Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
Dungeon alert threshholds have been doubled in both TOEE dungeons. This means it takes twice as many monsters aggro'd to reach Green (compared to the current Lamannia build), Yellow (compared to the current Lamannia build), and so on.
Thanks, more reasonable, but I wish you could just turn it off for specific rooms like Fire Temple. The first thing I will do when this hits on Lama is go into the Fire Temple and see which kind of alert I get. It was insta Red before.
Knowing about DA raising saves so much, even if we get only yellow, this will still be a huge problem for casters.
Nah. The thing is, even if your DCs are terrible, a failed FoD for example can still dish out some nice negative damage.
If you wait to about 1k HP you are pretty much guaranteed to get the kill, even if your DC check fails.
And on your opponents screen - sorry, I meant party member - it still looks like you landed that FoD like a total badass.
Last edited by Eth; 03-31-2015 at 10:06 AM.
Thelanis - Ethforged - Etherar - Fjirty --- Mitis Mors
Ghallanda - Ethrayne - Ethryne --- Omnipresence
Youtube channel: http://www.youtube.com/channel/UCKVn...wLuzB2Q/videos
As far as I can discern, scaling with party size doesn't affect saving throws.
If I have time I'll look into investigating more, but for the moment focusing more on Temple of Elemental Evil.
We'd rather players know and be able to take it into account.Anyway you may catch flack for spilling the beans on this one, but nice detective work and I like the transparency: DDO is a really cool game with some incredibly obtuse game mechanics.
Sorry. If you prefer, please feel free to personally forget any new information we have shared with you (including the fact that we're not using this in Temple of Elemental Evil, or that we've made Dungeon Alert happen far less).
To be clear, the 56 I was quoting there was taking the 6 into account already. As I said earlier, that the Cultists never had a base save over 50 (since the second Lamannia build)... but they were getting that invisible +6 to Magic saves only, making it 56 (and not 62). Which perfectly matches the 40% success you yourself stated before this information had been revealed, so your testing was apparently spot on, taking the +6 into account even though you didn't know about it.
Which is to say we're largely on the same page; this +6 is being removed from Temple of Elemental Evil, though we can't easily turn it off on Lamania. This will make that 40% into 70% for the same DCs you were quoting (low 60s, though you said you had low 70s for some other tests you were doing, and some other players have also stated they had standing low 70s, which would of course be 95% against Cultists and weak saves for most non-bosses.)
Last edited by Vargouille; 03-31-2015 at 12:14 PM. Reason: typos
I think you should - when time allows - go back to TOEE and put the bonuses in, lowering the base saves if you need to. Am assuming there's no time to address this now, which is fair enough, but the last thing we should want surely is an odd man out, mechanics-wise, because of potential for unexpected consequences come patch deliveries further down the line?
- Nova Soul: (a U24 NovaSoul - Survivalist Palemaster Direct Damage that can raid heal)
- Starter Sorcerer Playstyle Videos:
- My answer to your BYOH post.
- Nova Soul: (a U24 NovaSoul - Survivalist Palemaster Direct Damage that can raid heal)
- Starter Sorcerer Playstyle Videos:
- My answer to your BYOH post.
Can this be a blanket change? Their are MANY quests on Live that give instant dungeon alert. One of the worst is the end of "The Thrill of the Hunt". At the end there are like 20 hounds behind the bars that all agro on you and give INSTANT red alert. It is so stupid and goes against what DA was put in for= to prevent zerging.
Please make this doubling a blanket change for all content.
Making DDO a better game 1 post at a time!
Triple EVERYTHING Completionist= Heroic 42/42, Iconic 12/12, Epic 36/36
That clears up things a bit. I thought your 56 was without the Magic Buff (I've no idea how to call it). It means that those Cultists, which are melees and shouldn't save Reflex-based spells very much, have a Save of 50, which I think is okay-ish I guess, makes the use of debuffs not totally worthless.
Low 70s is when I mention debuffs, which I did for the other mobs, which are not fine at the moment, even with this Magic Buff, namely (I've cut off mobs that I think should be fine after you remove this Magic Buff they have):
The Prefecto, Kleno, endboss of part 1, Dretches, Hezrous, Zuggtmoy, Goristro Barbarian were still saving AFTER the debuffs, so with a 72 DC.
Anyway, unless you can turn if off on Lamannia, testing will be very hard.
Please list all quests where this happens and where it happens (the above about Thrill of the Hunt is a very good example), and I bet we can get the devs (after Update 25 is released) to look at this.
Do not ask for it be a blanket change, because it is not a blanket problem.
On EE, without the special anti-magic (aka -6), Dretches, Hezrou, and Goristro have at least one save type below 50 (or even below 40 for the one with only one sub-50 save, or multiple saves below 50).
Kelno has a 53, Falrinth has pretty awful saves across the board (but is a Boss). Even Zuggtmoy has a below 50 save. These are all bosses who may have some other special stuff going on (especially the two end bosses).
These aren't all the same "weak save" type for each monster, and some of these are significant bosses that that we expect to provide some trouble.
Every human monster has at least one save at 53 or lower in Temple of Elemental Evil. (This was relatively easy to check since all humans are in one place.)
(Of course, this kind of detailed information isn't something we're going to normally spend much time giving out - we do want you guys to discover some of this on your own - but under the circumstances I wanted to spend some extra time looking at these guys to check for oddities.)
Var, can you guys change how energy drain works?
I mean when i look at it, i use it as a way to debuff the mob, but with the when full hp etc mechanic when i use energy drain and try to use it as mean to instakill i wil cut enemys hp and actually give him saves if he was alrdy being beat down making my spells harder to resist.
I mean, i like that you guys shared the mechanic, but now im looking at many spells differently and some became kinda.. bad..
Any chance you guys will do a spell pass revamp for casters anytime?
SInce its really hard to compete with melles, even for tea of q fishing shiradi builds