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Thread: Trap DCs

  1. #181
    Community Member Lizardgrad89's Avatar
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    Oh, I don't know, my L16 sorc FoD's the heck out of mobs in Vale quests on normal, but can't land ANYTHING on elite. Have to go to damage spells, and with all the hit points the mobs have, that takes forever, and my spell points run like water.

    I realize they've made life hard on rogues with this change, but I believe I have heard that Mod 7 is bringing some much needed rogue love, so hopefully there will be a rebalancing at that time.

    Which, btw, will make me happy, because my L15 (12R/3P) battle rogue needs some love now, after these changes.

  2. #182
    Community Member Lizardgrad89's Avatar
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    Quote Originally Posted by Josh View Post
    If that's the metric they want to use, fine. No argument here. Then the XP and loot should be +5 levels also, not +2.

    But don't tell everyone that elite is a +2 EL, but "secretly" make it +5. That's just stupid.
    Agreed (except for the "stupid" part).

    However, if they don't want to change the XP bonus for elite, I'd be ok with just having a +3 bonus to elite chests.

  3. #183
    Community Member Pellegro's Avatar
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    This discussion is kinda pointless now, as the release notes for Mod7 clearly state that they are reducing the trap save DCs on elite.

    Now, anybody with a decent reflex save can ignore traps altogether. Even on elite!

    Yay ... I guess ...

  4. #184
    Community Member DeadlyDaph's Avatar
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    Unhappy I thought something was off

    I took a break from DDO and came back.. Looking forward to playing.. I have a 8 Ranger/ 7 Rogue.. I really wanted to do Tempest Spine.. Yes a level 15 doing TS.. Just wanted to run some old scool content to shake off the rust and I get to the first fire trap.. Made sure everything was in order. GHero check fire resistance check and take the trap as normal and bam dead in two shots.. I didn't pay too much to the rolls and thought it was strange and then I decided to run Von 5 on elite for fun and to kill the dragon on elite to finish out everything in house K on elite. Got almost every trap I came acrossed I died.. I have done Von 5 many times before with little trouble but not all out death after death.. Finally got the dragon dead and looked at my repair bill and was like ouch.. Then I realize something was amiss.. People in my party were talking about the DC for traps now.. I love my ranger/rogue toon and if they make it where you die everytime you got to disable a trap I'm not spending all my plat to repair my gear and having to recall out to fix my gear cause traps are impossible to get past one and if and when you do fail a save that you die cause it does 200 points of damage a shot.. It will make me retire my toon and if not retire my subscritpiton.. Turbines way of pigeonholing you into making a character they want you to play and not the character you wanna play.. Another concern is if they are going to ingnore our pleads to lower and balance out the DC on traps maybe they could actually add better armor to the game cause +5 has been out since the begining and now it is a dime a dozen and doesn't help as the mobs get harder and have way more hitpoints.. So either you agree or disagree this is where I stand that the DC have gotten crazy and to me even a twinked out full rogue can't make it through traps they will start to disappear like clerics have and then the game will might aswell let whatever took over the Marketplace tent totally take over and kill everyone in site. Shut down the servers and call it a day..
    Ghallanda Server: Latanya Lvl 16 Drow 8 Rgr/8 Rog / DeadlyDaph Lvl 16 Halfling Wiz / Bellissa Lvl 16 Human Clr / Deadlyshego Lvl 16 Halfling Duel Weilding Dex Ftr / Helvhug Lvl 11 Dwarf Pally / Eyecandi Lvl 3 Halfling Monk / Dawnelle Lvl 7 Halfling 6Rgr 1 Rog / Gwennie Lvl 4 Drow Sorc

  5. #185
    Community Member honkuimushi's Avatar
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    Quote Originally Posted by DeadlyDaph View Post
    I took a break from DDO and came back.. Looking forward to playing.. I have a 8 Ranger/ 7 Rogue.. I really wanted to do Tempest Spine.. Yes a level 15 doing TS.. Just wanted to run some old scool content to shake off the rust and I get to the first fire trap.. Made sure everything was in order. GHero check fire resistance check and take the trap as normal and bam dead in two shots.. I didn't pay too much to the rolls and thought it was strange and then I decided to run Von 5 on elite for fun and to kill the dragon on elite to finish out everything in house K on elite. Got almost every trap I came acrossed I died.. I have done Von 5 many times before with little trouble but not all out death after death.. Finally got the dragon dead and looked at my repair bill and was like ouch.. Then I realize something was amiss.. People in my party were talking about the DC for traps now.. I love my ranger/rogue toon and if they make it where you die everytime you got to disable a trap I'm not spending all my plat to repair my gear and having to recall out to fix my gear cause traps are impossible to get past one and if and when you do fail a save that you die cause it does 200 points of damage a shot.. It will make me retire my toon and if not retire my subscritpiton.. Turbines way of pigeonholing you into making a character they want you to play and not the character you wanna play.. Another concern is if they are going to ingnore our pleads to lower and balance out the DC on traps maybe they could actually add better armor to the game cause +5 has been out since the begining and now it is a dime a dozen and doesn't help as the mobs get harder and have way more hitpoints.. So either you agree or disagree this is where I stand that the DC have gotten crazy and to me even a twinked out full rogue can't make it through traps they will start to disappear like clerics have and then the game will might aswell let whatever took over the Marketplace tent totally take over and kill everyone in site. Shut down the servers and call it a day..
    If you check the Weekly Dev activities, it mentions that the save DCs will be lowered in Mod 7. It doesn't say how much. When it goes live, we're going to have to try things again and se how they go. Then we can give our feedback on the new DCs. Hopefully things will be good in Mod 7, but it could take a few tries to fix things. That is one of the things I dislike about the new, longer release schedules. If tthings need to be tweaked a bit, it takes forever to fix things if you don't get it right the first time.

  6. #186
    Community Member Wu_Jen's Avatar
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    Quote Originally Posted by krud View Post
    It's not necessary to min/max as much as you say. Drop dex to 16 and you get 6 build points to shuffle around however you like. Just playing around on the character planner i made a generic 28pt human 12 rog. Max ranks in every important rogue skill with plenty of extra skill points to allocate. AP can be shuffled for a more focused build. Way of the mechanic is not necessary. Combat is not sacrificed, not the greatest, but not incapable of fighting. Even without a major trapsmithing focus with enhancements and feats, he is still plenty capable of getting thru elite content at level 12. Hardly gimped, and minimally twinked. Halfling, elf or drow gets even better.

    Code:
    Character Plan by DDO Character Planner Version 2.80
    DDO Character Planner Home Page
    
    Level 12 Lawful Good Human Male
    (12 Rogue) 
    Hit Points: 116
    Spell Points: 0 
    BAB: 9\9\14
    Fortitude: 6
    Reflex: 16
    Will: 4
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 12) (with +4/5item)
    Strength             12                    12   (16)
    Dexterity            16                    23   (28)
    Constitution         14                    14   (18)
    Intelligence         12                    12   (16)
    Wisdom               10                    10   (14)
    Charisma             10                    10   (14)
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 12)
    Balance               7                    17
    Bluff                 0                     0
    Concentration         2                     2
    Diplomacy             0                     2
    Disable Device        5                    18
    Haggle                4                     7
    Heal                  0                     0
    Hide                  7                    21
    Intimidate            0                     0
    Jump                  5                    10
    Listen                0                     2
    Move Silently         7                    21
    Open Lock             7                    22
    Perform               n/a                   n/a
    Repair                1                     1
    Search                5                    18
    Spot                  4                    17
    Swim                  1                     1
    Tumble                n/a                   7
    Use Magic Device      4                    18
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Skill Focus: Use Magic Device
    Feat: (Selected) Two Weapon Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency: Rapier
    Feat: (Automatic) Martial Weapon Proficiency: Shortsword
    Feat: (Automatic) Martial Weapon Proficiency: Shortbow
    Feat: (Automatic) Simple Weapon Proficiency (ALL)
    Feat: (Automatic) Sneak
    Feat: (Automatic) Sneak Attack
    Feat: (Automatic) Trapfinding
    Feat: (Automatic) Trip
    
    Level 2 (Rogue)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Evasion (Rogue)
    
    Level 3 (Rogue)
    Feat: (Selected) Weapon Finesse
    Feat: (Automatic) Trap Sense
    
    Level 4 (Rogue)
    Feat: (Automatic) Uncanny Dodge
    
    Level 5 (Rogue)
    
    Level 6 (Rogue)
    Feat: (Selected) Lightning Reflexes
    
    Level 7 (Rogue)
    
    Level 8 (Rogue)
    Feat: (Automatic) Improved Uncanny Dodge
    
    Level 9 (Rogue)
    Feat: (Selected) Improved Two Weapon Fighting
    
    Level 10 (Rogue)
    Enhancement: Human Adaptability Dexterity I
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Human Versatility III
    Enhancement: Rogue Sneak Attack Accuracy I
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Sneak Attack Training II
    Enhancement: Rogue Sneak Attack Training III
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Disable Device II
    Enhancement: Rogue Search I
    Enhancement: Rogue Search II
    Enhancement: Rogue Spot I
    Enhancement: Rogue Spot II
    Enhancement: Rogue Dexterity I
    Enhancement: Rogue Dexterity II
    Enhancement: Rogue Dexterity III
    Enhancement: Rogue Improved Trap Sense I
    Enhancement: Rogue Improved Trap Sense II
    
    Level 11 (Rogue)
    
    Level 12 (Rogue)
    Feat: (Selected) Improved Critical: Piercing Weapons
    Enhancement: Rogue Sneak Attack Accuracy II
    Enhancement: Rogue Open Lock I
    Enhancement: Rogue Improved Trap Sense III
    what can we expect?

    +38 reflex save, unbuffed:
    base +8
    dex +9
    trap sense (feat) +4
    trap sense (enh) +3
    imp uncanny dodge +4
    HV save boost +4
    lightning reflexes +2
    resist item +4 (trapblast goggles)

    trapsmithing w/+11 gear, unbuffed
    spot 30
    search 35
    DD 42 with +5 lockpicks
    OL 44 " "
    Your taking feats to improve your reflex save, infact 2 of them out of your 7. Basically your shoehorning the rogue into a trapmonkey. Which I believe is what we don't want to do, right?

    Steal the Healing Elixer has always been a fubared quest on Elite. It's a lvl 1 quest and on Elite that makes it a lvl 3 quest. The DC's to disable the traps are 30+

    Lvl 3 rogue
    20 INT (+5 DD)
    6 ranks DD
    +5 tools (+7DD)
    +2 DD AP
    +5 DD bound item
    +4 Fox Cunning Buff from pot (+2 DD)
    +2 INT Tome (+1 DD)
    = +30 DD meaning you dont fail on a 1

    Now granted that is the most buffed up lvl 3 rogue you can have for it, but still it shouldn't take that extreme a character to not fail.
    Last edited by Wu Jen; 03-16-2008 at 06:45 AM.


  7. #187
    Community Member krud's Avatar
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    Quote Originally Posted by Wu Jen View Post
    Your taking feats to improve your reflex save, infact 2 of them out of your 7. Basically your shoehorning the rogue into a trapmonkey. Which I believe is what we don't want to do, right?

    Steal the Healing Elixer has always been a fubared quest on Elite. It's a lvl 1 quest and on Elite that makes it a lvl 3 quest. The DC's to disable the traps are 30+

    Lvl 3 rogue
    20 INT (+5 DD)
    6 ranks DD
    +5 tools (+7DD)
    +2 DD AP
    +5 DD bound item
    +4 Fox Cunning Buff from pot (+2 DD)
    +2 INT Tome (+1 DD)
    = +30 DD meaning you dont fail on a 1

    Now granted that is the most buffed up lvl 3 rogue you can have for it, but still it shouldn't take that extreme a character to not fail.
    That's kind of an old post you're referencing, however, only 1 feat, lightning reflexes, is a selected feat (the trap sense feat is automatic for rogues). Also, i goofed, improved uncanny dodge gives a +6 bonus (not +4), so even without lightning reflexes you're still looking at a +38 for an average lvl12 human rogue (+35-38 for non-human rogues). Add a GH buff, parrying item, haste and you are already at +43-46. The first VoN5 DC is 48 on elite, so an average, non-trap specced build will fail on a 1(+46) to 4(+43). Not all that bad, especially if it's only a one shot deal. I think, however, that the electric trap is a little higher than that (maybe 50+). That may be a little much for an average rogue, or multiclass.

    I think you're confusing the reflex DCs with the disable DC. I'm not sure about your disable numbers, but remember you only blow up a trap if you roll more than 5 below the disable DC, you can always try again until you get it. I just leveled a new MCrogue. I don't think the disable DCs were out of wack.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  8. #188
    Community Member samagee's Avatar
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    Quote Originally Posted by ThrasherGT View Post
    In your second example You conveniently left out any resistance item. Even a +4 would give You a 37 and cut Your failure rate in half...........I do agree, However, that the trap DC's are a bit high at the moment....................
    If they are to high, then you are not a rogue or anywhere near being a trapsmith. You are using items to get you where a real rogue is, or would be at those lower levels. What did you expect?

  9. #189
    Community Member samagee's Avatar
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    I have no sympathy at all for those who are not true rogues. They don't allow us to steal from critters. They don't allow us to steal from the barrels and crates in adventures. We have to smash them instead of being stealthy. They don't allow us to use ropes and climbing tools to approach things in a different angle. So they give us good traps to ensure that rogues have something to do. And your not happy with it because you can't leave a real rogue out of your group. Sounds like someone needs to go back to the solo ego stroking games to me.

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