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  1. #61
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by JOTMON View Post
    So why no mention of this or the nerfed melee to hit range with handwraps equipped in the Release notes?
    https://www.ddo.com/en/update-33-release-notes

    What else was changed that was excluded from the release notes...
    Aw come on, they aren't deliberately hiding stuff. That's your implication by saying things are 'excluded', and its not fair.

    Forgot to put in release notes? (Erroneously) thought it was obvious by saying handwraps now work like other weapons? Thought that because it had been discussed in the forums folk just sort of knew?

    Any of those sound far more likely.
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  2. #62
    Community Member vampiregoat69's Avatar
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    The worst part for me is I just Tr'ed and this is the LAST character space and with all of the oozes, MAINLY in creeping death, I now want to just hang it all up and cancel my sub. This was the 2nd straw that broke this camels back. First reason I quit before was the constant having to re-do a quest several hundred times just to get it done once because EVERY quest was broken so bad. NOW this just added to the last one. I can't afford a +1 heart to remove the monk and go with a ranged class cause that is all I see on now because they seem to be shoving people in that direction.This is a sad state of affairs.

  3. #63
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    Quote Originally Posted by vampiregoat69 View Post
    The worst part for me is I just Tr'ed and this is the LAST character space and with all of the oozes, MAINLY in creeping death, I now want to just hang it all up and cancel my sub. This was the 2nd straw that broke this camels back. First reason I quit before was the constant having to re-do a quest several hundred times just to get it done once because EVERY quest was broken so bad. NOW this just added to the last one. I can't afford a +1 heart to remove the monk and go with a ranged class cause that is all I see on now because they seem to be shoving people in that direction.This is a sad state of affairs.
    Bye then.

  4. #64
    Community Member JDCrowell's Avatar
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    Funny thing is, I logged into my monk yesterday for the first time in months. He hasn't been anything for years except a crafting toon. I haven't quested with him in ages, and suddenly every handwrap in my inventory is broken. I went all the way out of the crafting hall to repair my gear. Cost me a pretty copper to do it. Then, they all had perma damage. What?! Really? LOL I mean...I get that they now break and all, but retroactive to every blow my handwraps have ever dealt?

    I dunno. I just laughed it off as I'm used to this kind of crazy from Turbine. What's a player to do? Complain? Nah....this is here to stay and something to get used to. Now I'm off to make sure my wraps in my bank and reincarnation cache aren't broken. LOL
    Member of Upper Caves of Anthia on Ghallanda.
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  5. #65
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    Quote Originally Posted by FranOhmsford View Post
    So in effect a massive nerf to pure monks!

    Thanks Devs, Thanks a Bunch!
    Monks the newest red-headed stepchild


    Beware the Sleepeater

  6. #66
    Associate Producer Cocomajobo's Avatar
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    Quote Originally Posted by TeacherSyn View Post
    I've already reported this as a bug.

    Be warned that any handwraps (even those typed as Cloth) now will break as badly as any other weapon if you attack oozes.

    Handwraps should have an inherent Everbright property since unarmed fighting is the default for Shintao Monks and using any other weapon isn't a practical option.
    Handwraps should no longer take durability damage when hitting things after our next hotfix which is currently scheduled for tomorrow.

    https://www.ddo.com/forums/showthrea...67#post5889667

  7. #67
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Handwraps should no longer take durability damage when hitting things after our next hotfix which is currently scheduled for tomorrow.

    https://www.ddo.com/forums/showthrea...67#post5889667
    since the thread originally was started about handwraps and damage from oozes and others have talked about rust monsters, I'm going to put this here. I've looked up different editions on these monsters, but they are basically the same with minor differences.

    https://www.dnd-wiki.org/wiki/SRD:Ooze

    https://www.dnd-wiki.org/wiki/SRD:Black_Pudding

    Attack:
    Slam +8 melee (2d6+4 plus 2d6 acid)
    Full Attack:
    Slam +8 melee (2d6+4 plus 2d6 acid)
    Special Attacks:
    Acid, constrict 2d6+4 plus 2d6 acid, improved grab

    Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
    The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

    https://www.dnd-wiki.org/wiki/SRD:Gelatinous_Cube

    Attack:
    Slam +1 +2 melee (1d6 plus 1d6 acid)
    Full Attack:
    Slam +1 +2 melee (1d6 plus 1d6 acid)
    Special Attacks:
    Acid, engulf, paralysis

    Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.

    https://www.dnd-wiki.org/wiki/SRD:Gray_Ooze

    Attack:
    Slam +3 melee (1d6+1 plus 1d6 acid)
    Full Attack:
    Slam +3 melee (1d6+1 plus 1d6 acid)
    Special Attacks:
    Acid, constrict 1d6+1 plus 1d6 acid, improved grab

    Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
    The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

    Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

    https://www.dnd-wiki.org/wiki/SRD:Ochre_Jelly

    Attack:
    Slam +5 melee (2d4+3 plus 1d4 acid)
    Full Attack:
    Slam +5 melee (2d4+3 plus 1d4 acid)
    Special Attacks:
    Acid, constrict 2d4+3 plus 1d4 acid, improved grab

    Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

    Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.

    https://www.dnd-wiki.org/wiki/SRD:Rust_Monster

    Attack:
    Antennae touch +3 melee (rust)
    Full Attack:
    Antennae touch +3 melee (rust) and bite –2 melee (1d3)

    Special Attacks:
    Rust

    Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

    A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

    should be taking ooze and rust monster damage regardless

    http://ddowiki.com/page/Item:Adamant...les_(level_25)

    Devils Assault handwraps with silver or adamantine lined

    studded? like http://ddowiki.com/page/Item:Adamant...les_(level_25) since spikes are metal
    Last edited by Qhualor; 10-26-2016 at 05:12 PM.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

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  8. #68
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    Quote Originally Posted by Cocomajobo View Post
    Handwraps should no longer take durability damage when hitting things after our next hotfix which is currently scheduled for tomorrow.

    https://www.ddo.com/forums/showthrea...67#post5889667
    I kinda liked handwraps taking durability damage, they are considered weapons so should take the same penalties. Its not like we cant have everbright or crystal (alchemical) handwraps. Besides when would acid/rust not effect something made of cloth?

  9. #69
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Zeleron View Post
    I kinda liked handwraps taking durability damage, they are considered weapons so should take the same penalties. Its not like we cant have everbright or crystal (alchemical) handwraps. Besides when would acid/rust not effect something made of cloth?
    Just posted something similar in the release notes thread. Yeah, I do agree. The problem was suddenly leaving us with only a high level cannith everbright recipe as the only way.

    Optimal solution to me would be to keep doubled (or tripled, or whatever they settle on) durability for normal wraps and have them suffer wear and tear or melting just as they should. Introduce instead more options for dealing with that into the game, for example scatter some named wraps across a few packs, put everbright back in lootgen so its not cannith exclusive, add an everbright red slot augment to GH brokers or promise to include for the mimic event's return, similar to how mabar gets ghostbane - something like that y'know?
    Quote Originally Posted by Vargouille View Post
    The best of the best DDO players generally overperform when given a real challenge
    Quote Originally Posted by Amundir View Post
    My words are great. Even out of context.

  10. #70

  11. #71

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    Quote Originally Posted by Cocomajobo View Post
    Handwraps should no longer take durability damage when hitting things after our next hotfix which is currently scheduled for tomorrow.

    https://www.ddo.com/forums/showthrea...67#post5889667
    So for lore purposes, I guess monks are putting the handwraps INSIDE their fist, in a little ball, so they do not get any damage from the corrosion of puddings, slimes etc.? Hah!

    Well, it is not exactly game-changing either way.
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  12. #72
    Community Member Zachski's Avatar
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    Not everything needs a lore reason to be fixed.

    Though if I were one of the devs, I would write it along the lines of "Oozes have been getting indigestion from consuming handwraps, so they've been taught not to digest them now".
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
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  13. #73

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    Greatly appreciate the fix, devs.

    I also would've happy with named Everbright wraps, some given after Korthos, and a couple available for mid- and epic level. No coding required except for the wraps.

    But it was a very sudden change to the use of these, so perhaps this fix is the best one for now. Again, thank you from all the poor dojos.
    Editor, The Book of Syncletica 2nd Edition: An unofficial DDO Monk Guide, and Stormreach Shadows: An unofficial DDO Stealth Guide
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  14. #74
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by dunklezhan View Post
    Just posted something similar in the release notes thread. Yeah, I do agree. The problem was suddenly leaving us with only a high level cannith everbright recipe as the only way.

    Optimal solution to me would be to keep doubled (or tripled, or whatever they settle on) durability for normal wraps and have them suffer wear and tear or melting just as they should. Introduce instead more options for dealing with that into the game, for example scatter some named wraps across a few packs, put everbright back in lootgen so its not cannith exclusive, add an everbright red slot augment to GH brokers or promise to include for the mimic event's return, similar to how mabar gets ghostbane - something like that y'know?
    I second that, after all any other melee has to switch to an ooze beater but indeed the options like an augment or named wrap should exist first
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

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