hm, manyshot an exploit? wow did you played with a AA? lol...
20 secs burst of dmg (well 4 times more with 4 times more chances of doing a vorpal arrow) but cool down is sooooo long...
but the rest of time your a bit... meh.
my 2 cents.
hi welcome.
What manyshot bug are people talking about? I have an AA, but I've been pretty busy from just before upgrade 5 came online till now, so if someone can fill me in, I'd appreciate it.
I like it, it's fun ... of course once they "fix" it, I would love to see a shorter cool-down for AAs and an increase the RoF back up to where it used to be.
Tempest has a heavier feat requirement then AA. AA's have the same base number of attacks as tempest, and get all the twf feats free (just like tempest get all the ranged feats). Now there is a number of attack difference because AA's only have an 80% off hand at best, instead of the 100% off hand and 5% double strike of tempest III.
Wasn't Many Shot a 30 second duration until December?
I say dont fix it.
I Practice archery, and it does not take 2 minutes to knock 3 arrows to a bow.
45 seconds if you drop one, but really, a legendary medieval or warrior could fire them at nearly the same interval as 1 at a time.
I really should be a toggle button that is always on with a big 2 hit penalty.
-4 for the 1st arrow, -8 for the second, -12 for the last one. With a prock to even fire chance for arrows 2 and 3 (80% for arrow 2, 50% for arrow 3) to account for dropped arrows at increased attack rate. All of this at level 6. and then improving with levels, enhancements, and PRE's...Like deepwood sniped should have better numbers here.
This would not be over powered. It would simply put archers on par with other combat types.
Master of the Tower
http://forums.ddo.com/showthread.php?t=203205
Interupted actions are not supposed to engage cooldown timers now (per an update in U5 IIRC), so for example if a spell gets interrupted and not cast, you get to more quickly recast the spell. I suspect that with a way to interrupt manyshot before it starts the cooldown timer, you could effectively stay in the "casting manyshot" mode the whole time.
Clearly an unintended consequence of a change made to prevent people from getting hosed on interrupted actions like happens with spells, especially with ones with very long cooldowns like Monster Summons or the various Symbols. The long cooldowns were intended to prevent spamming those spells, but given their long cast times, it was often too easy to get interrupted and never get to cast the spell.
Last edited by Zenako; 07-12-2010 at 01:39 PM.
Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
Um...no. Manyshot does absolutely ridiculous damage right now. Blows melee away with slaying arrows.Tempests will still do more damage with their Khopeshes/rapiers/etc . . . do to crit-range and power-attack
You should see Silver Flame Favored Souls launching maximized empowered potencied searing lights twice per second. Chews down an epic trash mob in about 10 seconds.
Right now, it's 20 seconds of burst damage followed by 20 seconds of burst damage followed by 20 seconds of burst damage with no cooldown of any kind.20 secs burst of dmg (well 4 times more with 4 times more chances of doing a vorpal arrow) but cool down is sooooo long...
but the rest of time your a bit... meh.
my 2 cents.
hi welcome.
Welcome to reading comprehension and paying attention to the thread.
Kobold sentient jewel still hate you.
The dev's know about this so we might as well not confuse people.
Most actions that have a cooldown are currently set up so that if you interrupt that action you can immediately trigger it again. This was a nice fix for longer casting time spells and other things that could be interrupted. Manyshot and monk's Wholeness of Body though really don't deserve to have their timers reset if they get 'interrupted' (which in Manyshot's case can be 'interrupted' by clicking Manyshot again) and yet right now they are. A savvy player can keep Manyshot up 100% of the time at the moment, or trigger Wholeness of Body after every single battle (ki permitting). This is obviously not working as intended since they have a cooldown and people are able to circumvent said cooldown.
Lawl wonder whats worse Touch of Death or this being affected by the same bug. I will give a heads up this might be a bug but discussing could be considered a discussion of an exploit which is not allowed.
The devs have been deleting any thread bringing this up so I wouldnt reccomend talking to much about it.
many shot should be a stance that is interrupted when you move with no cool down timer.