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  1. #121
    Founder binnsr's Avatar
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    Quote Originally Posted by Quarion View Post
    Let the lashings begin.
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  2. #122
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    Quote Originally Posted by ArkoHighStar View Post
    the problem it seems from Tolero's comment is that they cannot be used while in the bag, meaning you could put them in there, but they would not be usable until you put them into the main backpack.
    That is true... I understand they are working on it though. No ETA. But they are working on spell component bags

    -Quarion

  3. #123
    Community Member EspyLacopa's Avatar
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    Quote Originally Posted by Quarion View Post
    That is true... I understand they are working on it though. No ETA. But they are working on spell component bags

    -Quarion
    I'm guessing the hard part is making sure the Spells recognize that the components are there in the first place.
    "Traps don't do damage. They ask you to do damage to yourself." -Andy Menard
    Release your inner dwarf. Then get him some ale!

  4. #124
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    Quote Originally Posted by BurnerD View Post
    Here's another question... Why can't collectables and gems go directly into bags? ooo ooo and another... Why don't desert tokens and outsider tokens go into bags... aren't they collectible? or am I just bugged... enquiring minds want to know

    Not sure about t he Outsider tokens, but Desert tokens do... THe problem is that a bag only holds ONE stack of 100, then no more can be put into the bag.... Big design flaw if you ask me. No reason why I sholdnt be able to fill up every slot in my bag with Ancient Bronze Tokens.
    °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸A R C H A N G E L S °º¤ø,¸¸,ø¤º°`°º¤ø,¸,ø¤°º¤ø,¸ ¸,ø¤º°`°º¤ø,¸
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  5. #125
    Community Member UtherSRG's Avatar
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    Quote Originally Posted by ArkoHighStar View Post
    yes but this is not turn based combat, my opponent is not sitting there waiting for me to finish my 5 attacks before swinging at me, so if attack progression started higher and went lower there would be no incentive whatsoever to not move between swings.
    Even so.. my main concern is that a Monk's Flurry progression should be better than a Fighter's at 20th lvl.

  6. #126
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by UtherSRG View Post
    Even so.. my main concern is that a Monk's Flurry progression should be better than a Fighter's at 20th lvl.
    Who says they'll implement monk's flurry that way?

    If it were me, I'd just give a 25% alacrity bonus.

  7. #127

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    Quote Originally Posted by bobbryan2 View Post
    Who says they'll implement monk's flurry that way?

    If it were me, I'd just give a 25% alacrity bonus.
    It should, unless I'm mistaken, be about on par with the alacrity bonus you get from Haste, as each gives you 1 extra attack in D&D.
    Have a question about the Eberron Setting?
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  8. #128
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    It should, unless I'm mistaken, be about on par with the alacrity bonus you get from Haste, as each gives you 1 extra attack in D&D.
    Haste is a 20-25% alacrity bonus... forget which. But yeah, that's what I was thinking too.

  9. #129
    Community Member UtherSRG's Avatar
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    Quote Originally Posted by bobbryan2 View Post
    Who says they'll implement monk's flurry that way?

    If it were me, I'd just give a 25% alacrity bonus.
    Quote Originally Posted by MysticTheurge View Post
    It should, unless I'm mistaken, be about on par with the alacrity bonus you get from Haste, as each gives you 1 extra attack in D&D.

    Hrm... Perhaps. But cheesy, and more of a divergence from pen and paper... And that only addresses the high end for Flurry, and not the progression from 1st level to 20th. At low levels it should be a minus to hit and a plus to the number of attacks, at mid levels the penalty decreases and number of attacks increases, and at high levels the penalty goes away, and the number of attacks increases again.

  10. #130

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    Quote Originally Posted by UtherSRG View Post
    At low levels it should be a minus to hit and a plus to the number of attacks, at mid levels the penalty decreases and number of attacks increases, and at high levels the penalty goes away, and the number of attacks increases again.
    You accomplish this by making it a "stance" that gives an alacrity bonus and a to-hit penalty.

    As you level up the to-hit penalty decreases and the alacrity bonus increases at the appropriate levels.
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  11. #131
    Community Member UtherSRG's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    You accomplish this by making it a "stance" that gives an alacrity bonus and a to-hit penalty.

    As you level up the to-hit penalty decreases and the alacrity bonus increases at the appropriate levels.
    I suppose, but this should stack with Haste.

  12. #132
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by ArkoHighStar View Post
    yes but this is not turn based combat, my opponent is not sitting there waiting for me to finish my 5 attacks before swinging at me, so if attack progression started higher and went lower there would be no incentive whatsoever to not move between swings.
    Yes, they could institute the "you can swing for x seconds if you move" rule or the "if you move for less than x seconds the old swing progression continues" rule, either of which stops you from twitching out of the planned progression.

  13. #133
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Quarion View Post
    That is true... I understand they are working on it though. No ETA. But they are working on spell component bags

    -Quarion
    Yay Q promissed us the bags by Feb 1

  14. #134
    Community Member Rallie's Avatar
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    Quote Originally Posted by Quarion View Post

    Weekly Development Activities


    In QA
    These items are currently in testing for release in Module 6.

    Other Changes:
    [LIST][*]Fixed issues with greater teleport.
    Could we get some clarification on this one? This item has been listed in the dev notes for some time now, but the 2 risia builds since then have no noticeable fixes to greater teleport. Posts asking about it in the dev and risia forums have gone unanswered. Will Greater Teleport be fixed to allow use in public areas, or should we expect it to continue to be broken in mod6?

  15. #135
    Community Member Rallie's Avatar
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    Quote Originally Posted by Tolero View Post
    In the current form we could, but I don't think you'd like the results it wouldn't be pretty. Already feed backing on that ^^
    Q & Tolero: PLEASE use the dev tracker! I like being able to quickly jump to the dev posts.

  16. #136
    Community Member bobbryan2's Avatar
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    Quote Originally Posted by Rallie View Post
    Could we get some clarification on this one? This item has been listed in the dev notes for some time now, but the 2 risia builds since then have no noticeable fixes to greater teleport. Posts asking about it in the dev and risia forums have gone unanswered. Will Greater Teleport be fixed to allow use in public areas, or should we expect it to continue to be broken in mod6?
    Heh.. that one's been in the 'release notes' since Mod 4.1

  17. #137
    Community Member EspyLacopa's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    It should, unless I'm mistaken, be about on par with the alacrity bonus you get from Haste, as each gives you 1 extra attack in D&D.
    Actually, if you're using analogs with what's already in the game, it should start off on par with the bonus speed of Rapid Shot (+1 attack per round, all at -2 attack), and progressively get faster until it's a bit faster than Haste at level 9 monk (2 extra attacks per round, no penalty)
    "Traps don't do damage. They ask you to do damage to yourself." -Andy Menard
    Release your inner dwarf. Then get him some ale!

  18. #138
    Community Member greystone306's Avatar
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    Quote Originally Posted by Kerr View Post
    I already made my suggestion. Have multiple types of quivers available, some normal, some magical.

    Start off with a basic quiver available for purchase that holds 5 stacks of arrows. A better one that holds 10 stacks. And then magical ones that work as follows:

    The magical ones are like the Quiver of Elhonna (or whatever) that have multiple compartments. You click on the quiver and you get the multiple option window for Resist or Teleport. The magical ones come in levels as well, where the better ones have more compartments. Each compartment holds 10 stacks. You can drag and drop the compartment selection to your quick bar and toggle between compartments for fast switching of arrow types. WHen you run out of arrows in a compartment you have to swap to a different compartment, but otherwise it will use up a a compartment at a time. That way you could have silver arrows in one, slayer arrows in another, returning arrows in a third, etc.

    Then add a Raid one that has one additional compartment with a stack of arrows with a hardness and durability of Artifact (meaning can not take damage ever) that has a really sweet effect in it, and is locked into that compartment. That'd be a sweet uber compartment that has some special effect arrow.
    No, Normal should be 10 stacks at least.. On my ranger till i switched him to mostly melee, I would usually try to keep a full backpack slot full of arrows before any quest.. unless you could have multiple bags a 5 stack(i.e 500 arrows) quiver would be pointless.. you'd only be saving 4 slots.. arrows go quick until you get the enough house D favor to have the sturdy arrows...

  19. #139
    Hero BurnerD's Avatar
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    Quote Originally Posted by Impaqt View Post
    Not sure about t he Outsider tokens, but Desert tokens do... THe problem is that a bag only holds ONE stack of 100, then no more can be put into the bag.... Big design flaw if you ask me. No reason why I sholdnt be able to fill up every slot in my bag with Ancient Bronze Tokens.
    Yup I stand corrected... I think mebbe that was the issue. I forget details after afew days. Thanks for the info
    Argonessenn -Officer of Storm Shadow-
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  20. #140
    Community Member Kerr's Avatar
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    Quote Originally Posted by greystone306 View Post
    No, Normal should be 10 stacks at least.. On my ranger till i switched him to mostly melee, I would usually try to keep a full backpack slot full of arrows before any quest.. unless you could have multiple bags a 5 stack(i.e 500 arrows) quiver would be pointless.. you'd only be saving 4 slots.. arrows go quick until you get the enough house D favor to have the sturdy arrows...
    Eh, I try to keep with the theme set by the collectibles bag, which are pretty useless as the smalle ones you get, and have limits still on the medium. I've only found one large one before and haven't reached the limit of unique collectibles for it yet.
    Kerron Avon, Human Tempest-Ranger 16 *32 Pt/2200 Favor* Brottor Uthlord, Dwarven Cleric 14/Fighter 1 *1755 Favor* Trellain Silverwood, Elven Archmage 15 *2100 Favor* Gorman Uthgar, Dwarven Tactics Fighter 11 *32 Pt* Wogan, Halfing Cleric 7 *32 Pt/DragonMarked* Sign Gary's Monument Petition: http://forums.ddo.com/showthread.php?t=138646

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