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  1. #1
    Pirate Cursed
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    Default Deadly weapons are here.......

    So deadly weapons has made it to live..... But after some playing around I realized..... its BUGED!

    So I went to the dummy to test some things out:

    Melee:
    dagger, max damage seen without deadly: 4
    dagger, max damage seen WITH deadly: 6+ish (but a increase non the less)

    great axe: increase in damage easily seen.

    SoS: damage increase seen (naked) from mid 30s to mid 40s

    Green steel great axe (naked) damage increase from mid 30s to mid 40s

    *sos and green steel done by a guildy for me*

    Conclusion: Deadly weapons work Fine on melee.

    Ranged:
    great crossbow out of range of Point blank: Meh damage
    In range of point blank: more damage
    great crossbow out of range of point blank with deadly weapons: same damage as you would normally see Out of range of Point blank.
    In range of point blank with deadly weapons: same as in range without deadly weapons.

    Throwing items: same conclusion
    Bows: same conclusion

    SO: either one of two things is happening. either Point blank is bugged so that Deadly doesn't work within or out of range. OR deadly weapons is still broke for ranged weapons.

    if someone doesnt have point blank shot and can confirm this, that would be great. (bug report submitted as well)


    EDIT*** also, havent tested if it works on monks (due to their already inert die step increases). Not sure if it will stack with item base die increases yet. it SHOULD, but yet.......(if someone could confrim any of these that be great)
    Last edited by meathook2008; 11-12-2011 at 03:37 PM.

  2. #2
    Pirate Cursed
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    Default

    post hot fix, ranged is still not working. But I did test it on epic weapons and monks. Works GREAT on monks and epic weapons....


    Come'on devs, if your going to release the spell, at least make sure it works ON the character type its casting (artys=ranged). And when is the ETA for the scrolls to drop?

  3. #3
    Community Member Robai's Avatar
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    Default

    Deadly Weapons ?
    Are they really working now?
    Does it mean that my ESoS will deal 10d6 instead of 5d6 if artificer buff me?
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  4. #4
    Community Member MRH's Avatar
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    Point blank got the new icon so you can see it is working within said range

    Deadly weapons should have a unique icon also IMO , maybe a red skull icon heheh


    Well hope they get it figured out soon


    @ TheRobai
    can't find the link but there is a thread with dev comments on what it will do for the ESOS
    don't think its 10d6. will try to find that post...
    Past Lives : 18pal/2rogue, 20fighter
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  5. #5
    Founder ChoW's Avatar
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    The spell was inadvertently added in during U12. A Dev posted about this a couple days ago. This also explains the lack of the scrolls dropping. The spell was bugged on ranged during Lamma for U11 and obviously did not make it into the game for release of U11. The spell was in the build that was released for U12 because... well there are many excuses I can think of, all of which point to incompetence.
    Either way, the spell is still not functioning as it 'should' so I wouldn't get use to it right now.

  6. #6
    Community Member MRH's Avatar
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    If it's still working on melee , then at least my arti can buff up the melee

    If not, then we wait.....and hope for a timely fix
    Past Lives : 18pal/2rogue, 20fighter
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  7. #7
    Community Member MRH's Avatar
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    Here is the other thread with some info...

    http://forums.ddo.com/showthread.php...weapons&page=2


    Quote Originally Posted by Eladrin View Post
    Quote:
    Originally Posted by Backley
    eSoS is a Greatsword (base weapon damage 2d6) with a Die Multiplier of x2.5, giving 5d6. With Deadly Weapons, that becomes x3.5, which is 7d6 (an increase of 40%).

    This is a good description of the intent of the Deadly Weapons spell.



    Quote Originally Posted by Eladrin View Post
    Quote:
    Originally Posted by Cyr
    Are epic weapons and other expanded base damage dice weapons going to be changed to have mulipliers that strictly bring them back down to their base for the weapon type or are some going to have higher then base still to allow deadly weapons and similar abilities to be more effective on them making them superior to the alternative with deadly/similar ability or worse then the alternative without?

    Note: The following is still subject to change.

    We are planning on updating epic weapons (and some others) to have a Base Damage Dice modifier, with the base weapon damage of a normal weapon of their type. Most epic weapons will have normal base weapon damage with a +1 bonus to the damage dice modifier.

    Nonstandard dice like Thornlord's base damage dice of 1d8+2 will remain, so Epic Thornlord will become 2[1d8+2], 3[1d8+2] in Point Blank Shot range or with Deadly Weapons, and 4[1d8+2] with both. Epic Sting keeps d12's, becoming 2[1d12].

    The Sword of Shadows is planned to be 2d6 damage with a +1.5[W] modifier, so will become 2.5[2d6] instead of 5d6. Deadly Weapons cast on it will make it 3.5[2d6] (roughly 7d6*) instead of 10d6.

    This pass will also affect Nightforge weapons from the Black Anvil Mines, which we're kicking up to +0.5[W], Greensteel (standardized at +0.5[W] instead of varying between +23% to +64%), and Alchemical weapons (+0.75[W]). A couple of quest specific weapons will be boosted through the roof too - temporary items should be fun to use. (Tesyus (+2[W]), Oath of Droaam (+3[W]), the Gauntlet weapons (+2[W]).)

    We don't want to make these changes until what's going on can be clearly communicated on weapon tooltips. Having the Epic Sword of Shadows drop to 2d6 damage on the tooltip without a full explanation would be explosive.

    * It'll actually be 6d6+(2d6/2) at 3.5[2d6]
    Last edited by MRH; 11-17-2011 at 10:26 PM.
    Past Lives : 18pal/2rogue, 20fighter
    *A lady asked me one time if I could call her a cab from here.......so I didn't move and said "Your a cab"*

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