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  1. #21
    Community Member Keladon's Avatar
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    Quote Originally Posted by Aelonwy View Post
    I don't know about 17 (where would the one extra dmg come from?) But with a display reading 1d4 dagger plus 12 dmg wouldn't the max dmg of the dagger be 4? so 4+12 should be max 16? Or am I missing something?
    10 melee power. (16 + 10% = 17 if you're rounding down)

    That's what I thought it was at least.
    Last edited by Keladon; 01-08-2015 at 12:55 PM.
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    people nostalgically remember the good more than the bad.

  2. #22
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    Quote Originally Posted by Aelonwy View Post
    I don't know about 17 (where would the one extra dmg come from?) But with a display reading 1d4 dagger plus 12 dmg wouldn't the max dmg of the dagger be 4? so 4+12 should be max 16? Or am I missing something?
    I don't think the inventory panel includes melee power so 16*1.1 (for the 10 melee power) would be 17.6 max damage.

  3. #23
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    It would be interesting to test with items giving stat bonuses instead of divine might, just in case it's some weird effect of divine might causing the bug.

  4. #24
    Community Member ToastyFred's Avatar
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    Quote Originally Posted by Vargouille View Post
    We're looking into this.
    If Rull is correct, I say leave it alone. I am enjoying playing my pure Bard SWF Swashbuckler.

  5. #25
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    Quote Originally Posted by Aelonwy View Post
    I don't know about 17 (where would the one extra dmg come from?) But with a display reading 1d4 dagger plus 12 dmg wouldn't the max dmg of the dagger be 4? so 4+12 should be max 16? Or am I missing something?
    The 10 melee power adds 10%. So, its (4+2*6)*1.1 = 17.6 which probably rounds down to 17 max. If SWF was only 1.5 it should have been (4+1.5*6)*1.1=14.3 which probably rounds to 14 and seems unable to go as high as 17.
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  6. #26
    Community Member N-0cturn's Avatar
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    I did a quick test on my bard and it seems to be true. The multiplier with greater SWF is still x2 .

    When I removed my Plundered Pirate hat this reduced my Cha from 43 (+16) to 32 (+11), my damage was 10 points lower. I also tested with the dummy to make sure it is not just a visual effect. On the dummy my average damage was 15 points lower with 46 melee power.

  7. #27
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by mikarddo View Post
    The 10 melee power adds 10%. So, its (4+2*6)*1.1 = 17.6 which probably rounds down to 17 max. If SWF was only 1.5 it should have been (4+1.5*6)*1.1=14.3 which probably rounds to 14 and seems unable to go as high as 17.
    So the part that reads +12 already has the 2x or 1.5x stat dmg already added in and multiplied by melee power. Okay, now I get it.
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  8. #28
    Community Member Keladon's Avatar
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    Quote Originally Posted by Aelonwy View Post
    So the part that reads +12 already has the 2x or 1.5x stat dmg already added in and multiplied by melee power. Okay, now I get it.
    Stat (STR) modifier damage added in .. yes.

    Already multiplied by melee power.. no.
    It should show +13 (rounded down) if melee power was calculated in. (and 10% of weapon damage.. things would get complicated)
    Last edited by Keladon; 01-08-2015 at 01:40 PM.
    Quote Originally Posted by Monkey-Boy View Post
    people nostalgically remember the good more than the bad.

  9. #29
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    Quote Originally Posted by Aelonwy View Post
    I don't know about 17 (where would the one extra dmg come from?) But with a display reading 1d4 dagger plus 12 dmg wouldn't the max dmg of the dagger be 4? so 4+12 should be max 16? Or am I missing something?
    Indeed, 1d4 + 12 maxes at 16, which with 10 melee power would potentially max at 17 (16*1.1 with some rounding), no?

  10. #30
    Community Member Vellrad's Avatar
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    Don't.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  11. #31
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    Quote Originally Posted by Rull View Post
    In order to balance the fighting style with TWF, THF and arguably S&B, the bonus that SWF gets you when you have all 3 feats should probably be 1.5 you damage stat modifier.
    I tend not to believe this is happening, but even if it was... so what?

    How is this hurting you or your game play experience? seriously how? come on, take a second and tell me how in this cooperative game is this impacting anything?

  12. #32
    Community Member totalmir's Avatar
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    This seems to be a Divine Might bug,and not the SWF bug,so I think the bards and non-pali/fvs/cleric toons will be unaffected by this fix.

  13. #33
    Community Member Fedora1's Avatar
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    Quote Originally Posted by Vargouille View Post
    We're looking into this.
    These aren't the droids you're looking for.

    These aren't the droids we're looking for.

    He can go about his business.

    You can go about your business.

    Move along.

    Move along... move along.

  14. #34
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    I can not use the dummy for testing. I really tried, but I do not have the patience to wait whatever time it takes for the dummy to reset to it's non-helpless state (without information showing whether it is helpless or not).

  15. #35
    Community Member Connman's Avatar
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    Quote Originally Posted by jaggyjag View Post
    I tend not to believe this is happening, but even if it was... so what?

    How is this hurting you or your game play experience? seriously how? come on, take a second and tell me how in this cooperative game is this impacting anything?
    It hurts all the people that rely on what the words say on the screen to make build decisions. Either change the description back or change the damage to fit the description.

    As far as I am concerned with SWF, meh, you have two hands for a reason, to hang on to a big greataxe.

    Now Sev, just give me the monkey grip feat so I can use a great axe with SWF and I will be sold on it.
    Quote Originally Posted by Marshal_Lannes View Post
    Now you aren't a cookie cuttter, you are a character with unique gear and layouts and not everyone has the same mass produced epic ethereal bracers from the ghostly beholder factory.

  16. #36
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    Quote Originally Posted by Rull View Post
    I can not use the dummy for testing. I really tried, but I do not have the patience to wait whatever time it takes for the dummy to reset to it's non-helpless state (without information showing whether it is helpless or not).
    So... but that still didn't stop you from posting that is was in fact broken? classy.

    Now, take a minute and answer my question sir:

    If this is actually happening, how is it hurting you, your game play, DDO, or anyone else? hmm? seriously please enlighten us as to how this is impacting you, so we can understand.

    Waiting.

  17. #37
    Community Member depositbox's Avatar
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    Quote Originally Posted by Rull View Post
    whatever time it takes for the dummy to reset to it's non-helpless state (without information showing whether it is helpless or not).
    As long as the dummy buff timer is on your toon. Or you could, you know, maybe not kill the dummy in the first place? IDK, Just a thought. Im sure your previous testing was under more informed circumstances and not something often found on these boards like wild panic and baby tears.

  18. #38
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    Quote Originally Posted by Connman View Post
    It hurts all the people that rely on what the words say on the screen to make build decisions. Either change the description back or change the damage to fit the description.

    As far as I am concerned with SWF, meh, you have two hands for a reason, to hang on to a big greataxe.

    Now Sev, just give me the monkey grip feat so I can use a great axe with SWF and I will be sold on it.
    HOW? how does a character doing MORE damage then what the word may say on the screen hurt anyone? (note, I doubt that it is happening mind you) but really explain to me how doing more damage then you expect to do is hurting someone?

    Hmmmm... but wait look here, you prefer THF, okay fair enough except how can someone doing more damage then listed in SWF hurt or impact you.... See I could understand your claims if this alleged glitch was in some way lessening the damage that THF did, That would be a problem right?

    But that's not what is being alleged here is it?

    So how, and I really mean HOW is it going to hurt anyone, or anyone's game if someone using SWF is doing more damage?

    Unless this is a question of ego, in the case where some one gets upset that their personal favorite fighting style might, just might not be the uber variant of fighting in DDO. In which case that type of person can only be happy if they know other players can't match them. See in that case I could see where SWF doing more damage could hurt something, it would most likely be hurting that type of person in their Epeen.

  19. #39
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by jaggyjag View Post
    So... but that still didn't stop you from posting that is was in fact broken? classy.

    Now, take a minute and answer my question sir:

    If this is actually happening, how is it hurting you, your game play, DDO, or anyone else? hmm? seriously please enlighten us as to how this is impacting you, so we can understand.

    Waiting.
    Given the other benefits of SWF it makes SWF 100% better then any of the other fighting style that is bad design. The devs understand, you do not clearly.

  20. 01-08-2015, 04:55 PM


  21. #40
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    Without either the tools to find things out for myself or the confidence that things are as they say they are, I can't play this game.

    For instance, 'dashing scoundrel' does not give "1 dmg per 5 character levels" like the mouseover in the enhancement tree says. It does not add "1 damage +1 more per 5 Character levels" like the description of the effect in your buff bar says. All I know is that it gives +6 at level 16. So it does something like "3, +1 more per 5 levels"? Or maybe the 5 levels is also false and it increases every 4 levels, or every 2. Or maybe it does something with bard levels. Or maybe it's 2 + points spent in swashbuckler tree divided by 9. Who knows? I'm pretty sure most of you don't.
    My point is, there is no fun in choosing between 4 styles if you don't know what the effects of any of the 4 styles will be. Why offer a choice without the information over the consquences?

    I was trying to build a good paladin a couple months ago.
    I had to find out by testing that the doublestrike from shield mastery feats works on orbs as well (and that you can use orbs when SWF). Ehich is kind of important if you want to decide between going SWF, THF, TWF or S&B.
    I had to find out by testing that being not proficient with an orb doens't actually give any penalty. Which is kinda relevant also.
    I had to find out by testing that the light damage from chalice core enhancements adds fully to glancing blows without this being mentioned. Which is quite important when choosing between khopesh or bastard sword or THF.
    I had to find out by testing that the paladin tier2 cleave is actually a 360degree swing, not a 270ish degree like cleave at all.
    I had to test out so many other things. But I still had many more questions. So I got sick of testing and decided to leave the game for a while and come back when some of those things have been figured out.

    But what I find four months later is still a mess. I would love to roll a purple dragon knight paladin with Know the Angles. But whether that can be used together with divine might, how much damage bonus it actually gives, whether the insightful DC bonus stacks with insightful int items, whether that DC bonus stacks with Cormyrean Knight Training, etc... I just don't feel like rolling tons of iconic to test it all. For me, the game has become unplayable.

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