I think I found the solution!
All weapons now do as much damage as masterwork.
Turbine can now down grade to Tandy computers and have no lag issues.
I think I found the solution!
All weapons now do as much damage as masterwork.
Turbine can now down grade to Tandy computers and have no lag issues.
Whiteabbot (renamed was Cardinaldrew) - Badmonkey - Ramblinrose - Heatmonkey - Soulmonkey - Minglle wood - Estimated Prophet - and other monkeys
Proud Member --- Archangels---
This is, unfortunately, what I was afraid of.
Although, it really does seem like an oversight... At the very least, Tempest III 'should' be buffed to a 10% mainhand attack speed... Although I don't feel like this addresses the issue as a whole. Perhaps a side benefit of 100% str on tempest offhand, due to the investment... Although in the spirit of D&D, I feel like Tempests should be -the- TWF-er... It just seems like a 20 capstoned TWF Fighter would outshine with the +dmg from feats, kensai, and crit modifier changes...
Again, I'm not crunching any numbers, just hoping that this gets addressed sooner rather than later.
It just seems like with the AP and Feat investment for the PrE Tempest (I-III) that the return wouldn't be worth it under this new measure, particularly if S*** becomes an option. While I realize that fighters must invest (semi) heavily into Dex to get it.
They could always put STWF in as a selectable only feat for everyone (even rangers), and keep the 19dex prereq. A little something for high dex characters. People may just have to rearrange stats a little, instead of simply max str and con.
Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk
Minimize expectations and you'll never be disappointed
Static numbers rolled per attack chain does not end synergy with D&D. I'm not saying to average everything, I'm saying to ask less questions.
In PnP we skipped PLENTY of rolls, and I'm sincerely tired of people thinking that DDO and D&D are designed so differently. When we wanted to speed play, we rolled less. Same deal here. Less rolls, less questions, less lag.
So what happens when they twitch? They get to start over in the attack chain and hope for better rolls. A simple mechanic that allows you to play on the numbers. If a sword and board rolls low for a good portion of his attack chain while tanking, he shield blocks because that would be more effective at the moment.
Haste is fine, cause you'll just be making more attack chains.
If you are afraid that for some reason static numbers would be more like WoW, no worries. This game is nothing like it, and more static damage for your attack chain isn't going to change the game dramatically, as the proposed change most certainly will.
Want to add superior two weapon fighting on top of this suggestion? It'll actually work even better with an even number of attacks. And to those rangers complaining that Fighter's who TWF will be better, it was always designed that way. The fighter is supposed to be MASTER of combat, that's why he gets next to 0 skills.
This thread is a monster, and there is alot going on. There is very little in the way that I will actually be heard.
The best thing to do, instead of making a really destructive proposal and then amending it to a slightly less destructive proposal, is to let US vote.
1. Phantom Misses on nearly all off hand attacks until you spend 4 feats
2. Static Damage every attack chain
A. A possible 8th attack through STWF
B. Remove splashing damage from THF
______________________________
1. No thanks, we have a combat core that works, it's just slow.
2. Static Damage and less rolling? But retain randomness every attack chain? Sure if it will decrease lag.
A. Why not, STWF is a real feat. Lower BAB classes suffer a bit, but always have and will remain so.
B. Twitching, in my opinion, is an exploit. If you want to hit multiple enemies that is what cleave, and great cleave have been made to do, and what whirlwind attack has always been meant to do. Be thankful for your THF feats and time your cleaves better.
I definitely agree.
However, I don't think its that black and white; this decision is for the benefit of their game directly, not just to earn money off the store. If it were just like flipping a switch to write better code, then they would do it. Unfortunately, at this point, its too difficult. Really, the sequence of problems leading to this is the following:
1. Progressive attack bonuses leave melees dealing tons of damage.
2. Caster are overbuffed.
3. Caster's firewall is nerfed. Greensteel is released.
4. Precedent set, continue to add in items.
5. Reach critical mass: DPS lag.
THELANIS - Chief Scientist of DARPA
Ravinex: Bard 18/Fighter 2 - Krotus: 20 Fighter - Hemium: Ranger 18/Fighter 2 - Stema: Favoured Soul 11 - Hemios: Ranger 15/Fighter 1/Monk 1
Stepping back from number crunching for a minute...
First off, thank you very much (Eladrin, others) for being willing to have an open discussion about this while there is still time to adjust the design.
I see that you're trying to kill the DPS problem. We all agree, it is a problem, and it needs to be fixed. I think most of the complaints here are that you're mucking with game balance at the same time. I realize game balance isn't perfect, but right now it's moderately balanced for the price you pay. TWF costs at least 3 feats and twice the grind of THF. Almost half your feats, and doubling the ingredients for your weapons of choice.
IMO, the best solution would be to fix one without "fixing" the other. DPS imbalance is ok at long as it comes at a price, and that's the way it stands today. That price makes people think twice about it. Nerf it too much (as I personally feel these changes will do), and people will stop using it.
It seems to me that making the offhand hook collision detection 100% dependent on the corresponding mainhand attack will result in a 50% reduction of collision detections during TWF attacking. That's huge - 50%. The remaining overhead of applying effects remains, but can be addressed by implementing a quasi-randomizer that has much less overhead than full blown randomization. Even a 20% improvement in CPU usage here would have great benefit, and none of this would require an overhaul to the TWF system that simply isn't needed.
My 2 copper. Signing out.
The "high BAB" part scares me. Rogues already have enough trouble at high level because of the increasing fortification they face. To not allow rogues, especially dex based rogues, access to the best TWF feat doesn't make sense from a balance (or "fun") standpoint.
Please make it DEX 19. Or... if you want to help those who built for the old 17DEX max, make it "one of 1) DEX 19 or 2) DEX 17 + BAB 16"
So what your basically saying is this game is turning into a coding nightmare because the Devs lack proper foresight?
All I have to say is last time they messed with the combat we all know how that went....seriously, I never have to deal with so much lag it's unplayable...and I really think this is an extreme solution........just like the orginal combat fix that lasted for what...2 days?
Last edited by vVAnjilaVv; 05-28-2010 at 09:15 PM.
Let's put it this way: turbine have made many choices for DDO that drastically increase the amount of computation necessary compared to any other MMO you can think of: collision test for each attack and collision test between players and mobs. Most MMOs do neither, so the mobs can pass through players and attacks do not miss (at least, not in the same way). It's a case of "poor code." No matter how efficient the code, the charge on the servers will be extreme.
The hardware necessary for "there to be no lag" would be ridiculously expensive and not a wise way to send their money.
DDOwiki.com, #1 source for DDO information.
If you had been paying closer attention, you would have realized that the nuance conveyed is that DDO2 is not being released, as they are instead devoting effort to fixing a difficult issue instead.
So, no, there is no DDO2. There probably won't ever be, actually. Aside from DPS lag, the engine is relatively robust.
THELANIS - Chief Scientist of DARPA
Ravinex: Bard 18/Fighter 2 - Krotus: 20 Fighter - Hemium: Ranger 18/Fighter 2 - Stema: Favoured Soul 11 - Hemios: Ranger 15/Fighter 1/Monk 1
Community Member
Im not senator but if i was id VETO this bill, my main toon is thf but i like the lag the way it is and i play on a basic windows vista laptop. Ive been in abbots where hes dead and i showed him at 50 percent but i still endured!
Muckspell Muckheals Muckdmg.. Broken bones heal glory stays forever
Hang on.
So you nerfed AC, made that pratically uselss. Now you want to go and nerf TWF. Leaving THF the supreme. Yes TWF is currently higher DPS on a single target, but against multiple targets THF wins easily. its not just rangers and fighters that TWF. Loads of classes and multiclasses choose this option. Doing this you want to make THF the ruler. Destroying all those 12/7/1 ect and all the versitilliy in the game. There will be little point in making a TWF barbarian now. You gona give me back the ingredients put into my Mineral Heavy Picks and give me a LR token so i can change my toon into using GA?
Rangers will become the king of TWF, better than fighters. Again destroying versitility and through this what people love about this game. i dont want every person i see either playing either a tempest ranger or axe wielding barbarian.
why not compress all the effect numbers into 1 number or something along them lines rather than upheaving the whole combat system. This is gona tick a lot of people off and drive many away from the game if this is put into action
Definantly NOT /signed
... Initial thought, sound good to tackle lag but I am very skeptical about the nerf!
... quite some posts till now but first of all thanks to Eladrin and Tolero to keep on reading this! Took me quite a while to read throught the posts (over 40 pages when I started to write that post) and already interesting modifications have been proposed like:
I know and understand that we can not just add more hardware to solve the issue as the times and places with lag are usualy spikes and it is absolutly uneconomic to have just doubled the system power but 95% those power would be in idle mode. So it wouldn't pay of to only solve it by new Hardware if there wouldn't be improvements on the Code basis.
Regarding this I am even positive attuned for drastical changes.
Cool, bought!
Sounds like an interesting addition to the game...
However I am very skeptical about the nerf as it will have an immense impact even on what builds been considered viable. I mean this game is all about the DPS and I know that a time ago Rangers and Monks for example wasn't considered being much worth and Rogues still have a hard time.
I see that it partly makes sense to bring TWF and THF inline and closer together. A Fighter Kensai should be King with a Weapon whatever it is a Greataxe or dual wielding Kopesh or Bastard Swords. But it is not that easy to break that rule down on each Character.
It is even not only the point to say TWF add more Weapon Effects while THF has higher damage. If I fight a Marut I will switch to my Anarchic weapon, if I fight a Ice Flenser I would switch to a Fire Burst Outsider Bane (well, still need that one ), that is all about the weapon effect. I will not respec from TWF to THF and back each time I need a different Weapon effect
That to say for different Weapon effects you usualy already would switch the Weapon or already have created a specific Greensteal Weapon so in my eyes the argument for TWF get flawed. I know not an ideal example but should show how much worth the point 'weapon effect' over THF damage has. So the additional need of increasing DEX to qualify for the TWF chain would probably overweight the net result. Also the difference between the value of GTWF and Tempest seems too be heavy. While I am less concerned about the Figthers itself (I know and understand that it will hit Figthers very hard!) that are specialized for a Weapon and Fighting style I am worried about the impact for Monks (boosts) and especialy Rogues.
Well even a Paladin. I mean the route to go today for a Palading is TWF as there is for example no 'Holy Sword' recipe for a Greataxe but it is for Khopesh. Giving the nerf would not make them suddenly available but limit the overal damage output of a Paladin down to a THF Falchion user.
So from the numbers I have seen so far the nerf may probably too hughe and the values should be thought over.
Further you change the feeling of the fighting. Each time I was on my Bard that spams out haste and I go back to my Figther I have the feeling of being in slow motion. I know I should step away from hard drugs like speed but it is just awesome to be hasted But here is an important point, how to feel to play a character. If you now replace some of the speed bonus by adding an other hit, then you remove that feeling and it completly change how different Characters play. If a Barbarian in the end feels to play the same way as a Ranger or Paladin then probably a lot of fun part of this game is removed.
Mhhh... I don't like the attitude that swings with this sentence like 'if you not like this proposal we will nerf you on another place'... ahm, well it shouldn't come down to the point that you just want to steal some cookies...
Both are important for us players, the DPS as it is one of the major elements and a lag free game play.
Absolutly
But I would like to see this in action, or better say, feel this... I really should take a look on Lamannia ...
Well, not exactly. It was rather later Dev's lack of hindsight not to include items which have that effect, but, as borror0 mentioned, DDO does have a lot of tests going on every second; although it did nothing for 2 years, now, because we have the correct circumstances, we're paying the price.
There might be other efficient things they could have done, but especially under a deadline, easier/faster is better, especially when it had few foreseeable consequences. 2-3 years is a lot for a computer game, especially when Turbine's just starting to try to dig its roots in and grow.
THELANIS - Chief Scientist of DARPA
Ravinex: Bard 18/Fighter 2 - Krotus: 20 Fighter - Hemium: Ranger 18/Fighter 2 - Stema: Favoured Soul 11 - Hemios: Ranger 15/Fighter 1/Monk 1
But ....monks are left in cold. As it is, we are losing the self-haste that Wind Stance provided since the part that remains does not stack with Haste (spell).
While Dark may still be ok (I honestly dont play dark....I prefer more utility)....why would a raid want more than 1 light monk (if that)?
I may not be able to see all the pieces of the grand puzzle here....would you mind giving some insight? If there are other things on the list we dont see (like GS wraps finally coming out) it would be nice to know.