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  1. #81
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    Quote Originally Posted by PainStealer View Post
    lol I didnt say the others were end game. Obviously you arent going to end game tank with nightforge weapons. But the night forge are certainly good enough to get you up to Drow hammers. And drow hammers are good enough till you can pull a mornh. And honestly my end game tank uses hammers right now. I have quite a selection of loot gen hammers that are fairly appealing to use. Some of them are better than mornh against certain types of baddies.

    So yeah .... Plenty of good hammers to go around. And if you dont like hammers .... there are always deathnips. Or any other type of weapon you like to use.
    I love people like you. You don't need to have an empty pack with empty bars. Fill them up with niche weapons!

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  2. #82
    The Mad Multiclasser Failedlegend's Avatar
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    So has anyone found a use for Con to-damage yet...without an option to get con to-hit its kinda pointless imo.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  3. #83
    Community Member mezzorco's Avatar
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    Quote Originally Posted by Failedlegend View Post
    So has anyone found a use for Con to-damage yet...without an option to get con to-hit its kinda pointless imo.
    I think the best you can do is going barbarian. Under rage you have enough str to hit and a lot of con for damage. Wonder if THF gets 1.5x multiplier when using con for damage.
    Similarly, does someone know if elf dex to damage is multiplied by 1.5 when wielding falchions?

  4. #84
    Developer Vargouille's Avatar
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    Two handed weapons should be getting [Ability Score] * 1.5 as a damage bonus, whether the ability is Strength or something else. Offhand weapons get half of the ability score, also like Strength has always done. (This functionality was fixed somewhat recently, so not all Lamannia builds featured this.)

  5. #85
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by Vargouille View Post
    Two handed weapons should be getting [Ability Score] * 1.5 as a damage bonus, whether the ability is Strength or something else. Offhand weapons get half of the ability score, also like Strength has always done. (This functionality was fixed somewhat recently, so not all Lamannia builds featured this.)
    Awesome Varg that makes non-str builds alot more viable...so any chance of adding Con to-hit as a part of "throw your weight around"?
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  6. #86
    Founder & Build Synthesis Battlehawke's Avatar
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    So has anyone found a use for Con to-damage yet...without an option to get con to-hit its kinda pointless imo.
    I'm working on a Tempest/Kensai build that does. It would not have a min Dex requirement because Ranger is auto granted TWF x3. So Everything could go into Con. The only issue IS to-hit. Would a 32-ish Str (14-ish base + 10 stat item + 4 tome +2 ship +2 Excetional) be enough Strength be enough to have a good ToHit? I have a lot to consider....
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  7. #87
    The Hatchery psteen1's Avatar
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    Quote Originally Posted by Battlehawke View Post
    I'm working on a Tempest/Kensai build that does. It would not have a min Dex requirement because Ranger is auto granted TWF x3. So Everything could go into Con. The only issue IS to-hit. Would a 32-ish Str (14-ish base + 10 stat item + 4 tome +2 ship +2 Excetional) be enough Strength be enough to have a good ToHit? I have a lot to consider....
    I'm making a dwarf melee artificer with con to damage and intelligence to hit. Hypothetically since I haven't done it yet obviously, it will be a powerful class with 45+ con which means a lot of HP and damage. To hit won't be a problem with a 30+ intelligence. Pretty much all the other stats can be dumped.

  8. #88
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    Did any one try the new Iron Stomach? The PDF claims that it adds, for example, "Remove Poison" effect for 2 minutes to any potion. I assume that really means Neutralize Poison. Does this really grant the same Neutralize Poison effect (immunity against natural and magical poisons) as the spell but for a 2 minute duration?

    Granted it's way too late now, but I'm not sure I like this change. If it really is a 2 minute duration on the poison and disease immunity, that is a convenience for certain quests and a modest inventory consolidator. But the original (+1/2/3 caster level to potions) seemed more interesting to me.

  9. #89
    The Hatchery psteen1's Avatar
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    Quote Originally Posted by hit_fido View Post
    But the original (+1/2/3 caster level to potions) seemed more interesting to me.
    I agree. It was a lot more interesting. But I'm guessing someone decided it was too good.

  10. #90
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by psteen1 View Post
    I'm making a dwarf melee artificer with con to damage and intelligence to hit. Hypothetically since I haven't done it yet obviously, it will be a powerful class with 45+ con which means a lot of HP and damage. To hit won't be a problem with a 30+ intelligence. Pretty much all the other stats can be dumped.
    Hmmm...cool idea. Too bad I only feel right playing Arties as Halflings
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  11. #91
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    Quote Originally Posted by hit_fido View Post
    Did any one try the new Iron Stomach? The PDF claims that it adds, for example, "Remove Poison" effect for 2 minutes to any potion. I assume that really means Neutralize Poison. Does this really grant the same Neutralize Poison effect (immunity against natural and magical poisons) as the spell but for a 2 minute duration?
    Well I just tried it, it is indeed 2 minutes. However I forgot mummy rot is a supernatural disease so this enhancement doesn't even provide the convenience of blocking that. It also doesn't work with all potions that I tried. Oddly, remove blindness, remove curse, neutralize poison, and remove disease potions do not proc the Iron Stomach effects. Cure pots, major mnemonics, spell power boosts, jump, barkskin and everything else (not exhaustive) I tried did proc it.

    Could be useful for new players who can't afford a stack of remove/heroism pots, but Stout for +3 Balance is probably a better AP filler enhancement than this.

  12. #92
    The Hatchery psteen1's Avatar
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    Quote Originally Posted by hit_fido View Post
    Well I just tried it, it is indeed 2 minutes. However I forgot mummy rot is a supernatural disease so this enhancement doesn't even provide the convenience of blocking that. It also doesn't work with all potions that I tried. Oddly, remove blindness, remove curse, neutralize poison, and remove disease potions do not proc the Iron Stomach effects. Cure pots, major mnemonics, spell power boosts, jump, barkskin and everything else (not exhaustive) I tried did proc it.

    Could be useful for new players who can't afford a stack of remove/heroism pots, but Stout for +3 Balance is probably a better AP filler enhancement than this.
    You are probably right. I was going to take it because it is new and different, but I will probably get over the shininess soon enough to realize that it wasn't doing anything for me. On the other hand, I am usually too lazy to carry around stacks of pots and actually use them. Having one pot do four things (what it is supposed to do and the three bonuses) is kinda cool. I guess I'll try it out and see.

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