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  1. #1
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    Question Warlock's Weapon's Effects

    THANK YOU Devs of DDO
    - I understand this is a MAJOR piece of work to build and maintain DDO. It is a wonderful game that I could not have developed and I appreciate all that you guys (yes men and women) have accomplished.


    Does the acid effect STACK with the ("old-one" = acid) from +3 Biting 2 Longsword of Kinetic Lore 9? plz
    If not - then there is a possibly "inherent" error - as the Warlock's blasts ARE AIMED AND HIT (like melee) and "LAND - ASF, spell pen, spell resist, etc." as magic. So far with weapons in-hand and using Eldritch Blasts (EBs), the bennies from those weapons are PACT Specific and general effects of heal and armor.
    - Old one = Kinetic, Impulse, Corrosion, Acid lore, Evocation, Spell Penetration & DC
    --- Missing out on ALL THE OTHER BENIFITS, excluding general effects
    - ESPECIALLY Accuracy, deadly, speed, & seeker --- Since they are for "AIM & TO-HIT" benifits
    - But also includes: Vorpal, Curse Spewing, "alignment" effect (chaos, law, good), etc.

    ** With "AURA" the entire benefits from the PACT **AND** the weapon are activated.
    - Perhaps ONLY the "aimed" effects should apply for the EBs such as Accuracy, deadly, speed, & seeker?

  2. #2
    Community Member HastyPudding's Avatar
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    No, no, no, and no. No a thousand times. No^22. Absolute zero.

    Warlock DOES NOT UNDER ANY CIRCUMSTANCES need more power added to its already considerable damage output, up to and including the addition of weapon effects on eldritch blasts. There's a reason people are calling warlocks the most overpowered class in the game, at the moment.

    And just to correct a few things:
    - Eldritch blasts do not have arcane spell failure (warlock spells do)
    - Eldritch blasts do not need a spell penetration check (warlock spells do)
    - Eldritch blasts are only affected by spellpower, spell critical hit, spell critical damage, and evocation DC's.

  3. #3
    The Hatchery Enoach's Avatar
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    I believe the Eldritch Blast is being treated like a spell like ability which is closer to what it is then a physical attack.

    There are two parts:

    Part 1 - Pact Damage (Sonic, Fire, Acid)
    This part is effected by Spell Power, Critical Chance and Critical multipliers
    This part is also treated as an Evocation Spell for DC purposes
    No Spell Resistance

    Part 2 - Force Damage
    No Save
    No Spell Resistance
    Uses Force related Spell Power, Critical Chance and Critical multipliers
    Can be changed to Alignment Evil Damage which works with Light/Alignment Spell power
    Can be changed to Piercing

    Adding effects like Vorpal, paralyze, banish and smite would not be a good idea at all.

  4. #4
    Community Member adrian69's Avatar
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    Dec 2013
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    Quote Originally Posted by Enoach View Post
    I believe the Eldritch Blast is being treated like a spell like ability which is closer to what it is then a physical attack.

    There are two parts:

    Part 1 - Pact Damage (Sonic, Fire, Acid)
    This part is effected by Spell Power, Critical Chance and Critical multipliers
    This part is also treated as an Evocation Spell for DC purposes
    No Spell Resistance

    Part 2 - Force Damage
    No Save
    No Spell Resistance
    Uses Force related Spell Power, Critical Chance and Critical multipliers
    Can be changed to Alignment Evil Damage which works with Light/Alignment Spell power
    Can be changed to Piercing

    Adding effects like Vorpal, paralyze, banish and smite would not be a good idea at all.
    I thought at first he was talking about gearing issues. Ok,I could sort of see spiritual enlightenment being a selector that would allow you to choose between adding light damage or pact damage to your weapon. That would not add any power to the class. However, I don't play one, atm, but I only know a few locks on the block that may be considered overpowered in epics. The rest of masses, are muah, are missing something or are just playing iconic lock for dual PLs. They really are on par or subpar in upper EH/EE/LE content these days, or my ranger or barbarian godlike and I doubt it.

    Edit:
    If you're really talking about meleeing on a lock and not adding weapon treasure effects to blasts, I did the whole melee lock thing for a long time and at a break. Locks are debuffers in close quarters, not power houses. You're never going to have the doublestrike of a ranger or bard, though you get a little more melee power (pure total of 16 possible) than tempest (14 standing) or swashbuckler (none), and you're always going to be +1 range and multiplier behind. Why you have aura that makes up for that.

    Building right, through ES and SE PrEs, you can have 16 melee power, +5 dmg, 3d6 light damage per hit per weapon (stacks 125% spell power) and 2d6 chaos damage on an enemy affected by stricken or consume. You can also have +20 vulneribility against anything that doesn't resist +4 lower spells, debuff 10 melee power and 20 PRR. It is a different way of meleeing and is fun when you figure it all out, however, while you may be the last one standing, someone coning will have slightly more DPS. It never felt like it was big, but there is certainly a difference.
    Last edited by adrian69; 04-29-2016 at 01:07 AM.

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