Guess with a TWF toon that uses melee and ranged abilities I can reroll.
Doesn't sound to me like you intend to implement ways to get both melee and ranged power on the same scale in the same destiny.
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Good point.
Go on Severling you are doing quite a good job.
DDO is a real time computer game and needs adeguate mechanics for scaling.
Introducing MRR, Meele Power and Ranged Power makes the enhancement system (heroic and epic) clear and consistent (i.e. Adrenaline I will give +300 Meele/Ranged Power, right?).
Of course imho.
Wizards can still take the insightful reflexes feat.
Wraith form still gives 25-35% incorp.
Wizards can still cast displacement.
Eldritch Knight still gives armour and shield proficiencies.
Eldritch Knight still gives PRR and lowers ASF.
Wizards can still wear dodge items.
Pale Masters still get 10 PRR or 3 dodge, as well as other benefits from being undead.
They might not be the best but saying they get no way at all to reduce incoming damage is hyperbole.
On the topic of free feats and stances,
How about giving Sacred Defender Combat Expertise for its Core 3. More importantly, make sure that it does not have the spell cooldown drawback so that the poor Pallies don't have to suffer.
How about giving Assassins or Thief Acrobats Improved Feint?
But its rather true that Power Attack is the must have feat currently.... it would be good if it not only scales into late game (like +5 damage while providing +1 or +0.5 melee power per epic level), but also make the other stances more competitive and scale into late game.
Something like Combat Expertise providing some PRR/MRR and/or gaining a subfeat that provides additional hate, while gaining an additional 2% AC or PRR or Max Hp per epic level.
Precision stand to gain more fortification bypass and some dodge bypass, and some other interesting things that scale into epic.
Manyshot and Improved Precise shot should start removing volleys and replacing it with Ranged Power and other stuff because of how OP they are together. So on and so forth.
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Three questions, apologies if these have already been answered but I missed the answers amidst the sudden MessageStorm:
1. Isn't giving every ED 90 melee power, and 150 to every Melee ED, a huge power creep? Huge? Why not just give Master's Blitz 100 melee power and everyone else none
2. Shouldn't two-handed weapons earn more melee power than sword & shield? Otherwise, why sacrifice defense and a magic item slot for ... nothing?
3. If EE bosses are going to have less hitpoints while all the players are going to it harder, it seems that making EE content more accessible is a design goal. Is it?
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I am worried we already have far too many bonuses and abilities which aren't included on the character sheet so it's difficult to reference what they are easily, I feel that is a problem that needs to be fixed before, or at the same time as adding more stuff to the sheet.
I'm not really a fan of Melee power and Ranged power, I think the problem is the Epic ward on monsters making many abilities and effects practically useless, the ridiculous amounts of health on monsters at epic levels, as well as the rules changes not being populated through the monsters fully (Like Poison Damage).
I can see the need for it, but It might be simpler just to have the +1[w] apply to the effects as well
So if you have a 2[1d6] weapon, and Venomed Blades tier 3 active (normally 1d8) it would give 2[1d8] poison, instant scaling for weapon effects to keep them in line with the weapons base damage scaling.
What I am thinking (and hoping) is that something currently live:
http://ddowiki.com/page/Epic_Cruel_Nobility
This has a lot of ability stacks on it. So when you swing with this, each swing has Base weapon die + enchantment + your stat + Ability 1 + Ability 2 + Ability 3 + Ability 4 = total damage output.
They can now change all those keywords to add to melee power, making it become Base weapon die + your stat + melee weapon power.
The amount of lag this could fix would be pretty good.
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I do not grind; my characters' DPS is horrible; basically, my toons are gimps is almost all ways.
Yet, I think EE monsters stats are exactly where they should be.
You have a choice for EE: grind for gear, take build advice from the uber number crunchers; or slow down and use some tactics.
EEs are not that difficult. Most PUGs blast their way through them with no effort and barely slow down.
I agree, but the new changes really make Bucklers (in general) really lame, in comparison to other shields.
Would it really be a big deal to add "5" (or something) to "all" shields.
I have also always thought that Tower Shields need a "major" buff. These things were designed to hide behind, which seems to me that they should offer almost total protection.... when actively blocking anyway.
Since all of these numbers will now be part of our builds moving forward, can we please get an updated Character Sheet that includes currently missing stats that must be manually calculated, such as:
Threat Gen
Riposte/shield bash %
Energy absorption values
Heal Amp (Positive/Repair)
Whatever else I am missing in my haste to get my $.02 into this discussion
Also, agree with previous posts about the now useless DR system. Something should be done with this because as it stands now, it is meaningless.
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Are sorcerer savant elemental forms going to be getting a defense boost too?