attack bonus when things get too close along with the changes, mechanic has definitely an effective way to go.

Igrovin
07-03-2010, 01:00 PM
That is a good idea. They can implement it similarly to how range increments work in PnP. Every range increment reduces SNA by 1d6.

Of course then they would actually implement range increments which would somehow increase client-side (why client side?) calculations...

Because I believe they want to make excuses for "clever" design. They already have range increments with current sneak attack and point blank shot.