What does that highlighted portion mean? Is it when centered and in a defensive combat stance? Do Water and Earth count as defensive combat stances for this purpose? Why this odd functionality?
Also, while I understand (and want) the 2 monk splash to still be relevant, this seems like an awful lot of front-loading. What about a front-load of +4% dodge at level 1 or 2, and then +1 or 2% dodge every X levels? That's a lot of stuff in monk that improves over levels like that, but it fits. Maybe +2% at 5, 10, 15 and 20 for +12% at level 20?
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What does "defensively centred" mean? How the AC bonus affect monk splashes or do we reroll them as inferior variants of their main class?
I presume this will still leave monks behind armor wearers in actual AC, slightly ahead in dodge (if they can get a lot of dodge gear) and far, far behind in PRR?
The calculations are far more important than the "active nature of it", especially since that "active nature" is incredibly fake. And becoming more apparent all the time. Once it was a good fake, but not nearly as much as it is now (combat changes such as Doublestrike and %chance for offhand procs compounded the fact that what's on the screen is not what's really happening).
But in all of this, the nerf for melee to-hit is the worse. The Devs try to sell it as a buff because of the +25% chance because everyone "likes to hit". But that buff is for the lowest to-hits, those whio didn't care about it. Whereas most melee with high to-hits are losing 10% or more in some cases. And even that's not TOO bad if it was just straight up dps, but it affects everything, all melee special abilities rely on hitting as often as possible. It's one thing that I lose straight up 5-10% from my to-hits and thus dps, it's another that Stunning Blows, Trips, and Sunders and even weapon effects will have an extra chance of not hitting at all.
Did the Devs consider those abilities? And if so, why are there no discussions on them. With those effects having less chance of even landing, why are there no discussions about possible cooldown changes.
Basically, when the Devs outlined the new system they should have gone through each and every Feat, Enhancement, Enchantment, etc and listed it with updated information.
Now I get the feeling that Feats and such will change "somewhere down the line" and I really dislike that idea. Especially with the troublesome respec mechanics in game, that cost real money in most cases.
The Devs should really get rid of all respec costs until they get their system together.
Two things make it great. Completely agree about the active part. The second is the fact that you can customize your toon so much and have tangible effects from doing so on tohit/damage/ac/flanking/destructing etcetc By basically negating the effect of small increases the sense of control and fun is removed. Control. Cutomizable. Key words for why this is the ONLY MMO I ever liked. For me that is. And it seems for some others as well.Seriously? How we calculate the chance to miss is what makes our combat system good?
Like I've said many times: changes to wop, evasion in heavy, autocrit etc etc were all changes that were sorta needed and killed SOME builds. The current change kills the combat system itself and the fun of trying to find that next great loot that gives u a +1 to hit or ac.
It also brings everyone to the middle. casters get closer to fulltard barbs in to hit chance, full tard robe ac builds are even more gimp than before, dex builds are history. The bell curve just became tighter, i.e., less diversity, i.e., less fun. Imo. An example if a certain item grants +2 dps and another +1 tohit and +1 dps, before they were both viable and depending on build preferable. Now the dps one is better for every single build. Less diversity. Fighting using tohit debuff weapons used to be viable, now their effect is so low that I haven't been able to build a single scenario where they are preferable to max dps weapons. Less diversity. Powerattack on/off used to be situational. Now it is a given to leave on at all times. Less diversity.
What I find most strange is that the tools to fix tohit/ac were already there. Attack chain, no item effects of same type stacking, increase DR on armor. Done
Last edited by grandeibra; 06-14-2012 at 12:38 PM.
My never-ending appeal to developers to stop monk discrimination
Make destruction rune on dragontouched work with unarmed
Note even close to enough to make them compete or not make them poor shadows of their former selves.
Less emphasis on monk levels and more on stat allocation is needed unless the goal is to insure that monk splash builds are completely pointless in anticapation of the enhancement pass killing them completely.
Proud Recipient of At least 8 Negative Rep From NA Threads.
Main: Sharess
Alts: Avaril/Cyr/Cyrillia/Garagos/Inim/Lamasa/Ravella
Simplest is rarely the most effective. Widening the dice just further emphasizes the gaps between max and those not at max. This provides a much more bell curve type distribution rather than a linear one that allows for a more condensed player base. Many argue that is normalizes mediocrity which is in a way true but it also leaves more to skill /player knowledge versus build which I think is a good thing. It also makes developer balancing of content/abilities/gear much easier which while it doesn't directly affect us as players it allows for better designed content which is always a good thing.
Yes you ddo lose a bit of the d20 feel with the new system and it's harder to know your exact capabilities but it's fairly intuitive and buffing for to hit and the likes does make a noticeable difference in fighting at level stuff.
Does it overly penalize melees versus casters? Yes but melees are gaining pretty significant dps increases with this update while casters are fairly negligible. The gap in dmg output will be significantly narrowed even with more misses. They also gain some pretty strong mitigation differences that can allow them to be more self sufficient which is where casters maintained the big advantage.
I still think it feels weird that Earth stance is the best defensive stance with a big AC and PRR boost, and the best DPS stance for some characters thanks to the +1 crit multiplier, while Wind is the second best offensive stance for those characters and the best for most others, wtih Fire being semi-utility (though with all the +1 Ki items around, it is far less useful for this) and higher to-hit on non-Finesse monks, where half the benefit comes from the base stance, and Water is kind of the utility stance as well with a little defensive nod, better DCs and some Ki gen also that "stacks" better with the +1 Ki items thanks to generating Ki between fights.
Eladrin, what are the goals for each of the stances? What do you want them to be used for? Who do you envision taking each stance?
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I play splashes and I don't want to switch to armor because I'm lazy and don't want to re-gear EVERYTHING and not throw out multiple Epic Moronan helms. That might help pure (over-powered anyway) monks but leaves splashes out in the cold.
I'd really prefer this additional dodge be somehow tied to you stats considering really at this point nothing else in this system that matters is.
At last a change here, even if it is only a tiny step forward.
Monks have always had lower hit point potential, but high to very high damage mitigation potential.
Thank you for the change, but even with this improvement, Monks still have one of the lowest damage mitigation potentials and one of the highest costs to achieve that potential.
Khyber -- Grubbby, Grubonon, Gralak, and all the gang of *grubs* in the Homeboys of Stormreach.
I like this much better.
AC is bypassed directly by to-hit + d20.
Any AC not bypassed is added to PRR.
Dodge provides %-chance to avoid attack.
This is simple.
Fixes AC issues by using physics collision detection.
Maintains damage mitigation for high AC characters through a PRR which has a diminishing return.
And as the armor being worn has a base PRR, mitigation still improves across the board for those wearing armor.
A 10 str cleric using a +5 weapon will hit more than 50% of the time against an AC 65 mob, and you don't see a problem?
You cobble together an abomination of system that does away with d20 roots of a socalled D&D based game, and you don't see a problem?
You reduce the value of build choices that involve to hit to next to nothing, and you don't see a problem?
You make more or less EVERY character in the game able to hit stuff nearly the same percentage of the time, and you don't see a problem?
Really?
Really??
/sighs-in-defeat
Last edited by Dandonk; 06-14-2012 at 12:46 PM. Reason: typing is, like, hard
DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.
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!
Proud Recipient of At least 8 Negative Rep From NA Threads.
Main: Sharess
Alts: Avaril/Cyr/Cyrillia/Garagos/Inim/Lamasa/Ravella
The +3 max caster level is nothing compared to the kind of dps increases we see from dreadnaught, shadowdancer, fury of the wild, fatesinger, grandmaster.
Even the tank line gets some marked dmg increases.
Draconic gets some other cool damage abilities but they all take the place over some other spell to cast in the rotation so their replacement value is much less.
One could even argue that the high number of evasion mobs is much more detrimental to casters than the few misses you see as a melee.