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  1. #1
    Community Member Drfirewater79's Avatar
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    Default TOD ring changes ... are they in Update 7?

    Eladrin had mentioned that changes where coming to the TOD rings ...

    I assume this is why the TOD strike was changed/nerfed ...

    does anyone know if

    a) these changes where made in update 7
    b) what the changes are?
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  2. #2
    Community Member urusaikuneyaro's Avatar
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    *bump*
    also curious to hear the answer to OPs question.

  3. #3
    Community Member Whargoul's Avatar
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    Default ToD ring changes/fixes

    Agreed. Some changes were mentioned in the release notes that pertain to Shintao and Archmage, but it would be nice to at least see all the ToD ring bugs fixed.
    -Whargoul
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  4. #4
    Community Member Krag's Avatar
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    The most notable change to ToD sets is proper stacking of proccing effects. I.e. you can have both Oremi and Ravager effects on the same attack.
    Osmand d'Medani, Stonebearer Eric, Wardreamer

  5. #5
    Community Member Schwarzie's Avatar
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    the only changes i read stuff the Devs posted about were the Shinato ring and the Archmage Ring. Shinato gets DR good and evil penetrating capabiliys and Archmage gets a chance to proc an effect for +2 SL.

    You can find this in the U7 changes thread in the General Forum IIRC.
    I am no native english speaker


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  6. #6
    Community Member Odin's_Hugin's Avatar
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    Quote Originally Posted by Krag View Post
    The most notable change to ToD sets is proper stacking of proccing effects. I.e. you can have both Oremi and Ravager effects on the same attack.
    Wait, so Ravager works for Monks now?! I heard it didnt.

  7. #7
    Community Member Krag's Avatar
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    Quote Originally Posted by Odin's_Hugin View Post
    Wait, so Ravager works for Monks now?! I heard it didnt.
    Not sure what do you mean by that. I was talking about

    Items that grant additional weapon effects (such as Destruction, Flaming Burst, or the Ravager set bonus) now correctly stack with one another.
    Osmand d'Medani, Stonebearer Eric, Wardreamer

  8. #8
    Community Member urusaikuneyaro's Avatar
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    Unhappy

    I guess the sneak attack/damage/subtle bonus of certain rings still doesn't stack. Too bad.

  9. #9

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    Quote Originally Posted by Krag View Post
    Not sure what do you mean by that.
    I believe he's referring to the fact that, historically, the Ravager set doesn't work with unarmed attacks. I don't know if any dev has ever commented whether this is WAI or a bug, but it seems worth re-checking, if anyone has the time.
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  10. #10
    Community Member Krag's Avatar
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    Quote Originally Posted by cforce View Post
    I believe he's referring to the fact that, historically, the Ravager set doesn't work with unarmed attacks. I don't know if any dev has ever commented whether this is WAI or a bug, but it seems worth re-checking, if anyone has the time.
    I see. Never heard of this 'feature' before.
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  11. #11
    Community Member Drfirewater79's Avatar
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    You see the problem with all that .. is that it isnt what they said .. they said they are changing how ToD rings work ... more info to come ..

    not ... we are fixing ToD ring bugs so they are WAI.

    I was seriously hoping they ment shroud proporties where being added when crafted as a set ...

    let me explain myself.

    tod ring 1 holy burst damage + tod ring 2 shocking burst damage = tod combo ability lightning strike.

    tod ring 1 holy burst damage + tod ring 2 acid burst damage = tod combo ability metaline impact keen bleeding.

    I was hoping that with all the dps nerfs which directly kill monk dps in the last couple updates ... that this sort of addition to make up for no greensteel wraps and to bring monk dps into balance with other melees ....

    but it appears i am expecting to much from turbine ... i should never expect them to KNOW how to appropriately balance DPS amongst melee classes.... especially not when it comes to unarmed damage.
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  12. #12
    Community Member stainer's Avatar
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    Quote Originally Posted by Drfirewater79 View Post
    let me explain myself.

    tod ring 1 holy burst damage + tod ring 2 shocking burst damage = tod combo ability lightning strike.

    tod ring 1 holy burst damage + tod ring 2 acid burst damage = tod combo ability metaline impact keen bleeding.
    You are guessing or hoping here? That would be to awesome.

  13. #13
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by stainer View Post
    You are guessing or hoping here? That would be to awesome.
    with a lvl 18 requirement and other wise lack of dps by monks overall ... now being amplified by the TOD nerf ... and no chance of greensteel handwraps ever being added ..

    I think this kind of change would end the no greensteel issue for monks ..

    also i would drop the min lvl of the rings (not the set items) to bring them closer but not to the same level .. as greensteel .. so i would drop them to lvl 14-16 range ...

    this would balance out monks both light and dark with mid range dps classes that currently tower over both light and dark monks on lama.
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  14. #14
    Community Member apep1412's Avatar
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    I made some adjustments to my capped wizard to test out archmage pre, and just happened to have the set.

    As per the release notes, the new description of the set bonus is: "This item is one of two pieces of the Archmage set. When both items are equipped, spells gain a +5% chance to critical hit. All spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. If you also have the Archmage 5 Enhancement, these items will grant a chance to increase your Arcane caster level by 2 for a short duration every time you cast a spell."

    Testing the set, both the crit chance/multiplier and the new effect are functional.
    When the increased caster level effect procs, it lasts 20 seconds. The majority of the time I notice it proc is during buffing, which is helpful for increasing the duration of the remaining buffs and the haste/rage at the end.
    One thing of note - it can proc off of the new spell-like abilities.

  15. #15
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by apep1412 View Post
    Testing the set, both the crit chance/multiplier and the new effect are functional.
    When the increased caster level effect procs, it lasts 20 seconds. The majority of the time I notice it proc is during buffing, which is helpful for increasing the duration of the remaining buffs and the haste/rage at the end.
    One thing of note - it can proc off of the new spell-like abilities.
    honestly ... the way eladrin made the statement ... in a thread about monks not having greensteel is still udnerpowerd compared to the little damage from TOD rings which are only available at lvl 18 while trd fighers are dual weilding lightning stirkes at lvl 12... saying how TOD ring changes should help ...

    yeah the changes dont show that at all ... unless you consider the dr bypass from being shintao and wearing rings to count ...

    personally I dont.
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    Quote Originally Posted by magnus1 View Post
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  16. #16
    Community Member KristovK's Avatar
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    What was mentioned is listed in the release notes...

    The Archmage set from the Tower of Despair has been updated: "This item is one of two pieces of the Archmage set. When both items are equipped, spells gain a +5% chance to critical hit. All spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. If you also have the Archmage 5 Enhancement, these items will grant a chance to increase your Arcane caster level by 2 for a short duration every time you cast a spell."

    The Shintao Monk set from the Tower of Despair has been updated: “"This item is one of two pieces of the Shintao Monk set. When both items are equipped you will gain a +2 exceptional bonus to hit and damage. If you have the Shintao Monk 3 Enhancement, your unarmed attacks bypass Good and Evil damage reduction."


    No need to speculate on what's been done, we've been told. And it has nothing to do with the change to Touch of Death.

  17. #17
    Community Member Dark-Star's Avatar
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    Quote Originally Posted by Drfirewater79 View Post
    with a lvl 18 requirement and other wise lack of dps by monks overall ... now being amplified by the TOD nerf ... and no chance of greensteel handwraps ever being added ..

    I think this kind of change would end the no greensteel issue for monks ..

    also i would drop the min lvl of the rings (not the set items) to bring them closer but not to the same level .. as greensteel .. so i would drop them to lvl 14-16 range ...

    this would balance out monks both light and dark with mid range dps classes that currently tower over both light and dark monks on lama.
    I think you must play your monk differently than me and most of the monks I run with.

    Monks currently on live have some of the highest, if not the highest dps for melee. It's difficult for any build to hold aggro over a dps built and well played dark monk. A dark monk on the back of Horroth or Suulo will eventually take aggro if not played carefully.

    Holy burst ring + metaline wraps = bypass devil and demon DR.
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  18. #18
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    Quote Originally Posted by Drfirewater79 View Post
    this would balance out monks both light and dark with mid range dps classes that currently tower over both light and dark monks on lama.
    Quote Originally Posted by Dark-Star View Post
    Monks currently on live have some of the highest, if not the highest dps for melee.
    These kinds of disagreements as to basic current facts illustrate why it's so difficult to correctly analyze game design without basic tools to measure the current situation.

  19. #19
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by KristovK View Post
    No need to speculate on what's been done, we've been told. And it has nothing to do with the change to Touch of Death.
    not speculating .. its just the way it was stated in a thread by eladrin was vastly misleading.
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    Quote Originally Posted by magnus1 View Post
    drfirewater... thanks for being the voice of reason!

  20. #20
    Community Member Drfirewater79's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    These kinds of disagreements as to basic current facts illustrate why it's so difficult to correctly analyze game design without basic tools to measure the current situation.
    he is also talking live while i am talking post U7

    also Sinibyte posted a dps calculation chart showing many different builds .. .and current on live with the untyped 500 dark monks are still behind in dps to both dwarven and warforged fighters and barbarians. And the only monk in the top 10 that i saw was a warforged monk str build in fire stance using power attack with warforged power attack enhancement.

    But i agree ... they should add dps calculators and make them available to the people so we can accurately display our dps rating .. however if they did do that and didnt work right away to balance the classes ... people would decline people due to there build dps rating ... and they would have the proof to back it up.
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    Quote Originally Posted by magnus1 View Post
    drfirewater... thanks for being the voice of reason!

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