Page 4 of 12 FirstFirst 12345678 ... LastLast
Results 61 to 80 of 240
  1. #61
    Community Member Morosy's Avatar
    Join Date
    Sep 2009
    Posts
    237

    Default

    Khellendros13, on your hotbars what is the icon directly below your dismiss charm?

  2. #62
    Community Member Phidius's Avatar
    Join Date
    Mar 2006
    Posts
    3,467

    Default

    Yes, but does it kill golems?
    "I require a reminder as to why raining arcane destruction is not an appropriate response to all of life's indignities" - Vaarsuvius, OoTS #674

  3. #63
    Community Member bradleyforrest's Avatar
    Join Date
    Nov 2009
    Posts
    1,027

    Default

    Quote Originally Posted by Morosy View Post
    Khellendros13, on your hotbars what is the icon directly below your dismiss charm?
    Looks like Arcane Bolt or Blast to me.

  4. #64
    Community Member Sarezar's Avatar
    Join Date
    Jan 2010
    Posts
    277

    Default

    Little note: Web works with Firewall, too. Always had, just move the target a hint away from the previous spell (can be cast in any order).

    Maybe a dev will read this and actually fix it. I wonder if I have been exploiting all these years!
    Endure... In enduring, grow strong...
    -- Dak'kon, of the People

    Sarezar

  5. #65
    Community Member Sarezar's Avatar
    Join Date
    Jan 2010
    Posts
    277

    Default

    Quote Originally Posted by Seliana View Post
    Sorc's are supposed to be DPS casters
    Do you mean according to D&D 3.5 rules or according to what people generally think in DDO?

    Sorcerers can cast more times of less spells. Wizards can cast less times of more spells. This should be the general rule, otherwise there is no point.

    Giving the same spell with different element damage on different spell levels so that Sorcerers can take all of them is the wrong way forward. Adding more SP and more Damage bonuses to sorcerers on a specific element is the right way forward. Give Sorcs free spells and more damage on their choice of element (maybe cross element too, so Fire Savants could have some bonuses to Acid too, and Water Savants could have some bonuses to Elec too - and vice versa). Let the variety and choice of spells be on Wizards. If someone wants to cast many different spells, play a Wizard.
    Endure... In enduring, grow strong...
    -- Dak'kon, of the People

    Sarezar

  6. #66
    Community Member Khellendros13's Avatar
    Join Date
    Jun 2009
    Posts
    1,352

    Default

    Quote Originally Posted by bradleyforrest View Post
    Looks like Arcane Bolt or Blast to me.
    Correct, from the Archmage PrE. It is worthless to me and my playstyle. Go big or go home
    Proud Leader & official Gimp of Crimson Eagles on Khyber
    Angryscrews Wiz 20 - Felgor Barb 20 - Brelgor Fighter 18/1/1 - Flavoursome TR1 Sorc 15 - Splatsplat DoS 18/2
    Quote Originally Posted by Auran82 View Post
    Numot talks enough for like 10 people. So yeah, 13 people in that channel.

  7. #67
    Community Member Timber's Avatar
    Join Date
    Feb 2007
    Posts
    26

    Default

    This kills Golems? Time to start playing my caster again!
    - Discreet , Ruffle , Unlikely , Skunker -

  8. #68
    Hero
    Join Date
    Nov 2009
    Posts
    4,487

    Default

    Expect a future nerf where cold enhancements and Glaciation items do not affect the bludgeoning damage.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  9. #69
    Community Member
    Join Date
    Sep 2006
    Posts
    524

    Default moar?

    Does it kill golems, tho?

    Q&A is the business of pointing out others' failures. Optimists need not apply.

  10. #70
    Community Member Drfirewater79's Avatar
    Join Date
    Mar 2006
    Posts
    2,027

    Default

    Quote Originally Posted by Cartheron View Post
    It cannot be extended. Ticks are more or less at same time intervals as with fw, couldnt count tick when i testaed because stuff died to fast Maybe ill go somewhere epics and test there.

    Tested - 14 ticks/1 cast.

    Since now spells check chance for crit on every tick, it almost killed epic gnolls in wizking in 1 cast they where left with about 5-15% of hp, and it was done in 30 seconds... nice results
    the new crit chance system is why its not gonna be over powered .. also expect that mobs will be getting the immune to ice damage or highly resistant to ice damage on elite setting very soon after its launched.
    Hack n Slash Gaming - Streaming DDO and PS4 games on Twitch starting September 15th - join the revolution
    [])])])])])])[]]??????????????????????????
    Quote Originally Posted by magnus1 View Post
    drfirewater... thanks for being the voice of reason!

  11. #71
    Community Member Saravis's Avatar
    Join Date
    Feb 2010
    Posts
    1,164

    Default

    Well as it stands now, this spell has become wicked, I love it, but I would have preferred more high lvl damage spells, to compete against FW and not just another lvl 4 spell, whatever, I will be expecting nerfs

    One issue I have though, the new Ice Storm, essentially renders cone of cold useless, so now rather than having a useless lvl 4 spell we have a useless lvl 5, hmmm.

  12. #72
    Community Member Fomori's Avatar
    Join Date
    Sep 2006
    Posts
    473

    Default

    Quote Originally Posted by Cartheron View Post
    After few days, when emotions calm down, I start to think that its not OP, only change i would make (if it is possible) is to make physisical resists counts against bludgeon part of damage - that way we could still kill for example golems with that spell, but their natural toughness would be better expressed. Well, if you will hit them with block of ice hard enough, they should die sooner or later I doubt if thats possible (or easy) Because from my experience similar situation is with meteor swarm - physical part of damage is unresistable, it is similar coding here probably.
    The primary factor is that DR does zilch against spells, even x/- DR. That is one of the parts from PnP they still keep true in DDO.
    Male Fairy: "Dont cry my dear. You know what I do when I'm sad?"
    Felicia Day Fairy: "Look douchy..."

    Quote Originally Posted by mournbladereigns View Post
    Actually, if this Nerf's one of Shade's barb's I doubly support this!

  13. #73
    Developer Genasi's Avatar
    Join Date
    Jun 2008
    Posts
    97

    Default

    Quote Originally Posted by Recared View Post
    Can anyone please help me crunch the damage output numbers of Ice storm?

    Per spell description: "Great magical hailstones pound down, dealing 8 to 12 cold and 12 to 18 bludgeoning damage and slowing the movement speed of targets within the area."

    How does the aforementioned become: "-damage is somehow affected by caster level - at lev 10 bludgeoning part deals about 50 dmg with superior freeze IV, at lev 20 its over 70 (no metamagic active)"?? No metamagic active??

    Some input will be greatly thanked as I am planning the next TR and might want to go an arcane route.
    Truth is, the spell is not supposed to be doing that extra damage. As Recared mentions here, the tooltip information does not match the amount of damage being done; the spell is not functioning as intended. It's doing about twice the intended amount of damage. Don't worry, we'll be keeping it persistent as it currently is, but we'll be fixing the damage accordingly.

    I'd be interested in hearing how people will feel about the spell's viability once the damage is reduced. We still want it to be a competitive option when compared to Wall of Fire.

  14. #74
    Community Member shadowsaun's Avatar
    Join Date
    Dec 2009
    Posts
    346

    Default

    Quote Originally Posted by Genasi View Post
    Truth is, the spell is not supposed to be doing that extra damage. As Recared mentions here, the tooltip information does not match the amount of damage being done; the spell is not functioning as intended. It's doing about twice the intended amount of damage. Don't worry, we'll be keeping it persistent as it currently is, but we'll be fixing the damage accordingly.

    I'd be interested in hearing how people will feel about the spell's viability once the damage is reduced. We still want it to be a competitive option when compared to Wall of Fire.
    People are only talking about this spell now because "the spell is not functioning as intended". Once you put it back, no one will care again. Same old story. Persistent who cares low/no damage.

    "We still want it to be a competitive option when compared to Wall of Fire." Leave it how it is now, bring that to live and change the description. Then I would be excited. For now, I'm not because this version (extra damage) is not live, and its not gonna happen.

    It was super cool to see your response Genasi.

  15. #75
    Community Member Chaosprism's Avatar
    Join Date
    Apr 2006
    Posts
    654

    Default

    Now all we need is a competitive high level acid spell like vitriolic sphere.

    (which deals a big amount of acid damage in area, and gives DOT acid as well)

  16. #76
    Community Member
    Join Date
    Feb 2009
    Posts
    339

    Default

    Quote Originally Posted by Genasi View Post
    Truth is, the spell is not supposed to be doing that extra damage. As Recared mentions here, the tooltip information does not match the amount of damage being done; the spell is not functioning as intended. It's doing about twice the intended amount of damage. Don't worry, we'll be keeping it persistent as it currently is, but we'll be fixing the damage accordingly.

    I'd be interested in hearing how people will feel about the spell's viability once the damage is reduced. We still want it to be a competitive option when compared to Wall of Fire.
    Well, I just knew its too good to be true Basicaly, it will be usefull in content where FW is weak (fire immune/high resists), everywhere else FW would still be better option. I think its fine, give us some acid and lighting options too please

  17. #77
    Community Member Kralael's Avatar
    Join Date
    Sep 2009
    Posts
    12

    Default

    Don't worry, we'll be keeping it persistent as it currently is, but we'll be fixing the damage accordingly.

    I'd be interested in hearing how people will feel about the spell's viability once the damage is reduced. We still want it to be a competitive option when compared to Wall of Fire.
    Can't agree more with Shadowsaun on the fact that this spell will be useless if you remove the extra damage it does. I mean, don't even work on it then, cause my casters will just stick to firewall and disintegrate for golems, really. And I do think it'll be the same for all casters.

    Icestorm nerfed : For half the duration of a firewall, you get something that tics its damage each 2 seconds, that you can't kite mobs into, since that mob must be in the area at the same time a tics goes off and that says it slow targets being aftected by it, which is not working at all at the moment on live.

    Casters need more spells that can do damage while being efficient sp wise. The only spell I can think about, its firewall. Incendiary cloud do fire damage again... Acid cloud ? Meh, i mean ''Serious'' sustained damage. Which other spell can do that ? I can't think of any. Icestorm could fill that role, but boost acid rain too: each element should have its firewall equivalent with utility and side effect to be efficient in different situations. On end bosses, currently, the bludgeonning damage of Ice storm will be the only way a caster can do sustained damage efficiently, expecially in Amrath. (ToD i'm looking at ya !)

    Really, I find it sad that, for once, arcane characters are getting something that would help them to do something else that ''Recon that wf'' ''Haste + Rage plz'' ''Blurr and displacement ?'' '' Exhaust him !'' in raids.

  18. #78
    Community Member
    Join Date
    Feb 2009
    Posts
    339

    Default

    Just checked live servers - Ice Storm already deals additional damage It only needs longer duration. If Turbine will remove all additional damage, it will deal 1/3rd of what its doing now per tick (more or less). I would understand half. But 1/3rd is well... not much, especially that ice part of dmg will be mostly resisted by alot of mobs you cant use fw on (devils, dream reapers etc), which will make total damage in 80-90/tick region. Too low to bother if you ask me. Ill stick to my lighting spells for fire immune mobs

    Conclusion - dont remove all additional damage, or noone will bother with that spell, it will not leave "gimped" category where it is currently.

  19. #79
    Community Member markhoge's Avatar
    Join Date
    Nov 2009
    Posts
    316

    Default

    Is this actually going to be in Update 8?
    It is not in the Release Notes yet.
    Did the Devs just miss it?

  20. #80
    The Hatchery Scraap's Avatar
    Join Date
    Oct 2009
    Posts
    1,651

    Default

    Quote Originally Posted by Genasi View Post
    It's doing about twice the intended amount of damage. Don't worry, we'll be keeping it persistent as it currently is, but we'll be fixing the damage accordingly.

    I'd be interested in hearing how people will feel about the spell's viability once the damage is reduced. We still want it to be a competitive option when compared to Wall of Fire.
    DPS/SP (finite resource after all). Initial response would be that at less than the damage of a comparable firewall, it would likely need to exceed the duration of one to keep up (more chances to crit and hit a relevant damage amount during that timeframe). At least if the concern is the current spike damage, but you're still wanting to take efficiency into account.

Page 4 of 12 FirstFirst 12345678 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload