I never meant to suggest that S&B could or should ever be able to compete with the DPS of either 2HF or 2WF.
The point of S&B is to get more AC than other fighters -- obviously, not every player is going to be convinced that this is a worthwhile goal.
But your suggestion that 2HF S&B will be of "zero" consequence to S&B is quite clearly an exaggeration.
Last edited by Natashaelle; 06-01-2010 at 09:43 AM.
This was the closest thing I could find. It contains the same wording as the 3.5e Epic Feats List Hosted on the WotC site(.RTF)
It bears little in common with the cited STWF rules, even ignoring the fact that it requires 21st level to select.
As far as the proposed changes go, my initial reaction is not at all positive. However, I certainly hope it works out better than it looks. After my experience playing a monk in EQ, red flags start going up whenever sweeping changes are proposed based on how a small fraction of a percent of characters perform in a small fraction of a percent of content.
Most of all, I'm looking forward to Eladrin's reaction when he comes into work after the long weekend to find out he has to read at least a third of a 135 page thread.
Last edited by Artos_Fabril; 06-01-2010 at 09:45 AM.
Double strike is actually better for monks and S&B because there is a chance of a second proc of a special attack e.g. trip, stunning blow (for S&B) and stunning fist, quivering palm, touch of death (for monks). This means the mob has to save twice.
I wouldn't agree that 10 or 15% less dps is killing builds. Especially when it is putting these overpowered builds on the same footing as THF.
I believe the increased hate from stances are still broken.
Garth
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
I dont know how D&D engine works.But from what i understand *Lag* problem comes from *Multiple Dices count on weps (Holy/Acid/Fire/Ice...) . If the *Multiple Dices (Holy/Acid/Fire/Ice...) are counted separately then read next*
To clear some of the Lag one change could be done - instead of multiple checks on every Element on a Wep to be done only 1dice for each Wep (For TWF).
So let me explain a bit - If u have a Scimitar (with Holy2d6,PureGood1d6,Acid1d6) and u roll a dice ToHit (to pass AC of mob) lets say 10 (lets say hit) GameEngine/Client need to dice for Every dice, RandomGeneratedNumber(#RGN) depending on every Dice (if im not right stop reading and ignore this post) so GameEngine/Client needs to #RGN 1d6(Scimitar)+2d6(Holy)+1d6(PureGood)+1d6(Acid)=4# RGNs coz each its a diferent Efect.
Now to do it the New my way - Same Wep,Same ToHitDice 10 - instead of making all those #RGN make just 1#RGN on HitDice number (convert the hit dice 10 to 50%) so a 10ToHitDiceRolled to get 1d6=3(Scimitar)+2d6=6(holy)+1d6=3(PureGood)+1d6(Ac id) == so only 1dice /hit (1#RGN /hit + Reuse of % got from ToHitDice) ***I know its hard to get it coz would be like a Vorpal on 20HitDice everyting hiting full .
Or when u Reuse ToHitDice % lets say 20ToHitDice instead on using on 1d6=1-6 u could use 1d6=6-1 so u get a bit random end DMG. = Same Wep,ToHitDice 20=100% == 1d6=6(Scimitar)+2d6=2(Holy using 2d6=12-2)+1d6=1(PureGood using 1d6=61)+1d6=6(Acid).
I would expet like 5-10%max less lag or less but sounds alot Crazy and maeby better then Nerfing OffHand like that.
Just trying to help dont jump on me to hard ^^. ty and have funn in anyway it comes.
It could be a quick/fast Twick untill DDO team gets some more cash to Upgrade Hardware/Software. :P
Last edited by cata; 06-01-2010 at 09:56 AM.
Yes.
No.
No.
Twitching THF should be fixed. The rest is just overkill. Fixing the twitch THF would be sufficient to obtain the desired goal. This is being said as a player that uses twitch THF on a character (probably my current most favorite, actually).
Interesting "tie in" here.
I played in a shroud group last week that wasn't that much DPS/melee build. We had two rogues, 3 clerics, 1 FvS, 1 sorc, 1 wiz, 2 Barbs, 1 ranger and 1 fighter. We took him down in part 4 in one round. No pets, no dancing...and believe it or not....almost no buffing in the first 3 parts.
I played a few nights ago with some guy in another shroud run that took forever to get into the quest. We waited about 7-8 minutes for him to come after his invite. When he finally got in, he apologized for taking so long. He said that he was playing via his phone lines, because his Cable wasn't working. We had 1 cleric, 1 Fvs, 1 bard, 1 sorc, 1 rogue, 3 fighters, 2 barbs, and 2 rangers. There were pets everywhere and discos. The guy with the phone line seemed to be a step behind everyone. Almost several wipes in Part 2... twice we were down to one person who managed to rez most of the party. There was tons of lag. Then we wiped in part 4 with the boss at about 5%.
It seems odd, but could his playing on the phone line affect lag severely for everyone else? Could pets and disco balls affect it?
If so, is it possible to sort people out by connection speed? Those with better speeds/connections stay with each other, and those with slower .... stay with the slower..?
Seems a bit odd.... but would that work?
I have noticed this too. Sometimes when I'm getting bad lag, I ask the party which one of them using wireless or dial-up to play. Almost every time somebody is.
The program should just forget these people, and not try to keep them up to speed with everybody else.
Whether these selfish idiots should be playing at all with a connection like that is another matter altogether. I don't pay for a 20 MB connection just to have my gaming experience ruined by some idiot using a laptop in a coffee shop.
Last edited by Aspenor; 06-01-2010 at 10:12 AM.
This is a somewhat uneducated observation, but it seems to me that the type of lag associated with those 2 things would be unrelated. Disco balls seem to have impact only on client-related (graphics processing) lag whereas multiple pets introduce AI pathing, DPS, etc. in other words a heavier burden on the server calcs.
Eaux ~ Crankh ~ Yoomaykmee ~ Gwalchmai ~ R.I.P. all others
AoK ~ Putting the COLOR in Argonnessen since 2006
Some dev posted (not sure if in this thread or another) that they had fixed this problem already, and a bad connection wont affect the others in the group in the future (area of effect spells were waiting for everyone life signal to take effect, so, the group lag was a case of the worst connection for the group, from now on, area of effect spells will be applied to everyone individually without waiting for the others)
Steady on there - some of us cant get a high speed connection where we live. I'm playing wirelessly too because my router is at the far end of the house, where the phone line comes in. Its 'broadband' - 1.5Mbps. My wireless connection to the router is way faster than that. its not the wireless that affects my gameplay speeds, if anything its the ADSL line. I'm not 'some idiot', thank you very much. In fact, I checked with the cable company I was with at my last address before I committed to buying this house because my internet speed was pretty much a deal breaker, they told me cable was available.... and they were wrong. I am (*&^&^ off by that on a daily basis. However, even had I not checked this wouldn't make me an idiot - you work with what you've got, and I can do no better here.
Can't believe my first post in this thread has been for this reason. So, on topic: -
I don't personally see this change as a major deal (though I admit I'm a bit confused why they're making the lag-reducing physics check and bolting on other TWF changes which don't seem to be causing lag in the first place) and I don't see 'end game' being the only criteria for measuring the success or failure of such a change.
With TR in place now an awful lot of people are going to spend an awful lot of time at the lower levels now. And I personally - speaking as someone currently in love with my ranger and rogue - am not worried by this change. Yes I'll be less effective, but this does not worry me. I'll just have to learn to play better to compensate.
Is it 2h twitch that should be fixed or is it unarmed/single weapon/2wf that should be fixed to be twitchable though?
Trying to maximize twitch and have a dynamic moving combat would be more fun than standing still and holding auto attack, would it not?
After all, it's closer to PnP!
And then...when they move mobs attacks to the end of the animation...again...and sync them to intervals that go hand in hand with the attack cycles of the players...twitch like a butterfly, sting like a pre-nerf WoP rapier