What you "want" isn't important to me. You're spreading lies, so in response I'm spreading the truth.
The fact that normal non-VOD devils can teleport while blinded is not a matter of "Player Opinion". It's something that anyone moderately interested in this subject could have tested for himself.
PS. I, like many players, am frequently more accurate about DDO's behavior than developers are.
I am pretty sure blinded devils still can teleport, but a rogue with a brilliance II will usually take one out before he ever gets the chance.
The context of the question was that Imaqpt thinks that only VOD devils can teleport while blinded, and others cannot. (This is something anyone with Blindness, Power Word Blind, or Contagion could easily check for himself)
You are fairly correct, in that part of the reason players may think most devils can't teleport while blinded is because they die pretty soon, so they don't get a chance to use the power. And clearly the 5000+ hp devils in VOD would die slower, giving more time to notice them porting.
Last edited by Angelus_dead; 07-25-2008 at 12:51 PM.
The Toughness granted by Minos Legens, as currently implemented, allows access to the Toughness enhancements. These enhancements remain even if the helm is later removed. As I see it, this is a somewhat gray area, and there are two parts that could use some clarification about whether or not they're bugs:
- Should the Toughness granted by the helmet open up enhancement lines?
- If the answer to #1 is Yes, should the enhancement lines remain if the helmet is removed?
Speaking from the viewpoint of stealth soloing Running With The Devils - the regular bearded devils absolutely can teleport with blindness going. Blindness can keep them from aggroing, and may very well alter which characters they are aware of when they do, which would change the behavior of how often/where they teleport to.
Endless Night Event Summoning Chamber Walkthrough and General GuideNear useless builds for those who want a challenge: The True(ly Useless) Necromancer - The Abuse Sponge Paladin
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
The doomsphere has a set of doomsphere rays that a typical beholder doesn't use. Some of these include Boneshatter, Chill Ray, Withering, Sear Flesh, and so on. However, when a doomsphere lights up like a christmas tree and zots you with all of its rays at once, it uses normal beholder rays (flesh to stone, finger of death, hold person, inflict moderate wounds, etc.) and not those that the doomsphere naturally uses. Is this intended or something that was overlooked?
Server - Thelanis
Fighting in the Lodge is not permitted. Take it outside (i.e. to PMs)
Do not cross The Mighty Cube!
Originally Posted by MysticTheurge
All my handwraps that have ghost touch on them are not hitting incorporeal mobs the way they are supposed to. I am still getting the incorporeal miss chance when hitting the mobs.
ChristiBelle
Argonesson Lvl 16 Monk/Velence 12Wiz
Items
Zoning removes the affect of Lesser, Improved, and Greater Regeneration applied by raid loot. Re-equipping the raid loot items after zoning will reapply the effect.
Some handwraps weapon effects are not working properly. - That would include Ghost Touch
Greensteel bows are currently not properly applying blast effects.
HP regeneration items are currently negating the effects of Monk Wholeness of Body. Unequipping the regeneration item will allow Wholeness of Body to take effect.
Known Isues THread
http://forums.ddo.com/showthread.php?t=150534
I have an eighth level cleric on Gh server. When I earn action points it always the tool time either shows one, even if I have 2+ saved up. It doesn't matter if I logout and log in again.
If I open the Character Windows and select the enhancement tab it displays the correct number of enhancements.
OK I've asked this a number of times but I keep missing the devs and then threads get closed and worlds end... so once more
I've seen player guesses and tests and what not but really I'm looking for a full complete and accurate Dev answer
Quarter Staffs
Glancing Blows
THF Feats
TWF Feats
how do these 4 items interact and relate to each other.
Is it that TWF has some minor effect on Q Staffs
Does THF work on Q Staffs
What are the formula for determining glancing blows and is this accurate for quarter staffs
If not what is
Just want to clear up confusion for myself
Aesop
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
There was a dev explanation a while back, but the exact quote is probably lost. Quarterstaves are a completely separate style of attack that is not affected by TWF or THF (and thus no glancing blows) was the short answer, but that was from long before monks. They do receive 1.5x str bonus from PA just like normal two-handers, but that was about the only similarity. Also as expected they do benefit from all of the bludgeoning feats (WF, GWF, WS, GWS, IC)...or at least they did way back when I was using a vertigo Quarterstaff.
Glancing blows were recently discussed here:
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
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.
Interesting....Most of the time I'm able to cause the goggles issues simply by forgetting to take the goggles off and recalling once everyone else is dead or being dead with them on and having to release because everyone else is dead as well.
So far my ranger 16, human, is 10/10 on getting stuck in a loading screen when this happens. I'll keep bug reporting away and maybe we will hit on something.
970 sp and counting
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