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  1. #1
    Community Member Phemt81's Avatar
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    Question How does the new epic difficulty work?

    "Dungeons with Epic difficulty have been updated for more efficient game play!" as you can read here http://www.ddo.com/us/news/1425-update-9 from the news about the update 9.

    Anyone tried it? How does it work? Like crystal cove (21-25 lvl selection?)? Is it more balanced now?

    I am particularly interested in change affecting the red fens epics, but feedback about others is very welcome too
    How to revamp past life reward system <--- working again
    Quote Originally Posted by Vargouille View Post
    We absolutely planned for Fighter to still have Haste Boost. It's absolutely a bug. Any similar issues that look "wrong" to any player should be bugged.
    Developers should fix this <--- 2020 edition!

  2. #2
    Hero patang01's Avatar
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    As far as I can tell you can't pick a range; epic is level 25. I thought the idea was that it should have a range but that's not the case with the ones I ran.

  3. #3
    Community Member Shade's Avatar
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    Release notes list most of the changes, tho there a bit vague so heres the full details:

    All Non-named epic monsters (EG: Minions aka Trash, not orange/red named) changes:
    -50% HP
    +4 Saves

    Epic Ward severely nerfed:
    No longer provides any immunities, not deathblock, nor mindfog immunity
    Retains the stat damage and charm resistance

    Melee death effects updated to compesate (vorpal, banish, disrupt, smite)
    deal 4d6 dmg per hit.
    Kill monsters under 1000 hp on a 20.
    Deal 100 xtra dmg on a 20 for mobs over 1000 hp
    Greater disruption same but 6d6
    Greater disrtupion gaurd does no dmg, but instead kills monsters at same proc rate as before (probably about 5%) with no save. Unclear if the 1000HP cap applies.

    Red Fens:
    Since red fens monsters hp/saves are already quite low on epic..
    You can basically expect the quests to play out more like they do on elite now when ran at lvl. Weak players will still get killed just as often, if not more so.. But strong players will stroll thru them at a very fast rate.

  4. #4
    Community Member Phemt81's Avatar
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    Thanks guys!

    But looking to your posts seems like no one tried epics on lamannia? Are they stilll not available to be run?
    How to revamp past life reward system <--- working again
    Quote Originally Posted by Vargouille View Post
    We absolutely planned for Fighter to still have Haste Boost. It's absolutely a bug. Any similar issues that look "wrong" to any player should be bugged.
    Developers should fix this <--- 2020 edition!

  5. #5
    Community Member Shade's Avatar
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    Quote Originally Posted by Phemt81 View Post
    Thanks guys!

    But looking to your posts seems like no one tried epics on lamannia? Are they stilll not available to be run?
    I don't see anyone saying that.

  6. #6
    The Hatchery
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    Quote Originally Posted by Shade View Post
    Melee death effects updated to compesate (vorpal, banish, disrupt, smite)
    deal 4d6 dmg per hit.
    Kill monsters under 1000 hp on a 20.
    Deal 100 xtra dmg on a 20 for mobs over 1000 hp
    Great summary, minor correction:
    for each monster type: Banish, Disruption, Smiting do 4d6 on hit, 100 dmg on 20 for >1000 current hp (or if immune to instant death), instant death on 20 for <=1000 current hp (and not immune to instant death)

    Vorpal does the same except it doesn't do 4d6 on hit.

    Not sure if Vorpal does the 100 dmg on 20 for things that are immune to Vorpal (like skelles, beholders, portals). It really shouldn't though.
    Author of Info Blue UI Skin (Really wish Turbine would update the skinning interface and enable all the new UI parts.)
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