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1) I'm pretty sure that blocking without a shield is intentionally weak. The blocking DR is actually a complex formula taking several things into consideration such as level, BAB, shield qualities, etc. I think without a shield though a lot of the benefit goes away, and that was intentional.
2) Check it against Otto's Resistable Dance and I think you'll find the ranges similar. Basically, for touch spells you need to be more or less right next to the target to cast. The Cure spells however (Cure Light Wounds, etc) had their range increased to make it possible to heal effectively. That was a deliberate deviation from the pen and paper rules just to make playing a cleric fun and effective. In the early pre-release days, the cure spells (and a few other restorative spells) were all set to very short range. You think it's difficult getting the barbarian to sit still long enough to get buffed? You try healing him in the middle of a grand melee when you need to be right next to him to do it. Now think about doing that for four more people at the same time.
We only changed the ranges on spells we thought would mostly be cast in combat on allies. The rest we left as is.
3) Hmm... Good Hope DOES give bonuses to Ability checks, as per the pencil and paper rules. Thing is, I don't think there ARE any Ability checks in DDO. Rest assured though, if there were, Good Hope would give you bonuses to them. (This is a peril of copying text from the D&D Player's Handbook.)
4) Combat Expertise, Defensive Fighting, and the rest were deliberately made exclusive back in pre-alpha. Unfortunately, no one seems to remember what the reasoning was. Fortunately, no one seems to remember what the reasoning was. I suggest starting a separate thread to see what others in the community think about changing how it works now. If there's enough support, we might start discussing it internally. If anyone suddenly rememebrs what the original reasoning was, I'll let you know.
5) We have a consistent feedback system. There are three ways a monster will avoid a spell effect, each with a different visual cue to let you know what's going on. First, is the blue-ish little octagon thing to indicate that it made its saving throw. Second, is the Immune message telling you that no matter what you do, the monster will not be affected by your spell. Third, the blue "sparkly" as you put it indicates that you failed to overcome the monster's spell resistance. The first and third indicate it might be useful to try casting again, as there is a chance the spell will take effect. The Immune message tells you to try something else.
~Silthe
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Nor does Symbol of Pain affect it either.Originally Posted by MysticTheurge
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I can understand the distinction there, though. That's not a "check" so much as it is something that requires a certain ability score.
I've argued before that Good Hope should give you a bonus to your effective score for those things since, in D&D, they would be ability checks. But I could also really live without it.
The being tripped thing, though, is absolutely a d20 + an ability modifier, which is precisely what an ability check is.
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- With Shield:
This fomula applies when blocking with a shield and only against melee attacks. Active (bracketed) Damage Reduction is halved if blocking ranged attacks.
Passive DR + [(BAB / 2) + 2 + Shield DR rating (now includes Shield Enhancement) + Shield Mastery Feats + Shield Mastery Enhancements]
- Two-Weapon Fighting:
This fomula applies when blocking while wielding two weapons and only against melee attacks. Active (bracketed) Damage Reduction is divided by 4 if blocking ranged attacks.
Passive DR + [(BAB / 3) + 2 + Two-weapon Blocking Feat]
- Two-Handed Fighting, Single weapon & no shield, or Unarmed:
This fomula applies when blocking while wielding a two-handed weapon, a single weapon but no shield or fighting unarmed and only against melee attacks. Full Damage Reduction if blocking ranged attacks.
Passive DR + [(BAB / 5) + 1]
Figure out yourself if it's working properly. Could be a display bug.
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On that topic... can we look (again) into getting that feedback system reflected in the combat log?
Spell resistance already shows up, but it'd be nice if you got Immune and Save messages there as well. We obviously don't need to see the numbers involved in the monster's save, but given that the blue-hex already tells us whether they save or not, is there a reason we can't see that in the combat log (along the lines of "<Monster> saved against your <Spell>."
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And this is deliberately pretty lame -- a dragon tries to bite you and you decide to... stick your arm in the way? Yeah, I suppose it's less bad than having him eat your head, but you aren't really helping a whole lot. If you want to block, go buy a shield (or at least get an off-hand weapon so you're sticking something steel up the dragon's nose).
Also, yay for people reading my previous posts on the all-too-complicated blocking DR system
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Yeah, this has been on my to-do list for a long time. Since, um, the point in beta testing when I wrote most of the chat feedback that we do have. Unfortunately, there are a lot of things considered higher priority, so it keeps being bumped down into the "next time" bin.
Also, if there are any particular spells or effects that aren't giving the appropriate blue splash or immune text, it may be worth filing a bug; we do have the power to stop those (for things like making paladin auras not spam immunity messages), so it is possible that we accidentally set some effect to not give feedback when it really should.
Last edited by Borror0; 08-01-2008 at 04:01 PM.
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Why, if you're wielding a big-ass sword, axe or hammer would you try to block with your arm instead of the aforementioned big-ass weapon? For that matter why would you do it when you were using a smaller, one-handed weapon?
(Which is to say, why are Twohanded Fighting and One-handed No-Shield in the same category as Unarmed instead of in the same category as Two Weapon fighting? Wouldn't the logical thing to do when blocking be to use your weapon, even if it's not in the offhand, to do the blocking?)
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When you do that, could you consider a way to filter the feedback we get per window?
Liek this, I could have a widnow for how often I get it, another for saves, etc. It'd be nice also to consider adding dices for spells like Ray of Enfleebement. Right now, we have no idea of how much we have debuffed the mob for. Oh, and SR rolls. Oh, and better feedback for saves we do. Sometimes they are missing.
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Have a question about the Eberron Setting?
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Have a question about the Eberron Setting?
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