Page 2 of 3 FirstFirst 123 LastLast
Results 21 to 40 of 52
  1. #21
    Community Member bobbryan2's Avatar
    Join Date
    Aug 2006
    Posts
    1,641

    Default

    Quote Originally Posted by HumanJHawkins View Post
    Holy ****... People are complaining that this isn't good enough!
    No... people are complaining that it's not doing what it says it does.

    If you want to hear people complaining that the raid loot isn't good enough... ask casters how they feel about the improved magnetism VI they can craft.

  2. #22
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by Turial View Post
    Correct, because a lot of the bursting effects from the raid crafting seem to work differently then the same effect as it currently stands in the game
    Zero of the bursting effects from the raid work differently than on other weapons in the game.

  3. #23
    Community Member bobbryan2's Avatar
    Join Date
    Aug 2006
    Posts
    1,641

    Default

    Quote Originally Posted by Angelus_dead View Post
    Zero of the bursting effects from the raid work differently than on other weapons in the game.
    So... if you have Frost and Flaming Burst... you get the 1d6 of cold and fire on every hit? And the 1d10 fire on crits?

  4. #24
    Community Member gpk's Avatar
    Join Date
    Mar 2006
    Posts
    440

    Default

    Quote Originally Posted by bobbryan2 View Post
    So... if you have Frost and Flaming Burst... you get the 1d6 of cold and fire on every hit? And the 1d10 fire on crits?
    Yes it should.

    In fact it's my understanding that acid and acid burst gives you 2d6 acid dmg/hit and the extra xD10 on crits.

    1d6 for acid, another 1d6 for the acid/hit part of the acid burst and then then ther acid burst from the acid burst on crits.
    Last edited by gpk; 02-15-2008 at 01:56 PM.

  5. #25

    Default

    In the case of gpk's weapons you should get...

    vs. Evil aligned
    2d6 (holy)
    1d6 (pure good from good burst)
    4d6 (good burst)

    vs. Neutral aligned
    0d6 (holy)
    1d6 (pure good from good burst)
    4d6 (good burst)

  6. #26
    Community Member Mad_Bombardier's Avatar
    Join Date
    Oct 2006
    Posts
    530

    Default

    Quote Originally Posted by Rekker View Post
    In the case of gpk's weapons you should get...
    Intuitively, yes. But, according to the specific item description (which I believe was copy/pasted and inaccurately edited from Holy Burst) you should get:
    vs. Evil aligned
    2d6 (holy)
    1d6 (pure good from good burst)
    4d6 (good burst)

    vs. Neutral aligned
    0d6 (holy)
    1d6 (pure good from good burst)
    0d6 (good burst)
    _________________________
    But, here's what you actually get:
    vs. Evil aligned
    2d6 (holy)
    0d6 (pure good from good burst)
    4d6 (good burst)

    vs. Neutral aligned
    0d6 (holy)
    0d6 (pure good from good burst)
    4d6 (good burst)
    Last edited by Mad_Bombardier; 02-15-2008 at 04:42 PM.

  7. #27
    Community Member Shade's Avatar
    Join Date
    Feb 2006
    Posts
    7,951

    Default

    What about if you combine 2 elementals, does that work?

    IE Flaming + Flaming burst maul

    Do you get d6 + d6 + (on crit) 2d10?

    or just d6 + 2d10?

  8. #28
    Community Member Mad_Bombardier's Avatar
    Join Date
    Oct 2006
    Posts
    530

    Default

    It's 1d6+1d6+xd10, even with the same element and burst.

  9. #29
    Community Member Turial's Avatar
    Join Date
    Apr 2006
    Posts
    394

    Default

    If we based it on how the acid line is working then you would get 1d6 from weapons acid effect + 1d6 from weapons acid effect + 2d10 from weapons acid burst effect.
    970 sp and counting
    Help Fix Ranged Combat for Everyone. Come help complete the DDO Wiki

  10. #30
    Community Member Invalid_86's Avatar
    Join Date
    Jun 2006
    Posts
    832

    Default

    Quote Originally Posted by bobbryan2 View Post
    No... people are complaining that it's not doing what it says it does.

    If you want to hear people complaining that the raid loot isn't good enough... ask casters how they feel about the improved magnetism VI they can craft.
    Well it's more like "Holy **** why can a non-epic level character even have access to this?"

  11. #31
    Community Member captain1z's Avatar
    Join Date
    Aug 2007
    Posts
    2,110

    Default

    Can I have a +5 Transmuting Greensteel holy burst of pure good burst scimitar


    come on.... pllzzzzzzzz.

    2 years has gotta count for something.

  12. #32
    Founder Drider's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    It's pretty simple.. the only thing broken is that the pure good burst is not giving it's *always on* 1d6 damage. For me everything else has been working as it should.

    I have bug reported this in game.. I suggest those with the same problem do the same.

  13. #33
    Community Member cm2_supernova's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Assuming that this gets fixed in a future patch...do you think that it will be retroactive to ones already crafted, or am I going to have to go through all that agian?

  14. #34
    Community Member Shade's Avatar
    Join Date
    Feb 2006
    Posts
    7,951

    Default

    Quote Originally Posted by cm2_supernova View Post
    Assuming that this gets fixed in a future patch...do you think that it will be retroactive to ones already crafted, or am I going to have to go through all that agian?
    Should be no reason it wouldn't be retroactive because they just need to fix the pure good effect itself, not the weapons that have it.. And since its only on greensteel weps, just should work.

  15. #35

    Default

    I just wish they would clarify. If its good burst and good blast it should work against all non-good. I don't want to craft an item that only works against evil. If thats the case I'll stick to the acid route.

  16. #36
    Community Member cm2_supernova's Avatar
    Join Date
    Mar 2006
    Posts
    0

    Default

    Quote Originally Posted by Shade View Post
    Should be no reason it wouldn't be retroactive because they just need to fix the pure good effect itself, not the weapons that have it.. And since its only on greensteel weps, just should work.
    I saw that WDA that the pure good particle effect is going to be fixed...is that the 1d6\hit?

  17. #37
    Community Member
    Join Date
    Feb 2006
    Posts
    0

    Default

    bump

  18. #38
    Community Member gpk's Avatar
    Join Date
    Mar 2006
    Posts
    440

    Default

    Quote Originally Posted by cm2_supernova View Post
    I saw that WDA that the pure good particle effect is going to be fixed...is that the 1d6\hit?
    An excellent question, unfortunately the WDA is sorely lacking clarifications...

  19. #39
    Community Member
    Join Date
    Mar 2006
    Posts
    11,846

    Default

    Quote Originally Posted by cm2_supernova View Post
    I saw that WDA that the pure good particle effect is going to be fixed...is that the 1d6\hit?
    To game developers, "particle effect" means the visual effect that puts a whitish flame on the weapon. It has no impact on the same inflicted, and is graphical only.

    Note that DDO's weapon particle effects have been buggy since module 6, and make everything more ugly. So the WDA is real saying that a bunch of Green Steel swords are about to become ugly shiskabobs.

  20. #40
    Community Member Yuhjn's Avatar
    Join Date
    Jan 2006
    Posts
    0

    Default

    so you're upset because it's missing the 1d6 good damage that the description shows?
    Last edited by Yuhjn; 02-20-2008 at 06:52 PM.

Page 2 of 3 FirstFirst 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload