No, but off the top of my head:
10 base
27 Embrace of the Spider Queen
4 Dex
1 alchemical armor ritual
16 +6 Heavy Celestial Shield
1 alchemical shield ritual
4 Insight
2 ToD set
6 Protection
5 Sacred Natural Armor
3 Abishai set
3 PDK set
10 Hardened III
3 ship buffs
____
95
8 +50% shield AC, Shield Prowess III
17 +40% Defender III stance; is this (armor+shield)*1.4? Do the alchemical rituals get added in? Does this stack additively with Shield Prowess (take the two multiplied bonuses and add together)?
___
130
+10% Combat Expertise
___
143 This looks low...when I swapped over to US the other night, my standing AC was definitely over 150, and I don't think I had any buffs running. I recall thinking that, with buffs, I would definitely be over 160, and was thinking I could possibly hit 170, so I don't know what, if anything, I left out. Maybe I lost some points with the % increase calculations?
Right now, my plan is to try and twist Haste Boost, Improved Combat Expertise, and one of Improved Power Attack, Extra Action Boost or Hail of Blows, as I don't feel like I really need to twist in more defense once I go back to US, though the 'no fail on 1' saves abilities look pretty nice, as there aren't many things I'm failing on anything but a 1 currently, and with an additional +6, that's even less likely to occur.
If I end up ditching the Envenomed Cloak I'll be left without a Resistance item. My plan was to just self-cast Resistance for +3 to saves, but it would be nice to get +4, 5 or 6 worked into the gear somehow. Not sure what worthwhile prefixes can be found on random loot with a Resistance suffix.
I'd love a Major Luck item bundled with a good prefix in the neck slot, but that isn't something I can work towards, and I don't know if I'd want it as a permanent neck slot item instead of greensteel. I suppose it could be a swap, based on whether I need +5 to saves, or +41 HP more.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
I forgot to account for the fact that tohit rounds to the nearest 5%. So:
- 350, 550 and 700 hits after AC - 336, 528, 672 hits after dodge - 28214, 44336 and 56428 dmg after PRR
- 450, 650 and 800 hits after AC - 374, 540, 664 hits after dodge - 34258, 49463 and 60822 dmg after PRR
Further trying to get a handle on the difference between dodge and AC. At 100 to hit.
15%/{135-145}AC is the same as 3%/{150-170}AC - 34% chance of hit.
15%/{110-115}AC is the same as 6%/{125-130}AC = 42% chance of hit
At 150 tohit and 2%/90AC hit chance is 88%, 20%/90AC is 72% and 2%/110 is 74%.
At 75 tohit and 2%/90AC hit chance is 49%, 20%/90AC is 40% and 2%/105 is 40%.
At 50 tohit and 2%/90AC hit chance is 34%, 20%/90AC is 28% and 2%/110 is 30%.
Varz
Wanderlust
Did you have:
05 Natural (sacred) US1/Unbreakable
or your Aura?
01 Aura of Good
04 Paladin Bulwark of Good IV
01 DOS III
Buffs would be:
05 Natural (spell/item)
01 Haste
03 Sigil of warding
DOSIII Stance is 40% on base shield+armor contribution. Not sure if Shield Prowess stacks. ie ShieldAC*1.4*1.5 or ShieldAC*(1 + .4 + .5). Probably easy to check.
There is some suggestion that Sense Weakness is better twist than Haste Boost. Havent run the numbers myself, and that's a tier 4 vs tier 3. Unearthly reactions with it's phase-out tumble and +6 reflex could be useful.
Does Hail of Blows work if you are uncentered?
I've seen some mention that reflex saves in the 65+ range are needed in EE.
There is always a YELLOW slot for a +4.![]()
Varz
Wanderlust
Have +5 Sacred NA listed, but forgot about my aura, so numbers should start at 6 higher than they are, but still seems low...maybe I had a Yugo Wis pot running? I don't think I did, but maybe.
+2 Recitation (can wand-whip if I'm feeling desperate), +1 Enchant Armor, +1 Enchant Weapon (shield), for a possible +11 more, and I still feel like something(s) missing.Buffs would be:
05 Natural (spell/item)
01 Haste
03 Sigil of warding
Yeah.DOSIII Stance is 40% on base shield+armor contribution. Not sure if Shield Prowess stacks. ie ShieldAC*1.4*1.5 or ShieldAC*(1 + .4 + .5). Probably easy to check.
Sense Weakness...probably is better than Haste Boost, but hard to tell. Does it do +1d8 vs. enemies below 75%, +1d8+1d12 to enemies below 50%, and +1d8+1d12+1d20 to enemies below 25%? The extra damage vs. helpless seems likes useful to me than Haste Boost, since I can't generate the helpless state on my paladin, but it's not bad when grouped with someone who can. Don't know if I'd want to make the extra effort to go from a tier III twist to a tier IV. May depend on how well I'm able to hold aggro vs. well-geared and well-twisted DPS in serious tanking situations.There is some suggestion that Sense Weakness is better twist than Haste Boost. Havent run the numbers myself, and that's a tier 4 vs tier 3. Unearthly reactions with it's phase-out tumble and +6 reflex could be useful.
Does Hail of Blows work if you are uncentered?
I've seen some mention that reflex saves in the 65+ range are needed in EE.
Unearthly Reactions isn't bad, though the Dodge probably won't be meaningful. The ability to tumble through enemies can be useful, but as a tank I find that I rarely need to...generally, if I'm hedged in, I'm shielding blocking, and probably trying to give the party some exposed backs to beat on. I'll have to take a look at the saves next time I'm in an EE run, but 65+ is pretty ridiculous. Could swap this in for those runs if needed, though Lithe looks better to me.
As far as I can tell, Hail of Blows does work while uncentered. It doesn't have a note in its description about having to be centered, and while selected, the double-strike mouse-over on the character sheet was counting it when I was making my way through GMoF.
[/quote]
There is always a YELLOW slot for a +4.[/QUOTE]
Ugh. Yeah. Doubt I'd bother for just +1 to saves over casting Resistance on myself.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Here is an idea:
Code:HEAD: Purple Dragon Helm - CON+7, +2STR, Intimidate +15 NECK: CHA+7 and NAC+6 EYES: GS Air/Air/Air - +6 CHA Skills, Wiz VI, +150 SP HAND: Purple Dragon Gauntlets - STR+7, +2CON, Heal Amp 30%, BACK: Adamantine Cloak of the Bear - Sheltering+9, Protection+7, ECMastery +6, Incite +20% TRIN: Planar Focus of Prowess CON+8, +4 To Hit, +4 Damage, +15 Physical Resistance ARMS: Heal Amp 20% of Superior Parrying BELT: GS minII or Epic Spare Hand w/HF,WIS+6. Maybe C/O belt if Embrace with HF. BOOT: FREE BODY: Hide of the Goristro - AC14, MDB:14, +3DEX, Toughness,Rough Hide (+3AC), Alacrity 10%, Vertigo +10 RING: Tier 3 Epic Ring of the Stalker - ESneak +3, Seeker +6, Manslayer, Ghostly,COLOURLESS (+1DEX), YELLOW (GFL) RING: Seal of House Dun'Robar - Dodge 4%, +7DEX, Stunning +10 MAIN: Balizarde, Protector of the King - +7 Rapier: 2.5[1d8], 15-20x3 (Including Keen), Hemorrhaging, Superior Parrying, Dodge 4%, Good Luck +2 OFFW: +6 Celestial Heavy of Alertness (+4 Insight AC, 3% Dodge) OTHER: Shield: Omniscience: Dodge Bonus 4%, Heightened Awareness 5
Focused on my light armour build, but you could switch the Hide for an Embrace. The above would give me: 43/34/34/15/20/28. Natural AC +6, Protection +7, Parrying +4 and Insight +4. PRR +24. Lose the +3 NAC/STR from eChrono.
Note: I've got the necklace above, plus I've also got a CHA+8 Helm. The above is really a trash/hate tank non-DR mode. For DR you'd need banes and lose the Conflux and in Intimidate mode you'd need Claw and Brawns - probably better to switch back to eChrono in that case.
Varz
Wanderlust
Heightened Awareness and Superior Parrying both grant Insight bonuses to AC and don't stack. I believe the difference is that one of them also grants a bonus to saves.
Not seeing how this would be a significant improvement over my current set-up.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
At the moment, just trying to throw around ideas using the new gear. I actually haven't seen an Alertness or Omniscience shield yet. So Alchemical may still be most practical option.
If I was going to modify the above for your gear:
Gain +1 NAC over barkskin, +1 Protection over Silver Concord, PRR+9, ECM+6. Lose -3STR/NAC, -1eSTR from Ring, some elemental resistance (acid/fire). Bracers, Boots and Ring2 free for something. Still need to slot Seeker, +5 Resistance item, +1CON?Code:HEAD: Purple Dragon Helm - CON+7, +2STR, Intimidate +15 NECK: CHA+7 and NAC+6 EYES: Conc Opp w/ +10 HP, +150 SP, +5 Cha skills, +6 WIS HAND: Purple Dragon Gauntlets - STR+7, +2CON, Heal Amp 30%, BACK: Adamantine Cloak of the Bear - Sheltering+9, Protection+7, ECMastery +6, Incite +20% TRIN: Planar Focus of Prowess CON+8, +4 To Hit, +4 Damage, +15 Physical Resistance ARMS: FREE BELT: Defender of Siberys - CON+6, GFL BOOT: FREE BODY: Embrace of the Spider Queen w/ +3 Con, Toughness, HF, DR5/-, +10%Fort, KL Set. RING: Defender of Siberys w/ +20% Healing Amp RING: FREE MAIN: Balizarde, Protector of the King - +7 Rapier: 2.5[1d8], 15-20x3 (Including Keen), Hemorrhaging, Superior Parrying, Dodge 4%, Good Luck +2 OFFW: +6 Celestial Heavy of Alertness (+4 Insight AC, 3% Dodge) OTHER: Shield: Omniscience: Dodge Bonus 4%, Heightened Awareness 5
You could slot Large Alchemical with Fire/Air for Seeker and Doublestrike. Also 10% Heal Amp/Superior Parrying bracers could work as an option: +4 resists and a self cast resistance bonus is overall win. I'd keep Superior Parrying on the bracers as an option if you switch to another weapon.
It's a tough call - not large increase. Bascially PRR+9 vs AC-1/-4STR. Although it does free up a few slots, and you can still potentially get +1eSTR - depends on your STR bracket. May also be possible to get a CHA+8/NAC+6 necklace - probably only during the loot bonus period.
EDIT: Stalker Ring gets you Ghostly (handy for tank), Seeker+6, Manslayer and two SLOTs. YOu could then go Air/Air Alchemical Shield if you are using Stunning Blow.
Last edited by emptysands; 09-03-2012 at 08:08 PM.
Varz
Wanderlust
The shield I'm using now is a +6 Heavy Alertness I think, with +3% Dodge and Insight +4. Those exist, at least.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Not sure I care that much about a +1 AC bonus. And I'm at an even Cha with a +7 item, so I'd need to move some AP into +1 Cha enhancements, or also pick up a +3 Cha item. Will +1 AC even help at all? I suppose it depends on the attack bonus of whatever I'm fighting, but it doesn't seem like it will do much...probably not even an additional 1% miss chance.
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!
Went back, found and double-checked the Lamannia post [1].
Players will use the same formula, but will have a 25% bonus to hit if they are proficient with their weapon. Unlike monster attack rolls, player to hit rolls will be mapped to a d20 by rounding to the nearest 5% - if you hit on a 13, you’ll hit on a 13. Players will also graze opponents on a roll of 2 or higher on the d20 instead of a 10 or higher – if you character looks like it hit with your weapon, it should do some damage on anything but a roll of a 1.
I haven't actually read that post, was using another reference. Looks like I've been calculating it wrong. The rounding to 5% only affects players and not monsters.
This is likely a display interface issue as well. We see a dice roll, so they map the results too a dice roll. Since monster ACs are relatively static, the rounding is less of an interest for players.
[1] http://forums.ddo.com/showthread.php?t=376703
Varz
Wanderlust