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  1. #21
    Community Member furbyoats's Avatar
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    Quote Originally Posted by Therrias View Post
    Mounted combat!
    die
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  2. #22
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    Quote Originally Posted by Therrias View Post
    Mounted combat!
    Only if halflings get dinosaurs!

  3. #23
    Community Member furbyoats's Avatar
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    A pally aura with an attack/damage boost would be pretty delicious...just saying.
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  4. #24
    Community Member Souless's Avatar
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    Quote Originally Posted by furbyoats View Post
    A pally aura with an attack/damage boost would be pretty delicious...just saying.
    When I rolled through my pally lives....The 1st life while I was learning the class was horrid.

    The 2nd life was better when I added rogue and haste boost....

    The 3rd was the best when I utilized hunter of the undead to its full potential combined with rogue...

    I found my pally build was a better survivor than my barb. Which is what brings me to my suggestion...

    Frenzy and Death frenzy need some help.

    I think the damage u take while in this mode of attack is disproportionate to the damage output. Consider the 30 hp's damage +the 1d3 x2 for the addition 2-12 and 4-24 +3. The vicious damage while seeming low is not, when u consider the +30 points of damage which on a 600 hp barb is 5% of their hp's. Add to it the fact that mobs r hitting for 50+ and that u have to do the 5% damage to urself every minute to maitain the frenzy. And what u have is a melee hand cuffed to a healer.

    I think the Frenzy line should be more like the fighter power surge line. There is no penalty to surging as a fighter. There should be no penalty to fenzying as a barb.

    Or if u r dead set on having the frenzy line have drawback, increase the boost to 4-24 + 8-48 and have it add more str.

    The Bytcher~

    Ps as a side note I like the way u listed ur toons...ur gonna haveta tell me how u did it..so for now:

    Souless Bladewind - Xbow Twinkwind - Spectyr - Tazzor Spellfire - Xindao Bladewind - Vampir Nightblade - Valice Icewind - Richgirl Goldenblade

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  5. #25
    Community Member KillEveryone's Avatar
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    How about the melee boosts regenerate like the cleric undead turns.
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  6. #26
    Community Member furbyoats's Avatar
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    Quote Originally Posted by killeveryone View Post
    how about the melee boosts regenerate like the cleric undead turns.
    yes!
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  7. #27
    Community Member Rodasch's Avatar
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    Quote Originally Posted by KillEveryone View Post
    How about the melee boosts regenerate like the cleric undead turns.
    Yes, This is something I've been suggesting and advocating for a while.
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  8. #28
    Community Member dotHackSign's Avatar
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    Quote Originally Posted by Amorenkaire View Post
    Only if halflings get dinosaurs!
    Is that so they can reach the top shelf?

  9. #29
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    Quote Originally Posted by dotHackSign View Post
    Is that so they can reach the top shelf?
    That's what the racial bonus to jump is for. The dinosaur is so that they don't have to dirty their hands with an enemy and feed their fleshrakers at the same time.

  10. #30
    Community Member dotHackSign's Avatar
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    I've posted this elsewhere but I'd like to see a % damage mitigation based on armor type given to melees at starting around the 10th - 12th and maybe another tier at 15th - 17th level. Armor, especially heavy armor looses its usefulness around these levels unless you are specialized as a tank. This is why we see so many pajama wearing melees. Most do this for evasion which is a large advantage over heavy armor.

    Would you rather have the bullet proof vest with the ceramic plate, or a t-shirt and your agility? Which do you think for mitigate more damage?

  11. #31
    Community Member voodoogroves's Avatar
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    This is exactly what DR represents- and their are armors that provide it - as well as AC ... which doesn't mean "was touched by the weapon" but rather "was touched by the weapon with a solid enough hit to do damage"

    PNP has Touch AC, which represents the difference between merely connecting and doing damage. Monks are good at both, but a fighter in full plate and shield would have a great normal AC even at 1st level ... but a poor touch AC. DDO handles these attacks by keyboard dodging.
    Ghallanda - now with fewer alts and more ghostbane

  12. #32
    Community Member dotHackSign's Avatar
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    Quote Originally Posted by voodoogroves View Post
    This is exactly what DR represents- and their are armors that provide it - as well as AC ... which doesn't mean "was touched by the weapon" but rather "was touched by the weapon with a solid enough hit to do damage"

    PNP has Touch AC, which represents the difference between merely connecting and doing damage. Monks are good at both, but a fighter in full plate and shield would have a great normal AC even at 1st level ... but a poor touch AC. DDO handles these attacks by keyboard dodging.
    Only "some" armors, even heavy armors have DR.

    If we go by "keyboard dodging" then the Dex bonus shouldn't apply to "AC", it should increase movement rate, tumble and jump so that attacks can be "Dodged" by the player in real time... I don't think this is suited for an environment affected so much by network latency and client/server syncing.

  13. #33
    Community Member furbyoats's Avatar
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    Quote Originally Posted by dotHackSign View Post
    Only "some" armors, even heavy armors have DR.

    If we go by "keyboard dodging" then the Dex bonus shouldn't apply to "AC", it should increase movement rate, tumble and jump so that attacks can be "Dodged" by the player in real time... I don't think this is suited for an environment affected so much by network latency and client/server syncing.
    I would think that the heavier the armor, the more inherent DR. I thought that only specific armors have some types of DR. Such as spearblock etc. I could be wrong though.
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  14. #34
    Community Member dotHackSign's Avatar
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    Quote Originally Posted by furbyoats View Post
    I would think that the heavier the armor, the more inherent DR. I thought that only specific armors have some types of DR. Such as spearblock etc. I could be wrong though.
    You're correct. Right now only adamantine, or items with specific DR qualities have some type of damage mitigation. Other armor, like the dragon touched heavy plate, has none.

    So for example, the dragon touched heavy plate has the same damage mitigation as a non-magical robe. The difference between them is suppose to be the AC bonus. However, as you approach level 20, the AC bonus of any of the high level armor doesn't really do much for you. For the most part, its better to take a splash of an evasion class and wear pajamas and have your dex bonus make up the AC difference. The only exception being a well built tank that gears and takes enhancements/feats specifically to top out AC.

    I think adding some benefit to wearing armor for high level toons might help balance the melees out with the blue bar crowd. After all, the melees have to be in close to deal damage, so they need to be more robust.

    This would also help healers avoid using so many pots to keep the melees on their feet.

  15. #35
    Community Member furbyoats's Avatar
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    Quote Originally Posted by dotHackSign View Post
    You're correct. Right now only adamantine, or items with specific DR qualities have some type of damage mitigation. Other armor, like the dragon touched heavy plate, has none.

    So for example, the dragon touched heavy plate has the same damage mitigation as a non-magical robe. The difference between them is suppose to be the AC bonus. However, as you approach level 20, the AC bonus of any of the high level armor doesn't really do much for you. For the most part, its better to take a splash of an evasion class and wear pajamas and have your dex bonus make up the AC difference. The only exception being a well built tank that gears and takes enhancements/feats specifically to top out AC.

    I think adding some benefit to wearing armor for high level toons might help balance the melees out with the blue bar crowd. After all, the melees have to be in close to deal damage, so they need to be more robust.

    This would also help healers avoid using so many pots to keep the melees on their feet.
    Indeed, and maintain a harsh ASF penalty for the high % damage mitigation armors.
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