I believe you are looking at this from the wrong angle.
1) Determine where dps lag is an issue. I don't see dps lag in 6 man groups, only in raids. Whenever there are more people, and more attacks(speed increases and twf), concentrated on one target, dps lag hits.
2) Develop simplest plan to avoid these situations. Since this mainly isolated to certain raid encounters, change the raid encounters to keep the same challenge, but avoiding the concentration on one target.
3) Avoid major game design changes that effect everyone, and further remove from core rules.
For instance, Shroud part 4. Lets pretend the encounter is designed like this:
Initial orthon/devil/bezekira fight.
Harry and gnolls spawn at same time.
Gnolls respawn after X seconds giving more regeneration, effectively increasing Harry's hps.
Harry's overall hps is lowered 20%.
Challenge level is comparable, more tactics are added by requiring some melee to be on gnoll duty, dps lag on single target is reduced.
Shroud part 5
Do not bring the lieutenants out until Harry is at a certain hps%, making a few melee need to go kill them. Their special effect auras would buff him so not killing them would not be an option.
Tower
Make it so not killing the orthons has a detrimental effect, but lower overall hps to compensate.
I would think changing a few encounters to give more tactics>removing build choices and changing current builds.
I agree globally on the fact that this setup is far too complex to do us any good, I'd rather deal with some dps lag but still know that i am happy with where my character stands instead of go through the entire headache of bi***ing and complaining.
Again, please leave THF untouched, it is just fine the way it is right now.
Ok you whant to to fix lag.. Here it is.
1- Remove the confirm for crit make 20 a 20 let seeker just be for damage on a crit and the feat added damage
2- Lower hp of some of the mobs and give them heavy fort. SO now less damage going out but still going down just as fast.
3- Remove hamsters and get gerbils there a bit more faster
I do think those 2 would reduce the lag greatly. Granted I do solo a lot and heavy fort on the mobs that I am trying to kill would stink but if the hp was lowered to make up for it then we should not notice a diff at all.
If you can shoot them down before they get to you a bonus if you can take them half down and then meele them out bonus if you can shoot and run around like your head is cut off dispel fom grease sleet storm stop running so I can kill it!!!!!!
Well I'm glad someone agrees, I don't think for server overhead reasons that it even needs to be very noticible... even globally lowering the "pulse rate" from 200 BPM to 175 BPM a little over a 10% global combat speed nerf would probalby gain a significant "cusion" of server power and bandwidth...
Basically it would be LESS than the difference between being hasted or not...
I personally would be ok with significantly more slow down than that... even 25% wouldn't bother me (although I'm sure some of the most zerg happy would bitterly complain and leave).
The proposed change will nerf weapon selection for several builds as well as number of "attacks" if the offhand has only a chance to "proc". For example: A multi-class character without the full line of TWF feats, say only TWF, currently has a 100% main/ 100% offhand chances for attacks. If said character was using a cursespewer in main and a paralyzer in offhand( or any combo designed for different and complementary effects) after this change they would actually have to fight longer to see the same result as prior to this. Will this not make combat less enjoyable, and/or increase server load per instance since the fights will last much longer? Or is this designed to force everyone to fight only with THF since it's become super popular with the F2P crowd and will be the only guaranteed method of gaining 100% attack(s) per swing without investing in all the TWF feats/ PRE's and certain classes? This change will pigeonhole builds even more than before, even if unintended.
I have a proposition to reduce lag that will allow the system to remain as it has for 3+ years : Raise the minimum system requirements for computers/ graphics cards to actually play. While I understand that players with low end systems may suffer, lag WILL diminish. The game is ALOT bigger than it was when DDO came out. Trying to compensate for archaic hardware on a players end by making massive changes to the combat mechanic isn't the course to take. I know people don't want to hear it, but slow machines on a player's end DO cause lag.
Oh, I get it. So the 110% main hand includes the 10% double strike. That makes more sense. Thanks.
Wow so that means dark monks in wind 4 have a 10% chance to double ToD and shintao monks would have a 10% chance to double smite (if the smite works only on one strike like ToD does) or shintao would have 80% double smites if it lands like paladin smites do now with GTWF.
I'm just a little confused here (and forgive me if this has been answered... 48 pages is a bit too much to troll through), but if you're a ranger tempest 3 with STWF, does that equate to a 120% offhand chance and 105% mainhand? Or would the Tempest 3 STWF not see any benefit from the extra 20% at all?
If that's the case, having an offhand swing "faster" (or more, as it may be) seems odd... Is there a possibility of applying any bonus over 100% to the main hand? I.E 125% Main 100% Off? (Yes, I realize 25% double strike is probably a bit OPed, and am not proposing this change, just asking mechanic wise).
It's entirely possible there's something I'm missing here, but I wanted to be sure.
***EDIT***
After following the Dev Tracker, I realize that Tempest II "is" STWF...
It sort of seems like a Kensai TWF fighter would then be the "best" TWF character versus Tempest (1 free feat for a ranger PrE which fighters get each 2 levels...)...
Is this not counter-intuitive?
I would like to see. possibly, some benefits to the tempest tree to level the playing field a bit, if this turns out to be the case post number crunch.
Last edited by Solace183; 05-28-2010 at 08:29 PM.
Rogues won't be able to take it all unless they a) Multiclass atleast 6 levels of a full BaB class, in order to get BaB 16 by level 18 or b) Take 4 levels of a full BaB class, with fighter being the 4th at level 20 (Assuming STWF is a fighter bonus feat)
So rogues really do get the shaft (Though a 6 tempest ranger/12rogue could pull it off)
Cant say for sure till this goes on lamania, and I didnt all of post here.
But if this is going to reduce over all DPS performed by TWF character...
You SHOULD have re-balance HP on mob.
There is no point to keep all of these insane HP on endgame mobs if you reduce player's DPS ability.
Also, will this make huge DPS gap between say, TWF specialized ranger and semi-TWF focused character like warchanter?
I wouldn't mind nerf itself if its necessary to fix DPS lag.
But please, other than changes itself please consider way to maintain balances.
I really hate to see forum gets filled by "non-ranger/fighter/paladin TWF are gimped!" kind of posts.
English is not my primary language, so please excuse my grammar and spelling
False.
Currently, a toon with TWF alone does have 100%/100%, but only on his first attack. His following attacks are at 100%/0%, 100%/0% and 100%/0%
This changes them ALL to 100%/40%, which is a marked improvement over what he had previously.
Previously, the more TWF feats you had, the more bang you got for your buck.
Now, you'll still be better with more, but the difference is less so.
This will actually help TWFers that didn't complete the chain (although I'm not sure why you'd go TWF and NOT complete the chain....).
Last edited by Calebro; 05-28-2010 at 08:34 PM. Reason: edited to include more of the OP
I forgot to ask that myself. What will be the requirements of STWF and will tempests and monks be able to take it?
EDIT: I think I see that you have to have full BAB to get STWF, so pure monks probably won't qualify for it. I'm actually ok with this as it diversifies fighters from 3/4 BAB classes.