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  1. #521
    Community Member Calebro's Avatar
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    Quote Originally Posted by Jaid314 View Post
    err... no. he's referring to the AP costs for elemental damage lines. it will cost 19 for one element under the new update, whereas it costs 22 AP for two elements right now.
    Well it still isn't true.
    With the enhancements being more front loaded now, it's much easier to get a balanced run across all elements. Sure, if you want to max an element then it'll cost more, and rightly so. But that also includes a damage enhancement to +50%, which never existed before.
    So to put it in more equal terms, you have to say that it will cost 17ap to get the equivalent in one element for what you have now. That leaves 5ap left from your 22, which is enough to add +30% damage, and 4% x1.75 crit on the second.
    If you wanted to be more well rounded, it is now MUCH easier to do so.

    But more well rounded is the purview of Wizards. Sorcs were made to specialize.
    These changes not only make sense, but allow a caster to specialize even more then before, and that's not even counting the PrE at all.
    .

  2. #522
    Hero Aashrym's Avatar
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    Quote Originally Posted by Torc View Post
    I'm not sure what this post is based on but spell damage dice is not changing.

    Traditionally in DDO Direct damage or "instant" damage spells use "loaded" dice, where we give you half the value and then roll the second half.

    Example: Lightning bolt does a d6 per level, but actually roll 3+1d3 per die. So the average tends to be 5. This prevents you from rolling a ton of 1s and getting a crappy lightning bolt.

    Now Dots typically roll true dice: 1d4 will really be a range of 1 - 4.

    But anyhow, the base method of how we do spell damage dice isn't changing Been that way awhile.
    I bet it took some time to catch up on this thread.

    Any more tidbits coming?
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  3. #523
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    I am loving the changes. Especially firewall. This isn't WoW and there shouldn't be one end all be all spell.

    I can't wait to see these and the other changes in action.
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  4. #524
    Community Member Aaxeyu's Avatar
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    Quote Originally Posted by Aaxeyu View Post
    Epic mobs will have their HP cut in half and are no longer immune to instakill effects.
    Neg rep for helping out? Very mature.

  5. #525
    Community Member Calebro's Avatar
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    Quote Originally Posted by Irinis View Post
    Longer cooldowns on death effects are not fun. Wail was a TON of fun. It used to be the one spell I really looked forward to getting on my caster just so I could go "wheeeee!" in vale and shroud. The sound effect and visual effect made it more fun than any other spell. Once every 30 seconds now? You're kidding right? Right?
    This is the part that I find funny.
    Everyone cries that they want less easy buttons.
    Then everyone cries when their easy buttons are taken away.

    Which is it? Do you want easy buttons or not? Because WoB on a practically non-existent cooldown is an easy button.
    And we all know it.
    Last edited by Calebro; 03-22-2011 at 03:49 PM. Reason: typos
    .

  6. #526
    Community Member Greeka's Avatar
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    Not sure if this posted somewhere else, but I got tired of the gloom and doom posts. My main is a wizard and I have always loved the arcane spell casting class. As such my only hope is that all the spells descriptor files will be properly updated with the new changes to any of the spells facing changes and have all damage dice, duration, saves, spell resistance checks all properly indicated within the spell descriptors and tool tips on the spells.

    As long as this is in place we will adapt.

  7. #527
    Community Member Thrudh's Avatar
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    Quote Originally Posted by gratch View Post
    Rebalancing Said Variant System Even If It Pulls You Out Of The 4-spell Comfort System Is Fine By Me.
    +1
    Quote Originally Posted by Teh_Troll View Post
    We are no more d000m'd then we were a week ago. Note - This was posted in 10/2013
    Quote Originally Posted by Eth View Post
    When you stop caring about xp/min this game becomes really fun. Trust me.
    Quote Originally Posted by TedSandyman View Post
    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  8. #528
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    Quote Originally Posted by Torc View Post
    I'm not sure what this post is based on but spell damage dice is not changing.

    Traditionally in DDO Direct damage or "instant" damage spells use "loaded" dice, where we give you half the value and then roll the second half.

    Example: Lightning bolt does a d6 per level, but actually roll 3+1d3 per die. So the average tends to be 5. This prevents you from rolling a ton of 1s and getting a crappy lightning bolt.

    Now Dots typically roll true dice: 1d4 will really be a range of 1 - 4.

    But anyhow, the base method of how we do spell damage dice isn't changing Been that way awhile.
    oh don't get me started on how you roll dice since 2d6 is not the same as 2-12 damage.

  9. #529
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    caster are the best crowd control in the game. no other class really has the same ability to damage or disable a mob. so why do they have to make it so they favor single target spells now?
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  10. #530
    Founder Lifespawn's Avatar
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    Quote Originally Posted by Calebro View Post
    This is the part that I find funny.
    Everyone cries that they want less easy buttons.
    Then everyone cries when their easy buttons are taken away.

    Which is it? Do you want easy buttons or not? Because WoB on a practically non-existent cooldown is an easy button.
    And we all know it.

    I personally don't want an easy but what i do want is more useful spells the overuse of firewall was not because it was the easiest it's because it was the only spell that was efficient for high hp mobs that were not immune to fire.

    With this change to firewall can we get energy substitution please?
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

  11. #531
    Time Bandit Renegade66's Avatar
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    Quote Originally Posted by Torc View Post
    • HD/HP caps we’re removed from most effects (yeah, I guess I should talk about death effects now, but oh, sleep works now!)
    Does this hold for Symbol of Death and Undeath to Death, where it affects a maximum number of HD/HP? If so, 20 seconds of kiting mobs through a Symbol of Death sounds pretty uber.
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  12. #532
    Community Member ahpook's Avatar
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    Quote Originally Posted by Quarterling View Post
    I've decided to test this out in real-life.

    I ran into the hallway wall 100 times now, and not once did I think I took less damage than normal (each subsequent wall-run felt just as painful as the previous). So either I didn't roll a 20 any of the 100 times (if the wall's DC is that high), or whoever thought up the idea of giving WoF a reflex save needs to re-reflect on this.
    So you are saying it should be a will save? Boost your wisdom and you might have made a save much, much earlier.

    Reflex save seems reasonable to me. I notice that a flaming wall just popped up in front of me and I change my course in time to avoid it. This is hardly the worst case of reflex being a bit of a stretch in this game.

  13. #533
    Community Member Calebro's Avatar
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    Quote Originally Posted by Lifespawn View Post
    I personally don't want an easy but what i do want is more useful spells the overuse of firewall was not because it was the easiest it's because it was the only spell that was efficient for high hp mobs that were not immune to fire.

    With this change to firewall can we get energy substitution please?
    The various PrE's SLAs have rectified that. Fully meta'd and/or scaling spells at an extremely low cost. There's your efficiency.

    Previously I was under the "Energy Substitution would be overpowered, specifically because of WoF" group.
    Now, with these changes to WoF, I'm no longer of the same mind.
    Energy Substitution would have been a horribly broken feat before. But now I think it's time to rethink that.
    Now it wouldn't be so broken.

    That ALONE means that these changes, while seemingly harsh, are indeed good for the game.
    Last edited by Calebro; 03-22-2011 at 04:10 PM.
    .

  14. #534
    Community Member Zachski's Avatar
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    Um.

    Sorry, but that just cries "Being taken out of my comfort zone."

    It's an insta-kill spell. As in, you cast it, enemies DIE. It can have a reasonably high success rate. And now reasonably high damage even if the enemy saves against it.

    It SHOULD be a spell that you can't cast rapidly or even all that frequently.

    I'm not saying you shouldn't use it, but I don't think it was a spell that was meant to be relied on. You can still use it, mind you, but now you have to insert other spells into your rotation.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  15. #535
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    Quote Originally Posted by Zachski View Post
    Um.

    Sorry, but that just cries "Being taken out of my comfort zone."

    It's an insta-kill spell. As in, you cast it, enemies DIE. It can have a reasonably high success rate. And now reasonably high damage even if the enemy saves against it.

    It SHOULD be a spell that you can't cast rapidly or even all that frequently.

    I'm not saying you shouldn't use it, but I don't think it was a spell that was meant to be relied on. You can still use it, mind you, but now you have to insert other spells into your rotation.
    so we have to insert new spells into a rotation now do we. Well I say melees can only swing the same weapon 10 times between shrines before they have to use another weapon to increase thier damage rotation.

  16. #536
    Community Member Zachski's Avatar
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    Quote Originally Posted by DelverRootnose View Post
    so we have to insert new spells into a rotation now do we. Well I say melees can only swing the same weapon 10 times between shrines before they have to use another weapon to increase thier damage rotation.
    That doesn't even make sense. Besides, Melees DO have to change weapons to maximize damage against certain enemy types.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  17. #537
    Community Member Calebro's Avatar
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    Quote Originally Posted by DelverRootnose View Post
    so we have to insert new spells into a rotation now do we. Well I say melees can only swing the same weapon 10 times between shrines before they have to use another weapon to increase thier damage rotation.
    A better comparison would be taking an instant death weapon like a vorpal and changing it somehow so it wasn't quite so powerful and couldn't be used in every circumstance.

    ....oh, wait.... they did that too.

    edit:
    And before you tell me that vorpals now do 100 damage if the target has more than 1k hp.... they added more damage to insta-death spells on a successful save.
    So it's still the same thing.
    Last edited by Calebro; 03-22-2011 at 04:16 PM.
    .

  18. #538
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    Quote Originally Posted by Calebro View Post
    This is the part that I find funny.
    Everyone cries that they want less easy buttons.
    Then everyone cries when their easy buttons are taken away.

    Which is it? Do you want easy buttons or not? Because WoB on a practically non-existent cooldown is an easy button.
    And we all know it.
    people only cry about OTHER people's easy button not thier own. I mean can you imagine the fits people would be having if they changed barbarian rage to have a 2 minute exhaustion effect after a 20 second rage that would lower the barb strength by 6 and could not be removed.

  19. #539
    Community Member KreepyKritter's Avatar
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    Quote Originally Posted by DelverRootnose View Post
    so we have to insert new spells into a rotation now do we. Well I say melees can only swing the same weapon 10 times between shrines before they have to use another weapon to increase thier damage rotation.
    You show me a melee who isn't swapping weaponsets at LEAST ten times per shrine and I'll show you a melee who hasn't got his hot-bars arranged properly, or doesn't have the plat to gear his toon properly.


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  20. #540
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    Quote Originally Posted by Zachski View Post
    That doesn't even make sense. Besides, Melees DO have to change weapons to maximize damage against certain enemy types.
    no it doesn't make sense. It doesn't make sense for the caster or the melee. And you don't think casters don't already have to mix it up for different mobs. When was the last time you saw a firewall on harry without laughing.

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