...and when I came back I had more hp and sp then before. I think something is wrong with the scaling
...and when I came back I had more hp and sp then before. I think something is wrong with the scaling
Kmnh * Kmn * Kmm * Knn * Knm
Leader of Templar
yeah, even on elite solo, the archers hit for less damage than boon to undeath procs for. meaning you are harder to kill while getting attacked by archers than if they were dead.
~Sarlona~
Malpyre ~ Malyoko ~ Malsyn ~ Malyficent ~ Malkyrie ~ Malexi
~Orien~
Malfyre
It's true that DDO has an incorrect design of items which give you a chance of hp or sp when hit. It started with the Torc of Prince Rayium-de + Demon Consort Bracers in module 3, and continued with several other items added since then.
Items of that type should be taking the amount of damage dealt into consideration, so that weak hits which barely hurt also have barely a chance to proc the defense. That is, those items should have been designed to (partially) scale with the number of damage, not the number of hits, to avoid being both overpowered when the hits are weak and underpowered when the hits are strong.
Yes but people without all of those items and PREs get slaughtered six ways to Sunday. I have seen it with my own eyes -repeatedly. If you call for nerfs, remember what you do to everyone that was already struggling. The sad thing is Turbine seems willing to nerf based on a single call without ever considering the consequences to the rest of the player base.
We played around in weapons shipment last night on elite. With just Light and Darkness and a concordant opposition item on a lvl 20 wizard, I was able to get full SP back and maintain positive HP with the archers.
It was actually quite funny.
People have soloed echrono and epic ToD too. If you don't post a screenshot with your gear setup in mid quest I really don't know what's this thread's worth, or where it's going to.
Completely disagree with the notion that this should be done.
I believe that the scaling of the proc should be level across all mobs, thus weaker monsters which are clearly below you should struggle with you the same as you would struggle to overcome the regen of say Epic Demon in the pit from fens.
meanwhile that mob has no problem overcoming your HP proc, not all monsters based soley on the level of the mission should be able to overcome all of your powers.
Each mission should be designed separately and with different motivations and missions behind what the mobs can and will do.
Simply designing mobs to scale and overcome all player powers and abilities and or gear because it is Elite, is ridiculous at best, and makes it incredibly difficult for newer players to function there, that is what we have Epic for, and besides i don't think epic should do that either. I instead call on the devs to design dungeons and mobs with creativity and look at new ways of overcoming player abilities and powers, for instance make Beholders do what they really do when that eye beam hits you, your gear is dead too, talk about a scary monster. So if you want to nullify the effects that gear has on players, simply making all mobs on certain degrees of difficulty just over come the effect or change the items so that it does not work with "light hits vs harder" is both silly and ineffectual and defeats the purpose of having certain items in the first place.
Master of the Tower
http://forums.ddo.com/showthread.php?t=203205