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Thread: The QA Lodge

  1. #241

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    Quote Originally Posted by Kromize
    Shouldn't they loose agro if they can't see/hear you, and only look around a little
    Currently, the way to truly lose aggro is to be approximately 200 feet or more away from them (or have them tether).
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  2. #242
    Tasty Ham Smuggler Kromize's Avatar
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    Are cr2 wargs in tangleroot(explorer) supposed to have 100 hp? Seems a little much...

  3. #243
    Community Member Gornn's Avatar
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    Question about the portals in part 1 of the Shroud.

    True Law does not affect the portals. When attacking with a true law weapon, I get an immune message. Is that a bug, or is it working as intended?

    The reason I ask is because:

    1) True Chaos does work on the portals (which suggests the portals are not chaotic)
    2) Anarchic does *not* work on the portals (which suggests the portals are not lawful)

    yet

    3) when using a true law weapon of greater construct bane against the portals I see 1 yellow number (base damage) + 1 red number (gtr bane) + immune

    So I wonder if this is a bug, or whether or not there is some reason True Law does not work on them.

    Thanks!
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  4. #244
    Stormreach Advisor
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    Quote Originally Posted by Silthe View Post
    1) Good question. I've made sure there's still an open bug report on that NPC, but I don't have an update on it. I'll bring it to the devs attention again though.

    2) No. Resistance bonuses do not stack with other Resistance bonuses. Both Protection from Evil and resistance items give Resistance bonuses to saving throws, so they should not stack. Spells like Heorism give Morale bonuses to Saving Throws so that will stack with either Resistance bonus.

    3) Same answer as number 2. Holy Aura gives a resistance bonus. The effect should match the description of the spell. This is a general rule. If the description says it's an AOE and you're only hitting yourself, it's a bug, and vice versa.

    4) Depends on how you define "coming." It was fixed once, but turns out it didn't take. A few other changes in global scripts MIGHT have fixed it, but probably didn't. We're having trouble reproducing it in QA, so either it's fixed, it's now temperamental, or there's now an extra step needed to get it to happen that we don't know about. If it happens to you, please submit another bug report with as much information as possible.
    Just wanted to say big thanks for answering those!
    I know I bug-reported (3) around the same day Holy Aura was released, and I know some people have been claiming Prot from Evil to stack with resistance items, though I never checked it myself. Just telling you in case you want to check whether you got some bug entry in your bugtracker

  5. #245

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    Quote Originally Posted by Kromize
    Are cr2 wargs in tangleroot(explorer) supposed to have 100 hp? Seems a little much...
    CR 2 Worgs (Worgs on normal) are critters with 4 HD in DDO. Most of the 4 HD critters in DDO have about 60-70 HP and CR 2 Worgs, if I remember, have about that much as well.
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  6. #246

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    Quote Originally Posted by MrCow View Post
    CR 2 Worgs (Worgs on normal) are critters with 4 HD in DDO. Most of the 4 HD critters in DDO have about 60-70 HP and CR 2 Worgs, if I remember, have about that much as well.
    Actually I've found that anything that looks like animals or vermins (so that includes worgs) have more hit points than their bi pedal counter parts in the encounter.

    example. tangle root normal, part 6. Capped sorc with skiver, max damage enhancements, and great pot 7 sceptor. When I roll low for damage (and I'm running empowered) worgs can surive it. I've seen this many many times. However, a low roll against the hobs, and the hobs die. By low roll I'm talking low damage rolled on the delayed blast ball, and no none of them made their saves.

    And I've seen this on other more than 2 legged creatures also.

    And oh man.. slimes on elite in Durk's got a muckbane? Those suckers have more than 100 hp each, they are worse than the freaking kobolds in there.

  7. #247

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    Quote Originally Posted by Missing Minds View Post
    And oh man.. slimes on elite in Durk's got a muckbane? Those suckers have more than 100 hp each, they are worse than the freaking kobolds in there.
    Slimes are nasty at low level!
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  8. #248

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    Quote Originally Posted by Borror0 View Post
    Slimes are nasty at low level!
    Why else would we run Dirk's got a Secret over and over...
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  9. #249
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    Quote Originally Posted by DeadlyGazebo View Post
    1: That's a bug. Prereqs should generally only count things that are fairly permanent.
    2: Much of the motivation for #1 is not needing to deal with answering this kind of question.
    Is anything released in this game that doesn't have a bug?

  10. #250
    Community Member SkyCry's Avatar
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    When I use a weapon with +10 trip DC enchantment to trip a mob and then switch away to a different weapon, what DC does the mob make balance checks against? The higher or the lower value?

    And does the opposite work the same way? I mean tripping with normal weapon and then switching to +10 trip weapon.

  11. #251
    Community Member GlassCannon's Avatar
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    Their only feats were Toughness, Toughness, and Toughness. Superior Trip and Greater Knockdown were granted for their breed and class.

    Quote Originally Posted by MrCow View Post
    CR 2 Worgs (Worgs on normal) are critters with 4 HD in DDO. Most of the 4 HD critters in DDO have about 60-70 HP and CR 2 Worgs, if I remember, have about that much as well.
    Last edited by GlassCannon; 08-28-2008 at 05:51 AM. Reason: Yes, I am exaggerating to emulate what being hit by those feels like at that level range

  12. #252

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    Quote Originally Posted by SkyCry
    When I use a weapon with +10 trip DC enchantment to trip a mob and then switch away to a different weapon, what DC does the mob make balance checks against?
    The Balance DC is of whatever the DC was with weapon you used to make the trip.
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  13. #253
    Community Member Bronko's Avatar
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    Default Wiz King Bugged?

    I ran Wiz King last night only to have Raiyum bug out on us at the end.

    We buffed up and went into the room, but almost immediately after spawning he disappeared. Granted someone had summoned a Dense Stone Elemental, but I thought that particular bugged had been fixed. At any rate, Raiyum appeared for that brief moment and wouldn't come back. We got rid of the elemental but still no luck. I submitted the bug report and we went on to one of the other bosses. When we came back he decided to join us, but it was still annoying as heck.

    Known issue? One time bug?
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  14. #254

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    Quote Originally Posted by Bronko View Post
    Known issue? One time bug?
    Did you try the workaround in the Known Issues?

    King Raiyum is a bit smarter than the average undead ruler, and avoids spawning into AoEs when possible. If you do cast AoEs onto King Raiyum before he spawns, and he does not spawn: leave the room , allow the AoE spells to expire, and then return to the room. He should activate normally.
    It's for AoEs, but I don't know if it's the same bug.
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  15. #255
    Community Member SlipperyPete's Avatar
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    Default Bug?

    Is the issue with tool bars brought up in the below thread link a bug? If yes it is a bug, will it be addressed? If no it is not a bug, why is it not considered a bug?

    http://forums.ddo.com/showthread.php...ight=tool+bars

    Thank you
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  16. #256
    Founder vyvy3369's Avatar
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    Quote Originally Posted by tihocan View Post
    ...and I know some people have been claiming Prot from Evil to stack with resistance items, though I never checked it myself...
    Since this has been around since Giant Cave days, I decided to go there and double check. Sure enough, Protection from Evil is still granting a further +2 bonus to my saving throws while wearing a +4 Resistance item.

    I started off with a Bloodstone on vs. a Fire Giant and saw:
    (Combat): You attempt to save versus fireball. You roll a 2 (+24): save!

    Switching to a Fragment of the Silver Flame and no other changes:
    (Combat): You attempt to save versus fireball. You roll a 12 (+26): save!

    Edit: to clarify, that character has a reflex save of:
    05 Base
    05 Dexterity
    04 Resistance Ring
    01 Eldritch Resistance
    04 Greater Heroism
    05 Dwarven Resistance vs. spells
    --
    24

    My initial tests were going from Head of Good Fortune to Fragment of the Silver Flame, and I thought for sure it had been fixed until I realized the luck bonus was just being replaced by the extra Resistance.
    Last edited by vyvy3369; 08-31-2008 at 09:07 AM.
    Quote Originally Posted by vyvy3369 View Post
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  17. #257
    Community Member moorewr's Avatar
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    Default Spells and aggro

    I've been soloing my cleric in the desert a bunch and it caused me to reflect on this..


    There seem to be numerous offensive spells that do not draw aggro when they fail.. sneak up on a gnoll, cast hold person.. either they're held, or they keep contemplating the horizon.

    Command, Hold Person, Hold Monster, and charm/suggestion/domination all seem to be this way. Does this have a basis in PnP? Is it intended?
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  18. #258
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by moorewr View Post
    I've been soloing my cleric in the desert a bunch and it caused me to reflect on this..


    There seem to be numerous offensive spells that do not draw aggro when they fail.. sneak up on a gnoll, cast hold person.. either they're held, or they keep contemplating the horizon.

    Command, Hold Person, Hold Monster, and charm/suggestion/domination all seem to be this way. Does this have a basis in PnP? Is it intended?
    Hold spells dont need the target to hear you (Though command and charm spells should definately aggro), so maybe the mob just gets a momentary headache (made a will save), thinks its just a passing thing and goes about its buisness.
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  19. #259

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    Quest Bug Encountered Last Night (and bug reported... and ticketed but never got a GM response before quest timer ended - 20 mins of open ticket):

    Problem: Cannot complete the Cursed Crypt Skull Darkening in the South Center darkening area - the one that requires the 2 levers to open the gates to use the altar. Method that caused this bug:
    1) Complete cursed crypt up to 2nd floor access
    2) In the South Central lever flipping altar room, flip both exterior levers to get into the altar area and spawn the red named.
    3) Flip the lever inside the altar area to keep the gates down (this was probably our out of order step)
    4) Kill the red named boss outside the altar area with noone remaining in the altar area.
    5) Find that the gates have come up (despite step 3), that both exterior levers are now "LOCKED" and that you have no access to the altar or the altar lever.
    6) File bug, post here, and ***** to your party about the crazy slow GM response and quest bugs.
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  20. #260
    Founder Undeadrat's Avatar
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    Default Improved Crit

    I leveled up my Monk from 8 to 9. Why can I not take Improved Critical Bludgeoning? The prereq is a base attack of +8 and prof. I have both, unarmed, staff and club are all blunt weapons. Is this a bug? I can't find anything in known issues.

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