Currently, the way to truly lose aggro is to be approximately 200 feet or more away from them (or have them tether).Originally Posted by Kromize
Currently, the way to truly lose aggro is to be approximately 200 feet or more away from them (or have them tether).Originally Posted by Kromize
Server - Thelanis
Are cr2 wargs in tangleroot(explorer) supposed to have 100 hp? Seems a little much...
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!
Gornn 3:16 says: Gornn just hugged yo' @$$!
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"It's only elitist if you're not actually better than everyone else."
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![]()
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.Originally Posted by Kromize
Server - Thelanis
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.
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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.
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
The Balance DC is of whatever the DC was with weapon you used to make the trip.Originally Posted by SkyCry
Server - Thelanis
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?
Bronko Lawbringer
Founder, Guild Leader, & Official Meat Shield™ of THAC0 on Ghallanda
www.thaczero.net
Did you try the workaround in the Known Issues?
It's for AoEs, but I don't know if it's the same bug.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.
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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
Was it over when the Germans bombed Pearle Harbor?
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.
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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20 Rogue Assasin
Currently on life 42 of 42 (Final Life!)
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.
Casual DDOaholic
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.![]()