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Added Spell Failure (see reason here) and a bump for new players to see.
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Added Quicken Spell.
The current wording is, "While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points." It is misleading because some attacks can interrupt casting spells, like Trip or Bullrush.
A better would thus be, "While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by taking damage, but they consume 10 additional spell points."
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Quickdraw:
- Does not say that it reduces the activation time of certain abilities (like Intimidate or Action boosts)
Expeditious retreat:
- Lists 20% speed bonus when no change was listed in Release Notes (should be 25%)
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I also updated.
Haste:
- Provides a bonus to movement speed but does not list the size or bonus type of the bonus.
- Does not even mention existence of said bonus to movement speed
Does anyone else thinks that the DDO description is mess?
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The Implosion spell description gives two pieces of incorrect information: It states that SR does not apply (it does) and that the spell doesn't affect incorporeal monsters (it does).
Now what do you bet they change the description for the former and the effect for the latter? Heheh.
"Perhaps the end has not yet been written…”
The Hand of the Black Tower Officer
Najdorf, Assassin :: Keres, Vindicator :: Alekhine, Augur
"It's not 'Zerging.' It's an armed reconnaissance."
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Frenzy and Death frenzy descriptions have been updated. Tho are still pretty vague nad poorly worded. They now read "You have extra strength, and you do (allot) extra damage, but injure yourself in while attacking." And thats not a typo on my part, it really reads like that. Turbine doesn't proof read do they lol.
Only difference in frenzy and death is the word allot added for death frenzy.
Barbarian Might..
Here's your player answer:
Glancing blow damage increase: 0
Proc chance increase: 0
Like the sorcerer capstone it doesn't do anything at all. (tho the +2 str does work, and reads as a "feat" bonus in the str dropdown.)
Are you sure? The Compendium gives me the following:
Frenzy
Expend 10 hit points to enter a frenzy (which can stack with your basic rage), increasing your strength by 2 and adding the 'Vicious' property to your melee weapons (+2d6 damage / +1d3 damage to self).
Death Frenzy
Expend 20 hit points to enter a death frenzy (which can stack with your basic rage and frenzy), increasing your strength by 4, your critical threat multiplier when raging by an additional 1, and adding the 'Greater Vicious' property to your melee weapons (+4d6 damage / +1d3 damage to self).
Since the Compendium pulls its data directly from the game, I would like to see a screenshot from that description please.
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Here is one that confused me about weapon effects.
I looted a Crippling [weapon] of Slowburst.
Crippling effect says it slows the monsters movement speed on a critical hit.
Slowburst says it applies a slow to the monster on a crit, with a saving throw to negate.
Does crippling automatically affect movement speed, and does slowburst use a "Slow" spell effect? So Slowburst might also reduce attack rate?
I couldn't figure out if that weapon was redundant or not because the descriptions of those effects were not entirely clear. Would the reduced movement speed stack if both effects landed on a crit?
Also, does it mention the % reduction in speed, and how long it lasts? I think Crippling says movement is halved but doesn't mention duration. I think Slowburst mentions duration and Will Save DC, but does not describe the actual penalty (I am assuming it would be "as per the Slow spell")
Not sure if this is the right thread to mention this issue, but I feel like something could be more clear in those effect descriptions, if only to distinguish the difference.
Last edited by MysterX; 10-26-2009 at 06:30 PM.
Last edited by Borror0; 10-26-2009 at 06:29 PM.
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Thanks for the answer about stacking, I guess those sorts of weapons could be useful in certain situations if it results in a 'mega-slow'.
I made some edits in my last post about effect duration and magnitude that I think would be handy in the actual descriptions.
This brings up a question. Does Crippling have a duration? If so, what is it?
I have never played with it enough to actually know that!
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The description of the armored agility enhancements is semi-vague. Dunno if it's enough to put on the list but anyhow...
This might be interpreted as:Reduces the armor check penalty that applies to many of your skills by X regardless of armor worn.
Reduces the armor check penalty, that applies to many of your skills, by X regardless of armor worn.
It appears that the armor check penalty (at least for armors) is in fact split into two parts, one part affecting skills and one part giving a penalty to attack rolls. The description for the enhancement is correct since it does in fact only affect the penalty to skills.
This is apperent from the description of:
Mithral reduces armor check penalties, i.e. both the penalty to attack bonus and the penalty to skills.Mithral: Mithral is a very rare, silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors made of mithral are treated as medium armor. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3.
Armored agility reduces the armor check penalty to skills by X regardless of armor worn.
Yet another example of that thing about reading comprehension and not expecting things to be like PnP =P
http://www.d20srd.org/srd/equipment/armor.htmNonproficient with Armor Worn
A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.
The only time armor grants a penalty to attack rolls is when you're not proficient with it (bards/rogues/rangers in Medium armor, barbs in Heavy, arcane casters in any, etc).
So you should only be getting an attack penalty if you're wearing armor you're not proficient in. The ACP only applies to skills.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
Yeps, and the non-proficiency penalty is reduced by e.g. the armor/shield being mithral.
Only if you are proficient. =)
According to PnP the armor check penalty applies to skills and in the case of non-proficiency to attack rolls.
In DDO, the two armor check penalties applies to skills and in the case of non-proficiency to attack rolls, respectively. e.g. a +1 fullplate will incur a -5 penalty on attack rolls whereas a +1 mithral fullplate will only incur a penalty of -2. And a monk could use a mithral breastplate/brigadine/scale mail/chain shirt without a penalty to attack despite lacking proficiency.
Case might be it being easier for them to have two separate variables, applied to skills and attack rolls respectively. The one applied to attack rolls applied only if you missed the correct feat.
This opposed to having one variable conditionally applied for attack rolls and always applied for skills.
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Bottom line being that if armored agility applied to armor check penalties, as opposed to only to the armor check penalty applied to skills, a dwarf ranger/rogue etc. would be able to equip a mithral fullplate without non-proficiency penalties, by spending 3AP on dwarven armored agility.
On a completely different note one would wonder if a certain medium armor with 0 ACP would be usable without penalty by classes/builds lacking proficiency.![]()