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Thread: The QA Lodge

  1. #221
    Founder vyvy3369's Avatar
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    Is it intended that targets are not counted as flat-footed while balancing whether or not the target has 5 or more ranks in Balance (such as while standing in effects like Grease)? I didn't test it extensively, but I tried it on several enemies who don't seem to have a very high balance skill at all. The primary reason for asking is that sneak-attacks using a backstabbing weapon were not being generated while fighting things standing on Grease. I can see this making some of the less-popular spells more useful such as I think some of the ranger spells, grease, and possibly some of the cloud spells.

    Quote Originally Posted by D20 SRD Balance skill
    You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:

    Being Attacked while Balancing
    You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Balance check against the same DC to remain standing.
    Quote Originally Posted by D20 SRD Grease spell
    A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
    Quote Originally Posted by vyvy3369 View Post
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  2. #222

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    Orthons and bearded devils don't teleport while tripped or webbed.

  3. #223
    Quality Assurance Silthe's Avatar
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    Quote Originally Posted by Ryvin1 View Post
    Why can't we assassinate with with a range weapon, at least within backstabbing range? I was pretty sure you could in PnP, and logically I think kill shots make sense in game also.
    In PnP, the assassin's Death Attack must be delivered with a melee weapon. We did not change that in DDO (partly for tech reasons).

    So for the purposes of this thread, it's not a bug.


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  4. #224
    Quality Assurance Silthe's Avatar
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    Quote Originally Posted by Missing Minds View Post
    Try this one that has been in existence forever.

    When my "open door" "open lock" "shrining" bar is full, I should be done, not wait 1-2 seconds longer AFTER that.

    http://forums.ddo.com/showthread.php?t=152269

    I remember bugging that myself a long time ago when the Earth was young. I'll dig it up and see what happened to it. I think it got "fixed" so it wasn't as bad as it was originally (MUCH more noticeable than it is now) but never re-fixed when pointed out that it still wasn't quite right. Maybe a dev will have some time to take another look soon.


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  5. #225
    Community Member Kaish's Avatar
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    Quote Originally Posted by Silthe View Post
    Disregarding the discussion on how it should work in pencil & paper D&D, in DDO Orthons and the others can use their purely mental teleport ability while under most if not all of those conditions. It is unclear if someone made that a deliberate choice at some point or if it just "happened" that way.

    So, for the purposes of this thread, it's not a bug.

    It IS a design issue that could be changed. I encourage all of you who feel strongly about it to start another thread giving reasons why you'd like to see this change.


    ~Silthe
    Simply cause sometime they teleport into walls... making the quest unfishable (like in the Shroud, part 2)

    Plus, many other monsters can still move while stoned or paralyzed. Lets think of Ogres, Kobolds.. and so on...
    Last edited by Kaish; 08-05-2008 at 11:17 PM.

  6. #226
    Founder Lazarus's Avatar
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    Default Ghost Touch for ac

    I remember way back when that i pulled a +2 ghost touch full plate and was trying for the longest to pull a +5 to pair with the +5 ghost touch tower shield i had. In pnp i know that ghost touch on a shield or armor should make that armor like normal for the purpose of defense against wraithes and other incorporeal creatures. so was wondering if it is by design or not that ghost touch shields (and armor i guess even though i haven't seen any in a long time, removed from loot tables?) don't give their bonuses to ac v.s. incorporeal creeatures?
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  7. #227
    Community Member SkyCry's Avatar
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    Quite often I manage to put Hold Monster on a target and the target is still moving around!

    This also happens with hypnotised targets, though that one can argue about, but when the monster is actually completely **paralyzed**, how can it still move around?

    This happens the most in Maze of Madness, when you cast Hold Monster on Razor Cats - often the cat starts "sliding" all around the place at full speed and 5 tanks spend 2 minutes trying to hunt it down (quite hilarious, i must say). It happens in no relation to other effects (e.g., both while feared and while not under fear effect).

    Is this some kind of funky AI bug? I want to run away from my enemies too, when I get held!!

  8. #228

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    In DDO, there is no such as AC versus incorporeal creatures. Rather than making them ignore our Armor, Natural and Shield bonus to AC, incorporeal mobs got a huge bonus to to-hit. So, the only thing the ghost touch on your shield will server is shield bashing. Now, adding an untyped bonus to AC equal to your shield bonus versus incorporeal mobs could be nice.

    It's clearly possible as the phase hammer has Greater Incorporeal Bane.

    Quote Originally Posted by Lazarus View Post
    I remember way back when that i pulled a +2 ghost touch full plate and was trying for the longest to pull a +5 to pair with the +5 ghost touch tower shield i had. In pnp i know that ghost touch on a shield or armor should make that armor like normal for the purpose of defense against wraithes and other incorporeal creatures. so was wondering if it is by design or not that ghost touch shields (and armor i guess even though i haven't seen any in a long time, removed from loot tables?) don't give their bonuses to ac v.s. incorporeal creeatures?
    DDOwiki.com, #1 source for DDO information.

  9. #229
    Master Cryptologist Wulf_Ratbane's Avatar
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    Quote Originally Posted by Kaish View Post
    Simply cause sometime they teleport into walls... making the quest unfishable (like in the Shroud, part 2)
    My own bete noir in this regard is the "Devil Assault" milestone inside Ritual Sacrifice.

    Seems there is always at least one fiendish scorpion that burrows beneath the floor and won't come out again. This happens about 2 out of 3 times I play this quest. It's ridiculous.

    Quite frankly, I wish that the Devs would impose a sweeping policy on their content team:

    Until all the bugs are worked out of teleporting/tunnelling/phasing creatures, they CAN NOT be used as required milestones to advance a quest.


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  10. #230
    Community Member Silverjade's Avatar
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    Quote Originally Posted by Wulf Ratbane View Post

    Seems there is always at least one fiendish scorpion that burrows beneath the floor and won't come out again. This happens about 2 out of 3 times I play this quest. It's ridiculous.


    I find the if you have cast firewall or any damaging aoe spell and/or are wearing fearsome they don't come back up.
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  11. #231
    Master Cryptologist Wulf_Ratbane's Avatar
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    Quote Originally Posted by Silverjade View Post
    I find the if you have cast firewall or any damaging aoe spell and/or are wearing fearsome they don't come back up.
    I assumed it was something along those lines.

    We had quite a grand time playing with it while we waited half an hour for a GM to show up. We cast a few earth elementals, who earthgrabbed it and yoinked it back to the surface; we could catch it in a web; we even got symbol of persuasion to work on it. Eventually we could even swing at it and get streams of yellow 0's. But it was never truly "active" in the game world so we couldn't do anything to it.


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  12. #232
    Community Member SteeleTrueheart's Avatar
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    Default Self stunning Ogres

    I remebered the other day that Ogres sometimes stun themselves when attacking. Is this a working as designed feature?

    I first noticed it when I ran to Meridia the first few times. I was shield blocking an ogre while testing my smites and every now and then after striking me he would be stunned. I put it down to me having some sort of guard effect on that I wasn't sure about. (I didn't have any guard on though)

    Just recently though I was running Hiding in Plain Sight solo and one of the Ogres there seemed to stun himself just by swinging at me. Another creature was between me and it so he did not even get an attack roll on me but he was stunned for a few seconds.

    It really is a weird phenomenon, and I forgot to bug report it. If I see it agin I will.
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  13. #233

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    Quote Originally Posted by SteeleTrueheart
    I remebered the other day that Ogres sometimes stun themselves when attacking. Is this a working as designed feature?
    This happens because the ogre's rage ended. If the group had trouble taking an ogre down sometimes the best way to handle it is to let it romp around, rage, romp some more, and attack it when it is stunned from its rage ending.
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  14. #234
    Community Member Auran82's Avatar
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    I put a bug report through for my rogues Way of the Acrobat II 'can not be knocked over' ability ceasing to work again.

    No idea whatsoever what caused it to stop working though, just noticed it during part 5 of the shroud when someone cast grease and I was moving slowly over it and getting save rolls. Only thing I can think of is that my net dropped out in part 1 and I reconnected. Logging out and back in fixed it though.

  15. #235
    Community Member juniorpfactors's Avatar
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    Quote Originally Posted by Silthe View Post
    I remember bugging that myself a long time ago when the Earth was young. I'll dig it up and see what happened to it. I think it got "fixed" so it wasn't as bad as it was originally (MUCH more noticeable than it is now) but never re-fixed when pointed out that it still wasn't quite right. Maybe a dev will have some time to take another look soon.


    ~Silthe
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  16. #236
    Community Member SkyCry's Avatar
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    Quote Originally Posted by Auran82 View Post
    I put a bug report through for my rogues Way of the Acrobat II 'can not be knocked over' ability ceasing to work again.

    No idea whatsoever what caused it to stop working though, just noticed it during part 5 of the shroud when someone cast grease and I was moving slowly over it and getting save rolls. Only thing I can think of is that my net dropped out in part 1 and I reconnected. Logging out and back in fixed it though.
    Sometimes very similar thing happens to my WF, who is wearing moderate fortification item. Once in a while (perhaps due to unintentional disconnects) he just loses his *base* WF fortification (the 25%) and is left with 75% from item. Unequipping item makes fortification 25% and it's not just a visual bug, as I was critted with mod fort item on. This weirdness persists till I relog. I haven't been able to track the source of this problem, hence can't provide details on how to replicate this so far. :/

  17. #237
    Community Member BlackSteel's Avatar
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    Quote Originally Posted by SkyCry View Post
    Sometimes very similar thing happens to my WF, who is wearing moderate fortification item. Once in a while (perhaps due to unintentional disconnects) he just loses his *base* WF fortification (the 25%) and is left with 75% from item. Unequipping item makes fortification 25% and it's not just a visual bug, as I was critted with mod fort item on. This weirdness persists till I relog. I haven't been able to track the source of this problem, hence can't provide details on how to replicate this so far. :/
    did u dc prior to losing ur fort? I find if I dc in a quest theres a strong likelyhood I'll lose all my wf immunities. Most noticeable by the Rage Fatigue icon that appears in the corner while on my barb. But it sounds like a different problem, b/c I've yet to find a way to get them to come back short of relogging.
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  18. #238
    Community Member SkyCry's Avatar
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    Quote Originally Posted by BlackSteel View Post
    did u dc prior to losing ur fort? I find if I dc in a quest theres a strong likelyhood I'll lose all my wf immunities. Most noticeable by the Rage Fatigue icon that appears in the corner while on my barb. But it sounds like a different problem, b/c I've yet to find a way to get them to come back short of relogging.
    Most likely yes, but the last time this happened was a rather long time ago (I don't play just WF, you know )... The fortification is easy to check through the character window, while WF immunities are harder to track (my WF is fighter/wiz, not barbarian). It is quite possible that yours and mine are the same bugs.

  19. #239
    Tasty Ham Smuggler Kromize's Avatar
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    Couple things that have screwed me over inside quests recently:

    1: Hypno mobs, get the chest with key in it, run away,,,then get killed by the same mobs u hypnotized not too long ago...why do mobs agro on you if they have no clue it was you.

    2: Same thing really, how do they know where to go. Shouldn't they loose agro if they can't see/hear you, and only look around a little

    :/

  20. #240
    Community Member Depravity's Avatar
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    Quote Originally Posted by Kromize View Post
    Couple things that have screwed me over inside quests recently:

    1: Hypno mobs, get the chest with key in it, run away,,,then get killed by the same mobs u hypnotized not too long ago...why do mobs agro on you if they have no clue it was you.

    2: Same thing really, how do they know where to go. Shouldn't they loose agro if they can't see/hear you, and only look around a little

    :/
    Hypnotize, in game and just like "real" hypnosis, doesn't cut off awareness of your surroundings. It just removes volition for a short while. It does work nicely with stealth, however, allowing you to immobilize patrolling critters while you do whatever your doing. If you're at low levels and want to just waltz past things, use a sleep spell.

    And the "I know where you are" thing is a pretty consistent complaint for stealth junkies. They do something pretty similar even if you got out of sight and hid. Currently the workaround is to make yourself invisible and hit stealth, which will make them lose you if your stealth skills are high enough. They don't seem to check line-of-sight when you're around corners, so that would appear to be broken at the moment.

    Edit: Odd way to go about it, but if you charm things before they see you, and are stealthed/not there when they come out of it, they never aggro. Dropping a mass suggestion, running past, and scraping off the charmies will prevent you having to fight.
    Last edited by Depravity; 08-11-2008 at 01:14 PM.
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