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    Default Weekly Dev Activities 04/14/08

    Weekly Development Activities
    The following are items which are in development or QA testing for release in Module 7.

    General
    • Monks have been added to the game as a new playable class!
    UI Improvements
    • A confirmation dialog has been added to the Default button in the Options UI.
    • There are now 20 shortcut bars available, for those who carry too many clickies/weapons/spells to fit on 10. Those of you who had previously used the unsupported methods of accessing bars 11-20 will be happy to know that they now will remember where you put them on the screen.
    • When examined, some scrolls did not display their level 16 UMD class requirement. This has been fixed.
    • Quest portal info screen text has changed. It now shows the quest difficulty along with the level.
    • A new click and hold to attack option has been added to the game and is defaulted to on.
    • The Finished button in the quest objectives panel will no longer be grayed out if the player is resurrected after quest completion.
    • If your shopping cart is empty, the buy/sell/repair button will be grayed out to prevent confusion.
    • NEW Floaty damage numbers now spread out further -- this should make it easier for people who hit a monster several times at once to see the damage (rangers with manyshot, for example).
    • NEW There are now key bindings for switching to shortcut bars 11-20, and for shortcuts 51-100.
    Spells
    General Spell Changes
    • The turn-you-to-stone effects used by elder earth elementals and stone scorpions are now named "Petrify" so as not to confuse warforged who are immune to "flesh to stone", but not to these effects.
    • When you summon a monster into your own persistent AOE (cloudkill, blade barrier, wall of fire, etc), it will no longer take damage on arriving in the world.
    • Sound Burst has had its spell description changed to reflect the fact that the stun effect can be resisted using Spell resistance.
    • Some spells which had been able to affect foes through doors and force fields now do a better job of checking line of sight.
    Skills, Feats, & Abilities
    General Feat Changes
    • Insightful Reflexes and Force of Personality feats previously required that you logout and login to take effect; now they take effect immediately.
    • The fascinate feat for bards now has a will saving throw. The DC is the bard's perform skill plus a d20.
    • Barbarian/Rogue multi-class characters will now get a uses per day of uncanny dodge and improved uncanny dodge based on the sum of their rogue and barbarian levels.
    • Shield Mastery, Improved Shield Mastery, and Dwarven Shield Mastery now only apply when blocking with a shield. Two weapon blocking has been updated to give +2DR when blocking, only when using two weapons.
    • Wizards now receive Simple Weapon Proficiency: Unarmed, as no classes should receive a non-proficiency penalty with natural weapons.
    • NEW Paladin Smite Evil uses now regenerate at a rate of 1 every 90 seconds.
    New Feats
    • The following general changes have been made to existing enhancements:
      • The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
      • The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
      • Rogue Way of the Assassin I now grants a passive +4 bonus to sneak attack damage in addition to its other effects.
      • The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
      • Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
      • Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
      • Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
      • Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
    • The following iconic monk feats have been added to the game:
      • Purity of Body – You are immune to all forms of disease, including magical or supernatural diseases.
      • Wholeness of Body – Permits a monk to regain health over time.
      • Diamond Body – You have mastered your metabolism, and are immune to poison.
      • Timeless Body – Your body and soul are your own, and you do not create spawn effects should you fall in combat with the undead. NOTE: This is a level 17 feat, available to level 17 Monks and higher.
      • Still Mind and Fast Movement for the monk have been added to the game.
    Enhancements
    New Enhancements
    • Halfling Cunning IV:
      • Cost: 4 Action Points
      • Prereqs: Level 14 Halfling, Halfling Cunning III, 48 action points spent.
      • Benefit: You gain an additional +1 bonus to attack rolls when flanking an enemy, bringing the total increase to 4.
    • Halfling Guile I:
      • Cost: 1 Action Point
      • Prereqs: Level 3 Halfling, Halfling Cunning I, 7 action points spent.
      • Benefit: You gain +2 to your sneak attack damage and +1 to bluff.
    • Halfling Guile II:
      • Cost: 2 Action Points
      • Prereqs: Level 7 Halfling, Halfling Cunning II, Halfling Guile I, 22 action points spent.
      • Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 4, and an additional +1 to bluff, bringing the total increase to 2.
    • Halfling Guile III:
      • Cost: 3 Action Points
      • Prereqs: Level 11 Halfling, Halfling Cunning III, Halfling Guile II, 37 action points spent.
      • Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 6, and an additional +1 to bluff, bringing the total increase to 3.
    • Halfling Guile IV:
      • Cost: 4 Action Points
      • Prereqs: Level 15 Halfling, Halfling Cunning IV, Halfling Guile III, 52 action points spent.
      • Benefit: You gain an additional +2 to your sneak attack damage, bringing the total increase to 8, and an additional +1 to bluff, bringing the total increase to 4.
    • Paladin Bulwark of Good IV:
      • Cost: 4 Action Points
      • Prereqs: Level 15 Paladin, Paladin Bulwark of Good III, 52 action points spent.
      • Benefit: Your aura of good provides an additional +4 Armor Class bonus.
    • Paladin Divine Sacrifice I:
      • Prereqs: Paladin level 5, Paladin Extra Smiting II, 15 Action Points spent
      • Cost: 1 Action Point
      • Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful. (3 second cool down)
    • NEW Paladin Divine Sacrifice II:
      • Prereqs: Paladin level 12, Paladin Divine Sacrifice I, Paladin Extra Smiting III, 42 Action Points spent
      • Cost: 2 Action Points
      • Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 7d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
    • NEW Paladin Divine Sacrifice III: (Not yet available)
      • Prereqs: Paladin level 19, Paladin Divine Sacrifice II, Paladin Extra Smiting IV, 69 Action Points spent
      • Cost: 3 Action Points
      • Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 9d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.
    • UPDATED Paladin Exalted Smite I:
      • Cost: 1 Action Point
      • Prereqs: Level 6 Paladin, Paladin Extra Smiting II, 19 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical damage multiplier. (5 second cool-down, uses smites per day, replaces Smite Evil.)
    • UPDATED Paladin Exalted Smite II:
      • Cost: 2 Action Points
      • Prereqs: Level 10 Paladin, Paladin Exalted Smite I, Paladin Extra Smite III, 34 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and damage multiplier. (Cool down drops to 4 seconds.)
    • UPDATED Paladin Exalted Smite III:
      • Cost: 3 Action Points
      • Prereqs: Level 14 Paladin, Paladin Exalted Smite II, Paladin Extra Smite IV, 49 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +1 to your weapon's critical threat range and +2 to your weapon's critical damage multiplier. (Cooldown drops to 3 seconds.)
    • UPDATED Paladin Exalted Smite IV: (Not yet available)
      • Cost: 4 Action Points
      • Prereqs: Level 18 Paladin, Paladin Exalted Smite III, Paladin Extra Smite IV, 64 Action Points Spent
      • Benefit: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus based on your paladin level, and +2 to your weapon's critical threat range and damage multiplier. (Cooldown drops to 2 seconds.)
    • UPDATED Paladin Redemption I
      • Cost: 4 Action Points
      • Prereqs: Level 9 Paladin, Paladin Extra Lay on Hands I, 28 Action Points Spent, Any one of: Paladin Devotion II, Paladin Heal II
      • Benefit: You can activate this ability and expend one use of Lay on Hands to raise the dead, returning your target to life at 10% health. (30 second cooldown.)
    • Paladin Redemption II
      • Cost: 2 Action Points
      • Prereqs: Level 14 Paladin, Paladin Extra Lay on Hands II, Paladin Redemption I, 50 Action Points Spent, Any one of: Paladin Devotion III, Paladin Heal III
      • Benefit: You can activate this ability and expend one use of Lay on Hands to resurrect the dead, returning your target to life at 50% health.
    • Paladin Redemption III (Not yet available)
      • Cost: 2 Action Points
      • Prereqs: Level 19 Paladin, Paladin Extra Lay on Hands III, Paladin Redemption II, 70 Action Points Spent, Any one of: Paladin Devotion IV, Paladin Heal IV
      • Benefit: You can activate this ability and expend one use of Lay on Hands to true resurrect the dead, returning your target to life at 100% health.
    • Rogue Sneak Attack Accuracy IV:
      • Cost: 4 Action Points
      • Prereqs: Level 14 Rogue, Rogue Sneak Attack Accuracy III, 48 action points spent.
      • Benefit: You gain an additional +1 bonus to hit with your sneak attacks.
    • UPDATED Rogue Wrack Construct I
      • Prereqs: Rogue level 3, Rogue Disable Device I, 7 Action Points Spent
      • Cost: 1 Action Point
      • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)
    • UPDATED Rogue Wrack Construct II
      • Prereqs: Rogue level 7, Rogue Disable Device II, Rogue Wrack Construct I, 22 Action Points Spent
      • Cost: 2 Action Points
      • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 20% reduction in their resistance to Critical Hits for a short period of time.
    • UPDATED Rogue Wrack Construct III
      • Prereqs: Rogue level 11, Rogue Wrack Construct II, 37 Action Points Spent, Any one of: Rogue Disable Device III, Rogue Way of the Mechanic I
      • Cost: 3 Action Points
      • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 30% reduction in their resistance to Critical Hits for a short period of time.
    • UPDATED Rogue Way of the Assassin II:
      • Cost: 2 Action Points
      • Prereqs: Rogue Level 12, Rogue Way of the Assassin I, Rogue Sneak Attack Accuracy III, Rogue Sneak Attack Training III, 42 Action Points Spent
      • Benefit: Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and a +1 bonus to Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier. (15 second cool-down, can only be performed while stealth and when sneak attacking.)
    • UPDATED Rogue Way of the Mechanic II:
      • Cost: 2 Action Points
      • Prereqs: Rogue Level 12, Rogue Way of the Mechanic I, Rogue Disable Device III, Rogue Improved Trap Sense II, Rogue Open Lock III, 42 Action Points Spent
      • Benefit: Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills. Also grants an additional +4 to saves against traps and 2 points of additional resistance against all elements.
    • Rogue Way of the Thief Acrobat II:
      • Cost: 2 Action Points
      • Prereqs: Rogue Level 12, Rogue Way of the Thief Acrobat I, Rogue Dexterity III, 42 Action Points Spent
      • Benefit: Grants an additional +2 bonus to Balance, Jump, and Tumble skills, increases your movement rate by 10%, and 2 extra uses per rest of Uncanny Dodge. Also grants a greater increase to attack speed with staves and complete immunity to knockdown effects and slippery surfaces.
    General Enhancement Changes
    Changes to Existing Enhancements:
    The following general changes have been made to existing enhancements:
    • The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
    • The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
    • The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
    • Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.
    • Paladin Bulwark of Good and Resistance of Good costs reduced to 1 point per level
    • Paladin Focus of Good now grants +3, +6, or +9 to Concentration checks.
    • Paladin Courage of Good now grants +2, +4, or +6 to Fear saves.
    • NEW Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1
    Items
    • Bursting weapons now continue to increase their damage if they "burst" on an attack that has greater than a x4 damage multiplier.
    • Several new chain shirt appearances have been added to the treasure tables.
    • Gem and collectible bags now have an "auto-gather" feature that can be turned on. Whenever the player picks up a collectible or gem, it will go into a collectible or gem bag if there is room, when enabled. Auto-gathering prefers bags that already have a stack of the picked up item over bags that do not have any.
    • Weapons conjured by the Holy Sword spell and arrows created by the Arcane Archer enhancement are no longer destroyed at the end of a dungeon. These items now persist until you have been logged out for half an hour or more.
    • Several new chain shirt appearances have been added to the treasure tables.
    • The names of some item effects have been changed to avoid confusion with similarly named enhancements. The effects themselves remain the same. "Improved Maximize I", "Improved Enlarge I", "Improved Extend I", "Improved Empower II", and "Improved Empower Healing I" have been renamed to "Spell Point Discount - Maximize I", "Spell Point Discount - Enlarge I", "Spell Point Discount - Extend I", "Spell Point Discount - Empower II", and "Spell Point Discount - Empower Healing I".
    • The following potions are now equipped with funnels so they can be used on afflicted friends: Potion of Fear Removal, Potion of Poison Neutralization, Potion of Blindness Removal, Potion of Curse Removal, Potion of Disease Removal, Woodblossom Mead, and Crimson Nightshade Infusion. The new funnels are especially easy to use so raging barbarians should have no problems with them.
    • A new item honoring Gary Gygax, has been added to the Delera's end reward list. "Voice of the Master" grants +5% XP to dungeon completion, and "Good Luck +1" to skill checks and saves.
    • All of the various energy absorption treasure effects used by the M6 raid loot (Fire Absorption - 10%, Negative Energy Absorption - 10%, etc.) have been fixed so that they absorb the proper amount of incoming damage.
    • Shields now can be randomly generated with a much wider range of enchantments.
    • Weapons conjured by the Holy Sword spell and arrows created by the Arcane Archer enhancement are no longer destroyed at the end of a dungeon. These items now persist until you have been logged out for half an hour or more.
    • NEW The bartenders of Stormreach have become tired of watching the lucrative business of item repair going to other shopkeepers, and have enrolled in an item repair courses. Barkeeps will now be able to repair items.
    • NEW New items have been added to the Catacombs and Waterworks end reward lists! These Eternal Wands are geared towards aiding low level clerics, sorcerers, and wizards.
    • NEW Several quests have had item rewards added for the Monk.
    Monsters
    • Dispel magic no longer dispels ogre and troll rage.
    • A few wight priests will no longer cast cure spells on themselves.
    • If a teleporting monster gets himself into water, he will now properly teleport home and heal himself.
    • Previously, if you summoned a scorpion with "summon monster 2", enemy monsters might continue to attack it while it was burrowed. This should no longer happen (they might attack it as it is doing the burrowing animation, but won't chase it around while it is underground).
    • Previously, some Orcs would stand around doing nothing (most notably Orc Rangers). Now they should work.
    • Tieflings are now correctly immune to hold person and other spells that should not work on outsiders.
    • Two of the shroud lieutenants were not properly buffing their pals; their boss has smacked them around a bit, and now they will play better with others.
    • NEW Intimidate now generates significantly greater threat against affected monsters when used.
    • NEW Monsters will react more intelligently to being prevented from reaching their desired targets.
    • NEW Charmed monsters should be less indecisive about picking out enemies. Likewise, your foes will less indecisive about who they focus aggression toward when a summoned or charmed monster is near them.
    Quests
    • The Black Abbot Raid
      • NEW The mechanics of the Black Abbot Phasing Tile room have been adjusted. On Normal difficulty, 20% of the tiles will be down at any time. Hard difficulty is now set to the previous Normal (approximately 30%), and Elite is unchanged and is still set to the original "Normal" difficulty.
    • The Shroud
      • The agents of the twelve have been studying the shroud and report a shift in the 13th moon. They speculate the moon of death’s influence will wan in the northwest part of the valley.
    • Twilight Canyon
      • The way to the upper levels will now only open for players who speak to Paetus after he has been rescued.
    • Sands of Menechtarun
      • All zombies in the Menechtarun area now drop the special desert tokens instead of regular collectibles.
    • Orchard of the Macabre
      • A named rare blackbone skeleton in the Orchard of the Macabre now casts spells.
    • The Catacombs
      • Oozes and slimes have disappeared but, other vermin may lurk in the shadows.
    Shopping
    • The potion vendor ogre in Gianthold now sells potions of Lesser Restoration.
    • The arcane scroll vendor for level 4 and 5 scrolls in House Jorasco no longer sells any level 3 scrolls.
    • Soul gems will now appear under the Ingredients category in the auction house.
    Other Changes
    • If you had unlocked the bonus character slot from 1750 favor, it would intermittently not show up. That should no longer happen.
    • Previously, some poison dart traps (in the Sunken Sewer, for example) would damage warforged (and others wearing poison immunity items) despite their poison immunity. This should no longer happen. Similarly, there were a few dart traps that did fire/sonic/cold/etc damage, which would bypass appropriate damage resistances. This should also no longer happen.
    • The save DC's on traps that scale with difficulty have been lowered on Hard and Elite. Elite trap save DC's are now roughly equivalent to what Hard trap save DC's were before this change. (For example, a trap that previously had a save DC of 30 on Elite will now be DC 22.) Spot, search, disable, and damage values remain unchanged.
    • It is now easier to see when standing in an incendiary cloud
    • Scrolls that were missing a level 16 UMD class requirement will now display correctly when examined.
    • Bidding on an item from the Bids page of the auction house that you have been outbid on will no longer result in an error message.
    • Players who perish in either the realm of Dolurrh in Desecrated Temple or in the fire rooms in Rainbow in Dark will no longer leave their soul stones behind when they teleport out.
    • AOE buff spells cast in tavern brawl pits will now hit yourself (but not anyone else, since everyone else in the pit is your enemy!)
    • When wielding a finesse weapon, the to-hit value in the Inventory panel will now correctly display using your Dex mod if your Dex mod is greater then you Str mod.
    • Previously, the DC listed for combat feat tooltips did not include bonuses from enhancements and feats. This was a visual glitch only; they were still being added to the actual DC in combat. This is now fixed.
    • The fire effect for a minotaur shaman staff no longer hangs in the air after it has been shattered with a cold spell.
    • The teleport bug in The Shadow Crypt where the camera detaches and is floating in water has been fixed.
    • Ritual Sacrifice: Killing Ramak Orenah before the objective to do so appears, will no longer result in a broken quest.
    • Sirroco will now cause blindness only on critical hits, as per the description.
    • A visual bug was fixed where the XP or SP graphic bars would be in the wrong position, if your XP or SP changed in both directions rapidly. For example, if you were damaged, at the same time you were healed, the bar would move the the wrong position, however, the XP value shown would have been correct. .
    • Previously, spell focus: transmutation was not working. Now it works.
    • It is no longer possible to break some quests by having a pet trigger a monster entry.
    • The black abbot goggle effect will no longer persist if the goggles are destroyed while you are wearing them.
    • Bidding on an item that you have been outbid on, from the bids page of the auction house no longer results in an error message.
    • The description for the "Improved Uncanny Dodge" feat has been corrected; it now states correctly that the feat gives +6 to reflex saves.
    • The Lesser, Improved, and Greater Regeneration raid loot effects have been fixed so you no longer have to re-equip the items after zoning to get the effect reapplied.
    • It is now easier to see when standing in an incindeary cloud.
    • Previously, some poison dart traps (in the Sunken Sewer, for example) would damage warforged (and others wearing poison immunity items) despite their poison immunity. This should no longer happen. Similarly, there were a few dart traps that did fire/sonic/cold/etc damage, which would bypass appropriate damage resistances. This should also no longer happen.
    • If you had unlocked the bonus character slot from 1750 favor, it would randomly not show up. That should no longer happen.
    • Ladders in the following dungeons have been fixed: Redfang, ShanToKor part 1 - The Kobold's Blockade, Stop Hazadill’s Shipment, Garrison’s Missing Pack, The Waterworks part 1, Waterworks part 2, Waterworks Adventure Zone, Delera's Part 1.
    • Players above the quest level limit for slayer, explorer, and rare encounter quests can now advance these quests to completion, but will be receive reduced XP (XP Gained = XP For Goal / (Levels Over Cap + 1)). Any other players present in the area who are not above the quest level limit will not have their quests advanced. No change has been made for groups of players who are all within the min-max level range for an area. The spammy text alerts warning players their quest is not advancing have been replaced with static informational alerts.
    • While in a live event area (the one that allows spell casting in public areas), you no longer take the death penalty and death wear.
    • Some areas of the game are a bit foggier because of the battles that have been occurring there.
    • NEW A bug which prevented the player from purchasing items at a barkeep (and other vendors who do not repair) has been fixed.
    • NEW Tasty Ham no longer makes potion sounds when it hits the ground.
    • NEW Bestow Curse is now removed on rest.
    • NEW Trap boxes, upon discovery, now emit a small stream of particles for a few seconds to aid rogues and their party in finding them.
    7.8

  2. #2
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by Quarion View Post
    NEW Paladin Smite Evil uses now regenerate at a rate of 1 every 90 seconds.
    Nice!
    Last edited by Yaga Nub; 04-14-2008 at 11:41 AM.
    Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
    Beware My Gifts!!!

  3. #3

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    Ok... Now I will answer my questions in the right thread..

    UPDATED Rogue Way of the Assassin II:
    * Cost: 2 Action Points
    * Prereqs: Rogue Level 12, Rogue Way of the Assassin I, Rogue Sneak Attack Accuracy III, Rogue Sneak Attack Training III, 42 Action Points Spent
    * Benefit: Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and a +1 bonus to Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier. (15 second cool-down, can only be performed while stealth and when sneak attacking.)


    Do I just have to be in stealth mode?... or Do I have to not be noticed and in stealth mode?... If it is the later... it just made it alot!!! less useful for me.


    UPDATED Rogue Wrack Construct I
    * Prereqs: Rogue level 3, Rogue Disable Device I, 7 Action Points Spent
    * Cost: 1 Action Point
    * Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)

    does this effect work against anything with Heavy Fort?... I would think so since Constructs are immune to crits..not resistant..

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

  4. #4
    Hatchery Founder
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    Hmm...what's so different about this compared to the Codemaster's version?

    Copied responses from other thread to here...

    Well, WotA just got a lot less appealing in my opinion. I suspect what we're going to see happen with the Assassin rogues is them just dropping into stealth, just to use their death attack against an opponent.

    WotM II looks....decent....I suppose. Since it requires DD III and OL III, I just don't know where +7 to Disable and Open Lock for traps is going to be all that useful. +4 saves against traps is kinda nice, and the 2 points elemental resists are decent too. I guess it's basically just an AP saver enhancement. Makes it so a rogue doesn't have to buy Spot or Search I or II, and doesn't have to invest in the more expensive Trap Lore enhancements.

    Wrack Construct is starting to look more interesting. I'm sure I'll be picking it up. I'm actually a bit curious about it's secondary ability though. It says a 10% reduction to resistance of critical hits. I wonder if that means fortification and it will let in sneak attacks too, or just give you a small chance to deal extra damage on crits. I also wonder if that would let effects like puncturing affect things like constructs. And does this secondary ability only work on constructs, or can it reduce resistance to crits on creatures with fortification (like the Pit Fiend)?

    Still waiting to hear about new Iron Companion enhancements too.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
    Member of the DDO Player Council

    Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
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    Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer

  5. #5
    Community Member RazorrX's Avatar
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    NEW Several quests have had item rewards added for the Monk.

    SWEET! Monkalicious lootage from the onset! Gives me hope for hand wrappings and such!
    This space for Rent

  6. #6
    Community Member Laith's Avatar
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    Quote Originally Posted by Coldin View Post
    Well, WotA just got a lot less appealing in my opinion. I suspect what we're going to see happen with the Assassin rogues is them just dropping into stealth, just to use their death attack against an opponent.
    probably. might be proceeded by improved feint (because stealth is broken if anything causes you damage).

    "useless" feat & skill may have a purpose now.

  7. #7
    Community Member RavenStormclaw's Avatar
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    Default Stacking question

    Devs,

    Will we be able stack Paladin Sacrafice and Exalted Smite? Cuz if we can wow....think about using a khopesh with improved crit slasing with them stacking your threat range would be 15-20, and +6 crit multiplier + 9d6 holy damage...just wow. I hope they stack. Please let them stack!

  8. #8
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    Quote Originally Posted by Quarion View Post
    [*]UPDATED Rogue Wrack Construct I
    • Prereqs: Rogue level 3, Rogue Disable Device I, 7 Action Points Spent
    • Cost: 1 Action Point
    • Benefit: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)
    I presume the Wrack Construct debuff will be implemented as a 10% penalty to Fortification, bringing a normal construct down from 100% to 90% fort. That means it would also apply to Sneak Attack vulnerability, in addition to critical hits.

    If so, then that penalty is actually the most important part of Wrack Construct. A regular rog16 in a party would have 8d6+6 = 34 sneak damage on each hit. If 10% of it applies, that means +3.4 damage per hit for the next few seconds, which majorly outweighs the +3.5 damage to one hit that is the basic effect of Wrack Construct. (This relies on the construct failing a reflex save of about DC 20, which most golems will fail)

    The higher tiers bring it up to +6.8 or +10.2 damage per hit. Probably it'll last enough time to get over 10 hits in, so it comes to over 34, 68, or 102 damage total. And of course that debuff applies to everyone else in the party who's hitting the construct.

    Summary: Shroud part 1 goes faster!

  9. #9
    Community Member Laith's Avatar
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    NEW Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1

    i suppose this is "nerf" is to be expected with the smite recharge mechanic.

  10. #10
    Community Member Vyctor's Avatar
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    Quote Originally Posted by Quarion View Post
    [*]NEW Monsters will react more intelligently to being prevented from reaching their desired targets.
    STK just got infinitely harder....

  11. #11

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    Quote Originally Posted by Angelus_dead View Post
    I presume the Wrack Construct debuff will be implemented as a 10% penalty to Fortification, bringing a normal construct down from 100% to 90% fort. That means it would also apply to Sneak Attack vulnerability, in addition to critical hits.

    There is a Difference between Immune to Crits *Like Constructs...and Resistent to Crits.. Like Heavy Fort... I think this part of the enhacement is made to be used on other then things Immune to Crits..

    Though I could be wrong..and they could have made the immunity a resistance instead.

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
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  12. #12
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by Laith View Post
    NEW Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1

    i suppose this is "nerf" is to be expected with the smite recharge mechanic.
    I think it fits well.
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  13. #13
    Community Member Laith's Avatar
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    Quote Originally Posted by dragnmoon View Post
    There is a Difference between Immune to Crits *Like Constructs...and Resistent to Crits.. Like Heavy Fort... I think this part of the enhacement is made to be used on other then things Immune to Crits..

    Though I could be wrong..and they could have made the immunity a resistance instead.
    actually, DDO always lists crit immunity as "X resisted your crit" or something like that.

  14. #14
    Community Member Shyver's Avatar
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    Quote Originally Posted by Laith View Post
    NEW Paladin Extra Smite Evil I - IV each now increase your maximum number of Smites by 1

    i suppose this is "nerf" is to be expected with the smite recharge mechanic.
    How can an effect that INCREASES your maximum # of smites by 1 per lvl of enhancement be called a "nerf"? Am I missing something?

  15. #15
    Community Member Laith's Avatar
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    Quote Originally Posted by Shyver View Post
    How can an effect that INCREASES your maximum # of smites by 1 per lvl of enhancement be called a "nerf"? Am I missing something?
    currently increases your smites by 2 per level of enhancement.

    at the end of the day though, recharging a smite every 90secs & having the ability to use them quicker (with exalted smite) is a vast improvement.

  16. #16
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    Wel, Looks like WotA has been Successfuly Nerfed already. At least we get a Passive +2 to Critical Hits which still makes it a decent enhancemnet. I think Increasing it to 15 second and relying on a Sneak attack still would of been fine.. Haveing to be in Stealth is stupid. WHat exactly is the difference between being "Stealth" and not being aggrod? If the mob is Focused on SOmeone else, he has no idea that I'm about to throw a death attack at him.... Instead of being "Stealthed" It would make more sense to change it to "Must be Flanking" the mob. if you realy need to add more requirements than just sneak attack.

    I like the upgrades to the Paly lines.

    WotM II is a Joke though...... We waited an extra 2 weeks to see that?????
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  17. #17
    Community Member artvan_delet's Avatar
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    Default Thoughts

    I like these:
    NEW Monsters will react more intelligently to being prevented from reaching their desired targets.
    NEW Charmed monsters should be less indecisive about picking out enemies. Likewise, your foes will less indecisive about who they focus aggression toward when a summoned or charmed monster is near them.

    I really like this:
    Paladin Exalted Smite III: (Cooldown drops to 3 seconds.)

    I don't see how this is worth it:
    UPDATED Paladin Redemption I
    Cost: 4 Action Points
    AP's really getting thin for paladins, so I don't see Redemption worthwhile when there are numerous clickies now.


    Question: Can you stack divine sacrifice with smite evil?

  18. #18
    Community Member moorewr's Avatar
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    Quote Originally Posted by Vyctor View Post
    STK just got infinitely harder....
    I have been praying for an end to the Shield Wall tactic.. c'mon, buddy.. you're mad at the caster, and I'm in the way. Hit me, punk! HIT ME!

    Now iof mobs would just run out of Walls of Fire and cloudkills when they can't hit the caster.. mm.. cooking with oil!
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  19. #19
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    Quote Originally Posted by Laith View Post
    probably. might be proceeded by improved feint (because stealth is broken if anything causes you damage).

    "useless" feat & skill may have a purpose now.
    Maybe, but with extensive experience of Imp Fient, any non-melee monster that gets Bluffed immediately turns tail and flees away from you. Sometimes even the melee monsters move around irregularly after a bluff.
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  20. #20
    Community Member Shyver's Avatar
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    Quote Originally Posted by Laith View Post
    currently increases your smites by 2 per level of enhancement.

    at the end of the day though, recharging a smite every 90secs & having the ability to use them quicker (with exalted smite) is a vast improvement.
    Ahh roger that. i misunderstood what I read and didn't make the connection. Thought they were boosting extra smite by 1 more on top of the 2 per enhancement....time to get another cup of coffee I'm thinking.

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