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  1. #881
    Chaotic Evil Mindos's Avatar
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    Quote Originally Posted by Gene8808 View Post
    Correct. I just went and did a few tests and here were the results:
    Bow (just in case): DID NOT work.
    Unarmed attack (no handwraps): DID work once.
    Sword&Board: DID NOT work.
    Two-Handed Weapon (a greatsword): DID NOT work.

    Why it worked once with a plain unarmed attack is beyond me. It almost seems like the ability has a saving throw/skill check associated with it, but it's not mentioned anywhere and there is no notification of it in the combat log. It's a shame since the ability would be a pretty decent way to get some guaranteed CC on a melee fighter without having to invest heavily feat-/gear-wise.

    EDIT: Okay, after some further testing I think it's actually an issue with using the adrenaline/adrenaline overload them not giving you the buff they're supposed to. I just tested it and when I use the adrenaline overload I get no buff and since I don't have the buff I get no knockdown effect. Adrenaline overload seems to work sometimes (you get an actual 15 second buff from it and the knockdown seems to work), but it worked maybe 1 time out of 50 when I tested.
    Remember Adrenaline is a RAGE effect, thus is blocked by defensive stances, which are typically used on board and sword builds.
    Also I think it has to be a hit, not a grazing hit, if that helps.

  2. #882
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    I noticed that after this update, some chests when looted turn blue (like mobs when Vorpal triggers), and large pillar of light appears from them.

    What is that supposed to mean? I did not notice anything special about these chests (like some special loot in them) to explain such behavior.

    Is that some new mechanism that is supposed to mark the chest as looted? But it does not appear on all chests, only some.

    And it is a bad effect and makes the environment feel unnatural. If you want to graphically mark the chest as looted, just remove those white shiny stars effect from the chest when looted, not add some unnatural blue effect that ruins the environment.

  3. #883
    Chaotic Evil Mindos's Avatar
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    Quote Originally Posted by Arch-Necromancer View Post
    I noticed that after this update, some chests when looted turn blue (like mobs when Vorpal triggers), and large pillar of light appears from them.

    What is that supposed to mean? I did not notice anything special about these chests (like some special loot in them) to explain such behavior.

    Is that some new mechanism that is supposed to mark the chest as looted? But it does not appear on all chests, only some.

    And it is a bad effect and makes the environment feel unnatural. If you want to graphically mark the chest as looted, just remove those white shiny stars effect from the chest when looted, not add some unnatural blue effect that ruins the environment.
    This is a loot bonus weekend, a chest turns blue light when someone/anyone loots a higher treasure loot from it. It may not be you, or could be one person's. Typically, the blue light is re-lit if it triggers again, and you will notice moar loot with a blue border, that is sadly still trash.
    You can also buy loot boost things from the store that will have the same effect, ie, blue light from chest, not everytime mind you...

  4. #884
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    Quote Originally Posted by Mindos View Post
    This is a loot bonus weekend, a chest turns blue light when someone/anyone loots a higher treasure loot from it. It may not be you, or could be one person's. Typically, the blue light is re-lit if it triggers again, and you will notice moar loot with a blue border, that is sadly still trash.
    You can also buy loot boost things from the store that will have the same effect, ie, blue light from chest, not everytime mind you...
    Oh great! And I thought that it was some experiment gone wrong.

    I also recently got an issue where treasure bags and ground items stay selected when picked up instead of being unselected as they should normally.

    When I logged on to other character this problem was no longer present.

  5. #885
    Community Member Gene8808's Avatar
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    Quote Originally Posted by Mindos View Post
    Remember Adrenaline is a RAGE effect, thus is blocked by defensive stances, which are typically used on board and sword builds.
    Also I think it has to be a hit, not a grazing hit, if that helps.
    Just went back in and tested again and the stance is probably the issue I'm seeing. I'll edit my previous post. Thanks for the knowledge!
    ~~~ Follow the Adventures of Atanax in ~~~
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  6. #886
    Community Member Niminae's Avatar
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    Full Plate of the Ringleader is adamantine, but shows as being steel.

  7. #887
    Community Member kbaskins's Avatar
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    Default Grim & Barrett

    The two trap boxes in the hallway leading to Grim the Rat are backwards, so the trap doors don't pop open when you disable them.

    Also, the name over the rat himself is spelled "Grimm", while both the quest and the optional in the objectives panel spell his name "Grim".

  8. #888
    Chaotic Evil Mindos's Avatar
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    Here's a great list of things that halt movement when used:
    https://www.ddo.com/forums/showthrea...=1#post5998255

  9. #889
    Community Member kbaskins's Avatar
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    Default Countdown on single guild buff icon

    There was no single guild buff icon showing up for me when I chose to hide guild buffs. With some fabulous troubleshooting from Tikwid, it was discovered that if you're wearing Cannith Boots of Propulsion, the icon in question does not appear. Also, if you are under the influence of a jump spell, the single guild buff icon disappears for the duration of the spell.

    Thanks again for the troubleshooting, Tikwid!
    Last edited by kbaskins; 07-19-2017 at 11:24 PM.

  10. #890
    Community Member Spadedragon's Avatar
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    Default Good Intentions

    In Good Intentions I'm unable to right click on the golem to target it. Oddly enough the Q button doesn't target him either but the tab button will.
    Last edited by Spadedragon; 07-30-2017 at 01:58 AM.

  11. #891
    Community Member Tlorrd's Avatar
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    Default Thunderstone

    So the tier 1 rogue mechanic enhancement for Thunderstone currently has the wrong tooltip.

    Currently on a failed save it Blinds and does not Daze.

    So either the tooltip just needs updating to say Blind or the effect actually has to change to daze. Personally I suppose blindness is better so that sneak attacks are granted. However, if it's a daze like color spray which is actually a stun (thus helpless) ... then I'd like it to be WAI (just my personal preference )

  12. #892
    Community Member DYWYPI's Avatar
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    Lynnabel, I'm not sure if this request is within your superhuman Software Developer powers or user rights, etc? Albeit I know you're familiar with DDO, and have played all classes so will nearly undoubtedly have come across: 3 Rusty Thieves' Tools.

    Just in case you need your memory re-jogging refer to the DDO wiki: [Item:Thieves' Tools]

    The Rusty Thieves' tools are pretty useful to any Rogue worth their salt; apart from one extremely annoying minor and trivial fact: they'll only stack to three, in a single inventory slot! :-(


    What are the probabilities using your djinni magic (or summoning another DDO Developer); you can increase them to stack to 1000, like all other Thieves' tools in the game or even something remotely useful like: 50?

    I don't have an issue they can be purchased from Elspeth Wright (Harbour Vendor) in stacks of three... I cannot recall off the top of my head, if any other General Vendors still sell them.

    However, it is nonsensical and you cannot get them to stack over three within a single inventory slot. Because they only stack to three within a single slot, they become impractical to carry in large amounts (otherwise they'd be extremely useful for academic interest and for daily trapping).

    I don't require such lavishness as +5 Thieves' tools; they [+5] are mostly overkill in heroics and only useful for about two heroic outlier traps - if you have moderately useful trapping gear and an average Rogue build. :-)

    It is a shame Rusty Thieves' tools aren't also sold by Dax Boon in (sunny-side) Korthos Village as it would be thematic - not as wise on snowy-side just in case a newbie doesn't buy enough. Since they only stack to three it becomes impractical to waste several slots, for a trap heavy quest. Alas, if they (Rusty Thieves' tools) stacked to say 1000, the world would be in a better place, and you'd have happier Rogue Assassins running and dancing around and killing things within DDO. (Assassin's aren't related to Dodos contrary to popular belief). ;-)
    Last edited by DYWYPI; 07-20-2017 at 07:52 AM. Reason: Missing: The Master Key of Thievery.

  13. #893
    Community Member carll78's Avatar
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    Quote Originally Posted by DYWYPI View Post
    Rusty Thieves' Tools also exist and can be purchased from Elspeth Wright after completing the The Lost Seekers (Waterworks) story arc. However, their maximum stack size in only 3, (not 1000) in a single inventory slot. Rusty Thieves' Tools provide: Open Lock Bonus: -2 and Disable Device Bonus -2 (the [-2] penalty is probably thematically due to their corroded state).

    They have a maximum stack size of 3 on purpose. You should not be using them. Period. If you need tips on how to play a Rogue please PM me - I will be happy to help.
    Follow me if I advance. Kill me if I retreat. Avenge me if I die.

  14. #894
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    /ransack lists xp penalties missing a 0; for example, The Chamber of Raiyum after being run is shown as:

    The Chamber of Raiyum
    - Heroic XP penalty: 0%
    - Epic XP penalty: -2%

  15. #895
    Founder & Hero cdbd3rd's Avatar
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    Typo report:




    Also, two trap boxes in the hallway where you find Grim(m) do not change appearance after disarming.


    [edit: Just noticed I'm /seconding kbaskin's report on the boxes.

    And yeah, even on the Wiki the name switches back & forth between "m" & "mm", so his name in the screenie above may or may not be another typo.]
    Last edited by cdbd3rd; 07-20-2017 at 01:00 PM.
    CEO - Cupcake's Muskateers, Thelanis
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  16. #896
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    Madstone:

    "...a horde of maddened monster is coming through it"

  17. #897
    Hero, Mo Bro H'ro, & MB Super-H'ro ComicRelief's Avatar
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    Default "Fixed" Aggro and DA

    Quote Originally Posted by Lynnabel View Post
    What specifically is wrong with aggro as it stands?
    Quote Originally Posted by ComicRelief View Post
    Well, for one thing, when they 'fixed' the mechanic where if you range-plink one mob, all in a given radius come running after you, not just the one mob, that I've seen a cascading effect with that. Meaning, if I range-plink the closest mob to me, and everyone in a 30-ft radius of he/she/it instantly know where I am and the mob which is farthest from me manages to trigger additional mobs that are within a 30-ft radius of *he/she/it* and not the original hit mob (which is out-of-range of the additional mobs), which may trigger yet a 3rd event, etc.

    Trouble is, this seems to be an intermittent issue, as it doesn't happen all of the time. How do I know it happened? Usually by a short delay from when the last 'original group mob' shows up and the first of another wave (seeing as how they have to run farther). One place I've seen it happen is "A Cry for Help" which has a couple of really long (longer than 30-ft), twisty corridors. I'm at the door, I shoot and kill what appears to be the only couple of mobs in the corridor, and then after a short delay, here comes a couple more running around the corner; I kill them, short delay, more mobs coming around the corner.

    {I also maintain that a regular bluff-failure should not instantly trigger (group) aggro. Critical fail? Fine. Regular fail? No. It has ruined the bluff-pull.}
    Quote Originally Posted by Lynnabel View Post
    I've seen quite a few people here and elsewhere talking about this. That specific change was actually a reversion to our previous shared aggro system. It is working as intended that you can no longer pull mobs by simply standing outside of their aggro range and hitting them one at a time. Monsters thematically will absolutely notice that you are shooting their friend with arrows :P
    *snip*
    Quote Originally Posted by ComicRelief View Post
    I think you misunderstand. It's not the 'shared' aggro that's the problem, per se. I get that hitting a single mob in a group will aggro the group. BUT it should NOT aggro a completely *separate* group that is farther away. In other words, if I hit mob A located at position zero, his buddy (B) at position 30-ft is aggro'd (along with "B1", "B2", "B3"...) - I get that - but there are occasions when hitting A triggers B (as it should), but then mob C, which is located at 30-ft from B or 60-ft from A is also aggro'd (presumably because B triggers C, which IMO should not be the case, as C is in a different group from A). And D at 30-ft from C, which is 60-ft from B, which is 90-ft from A is also aggro'd. Etc. That's the 'cascading effect' that sometimes happens. At least, it's the best explanation I can come up with for what I have observed.

    From the "DA is Broken" thread:


    Quote Originally Posted by Hobgoblin View Post
    *snip*
    lets see insta alert -
    i will even be so kind to describe the situation.

    ww rescuing arlos - went on the upper part and started shooting the mobs on the top. had i believe every mob in the quest pulled to me. i even saw a zombie come up from underwater through the closed door through bridge that was pulled up
    toee as stated
    stormcleave - everythiing was dead doing opt at end - first wave of giants spawned yellow alert
    stk part 1 near beginning - killed kobold dead ambush insta green alert didnt end till i got to the dropdown point
    new invasion - shot a mob at beginning - red alert until right before the boss then went down to orange and stayed that way for the fight
    threnal east part 3 as if it wasnt annoying enough anyway - red da! how did i trigger it? i stepped in quest. that it. i stepped in quest and it went to red alert.
    lordsmarch 2 chain the kobold one - intial fight - green alert as they spawn growing to red remained red through out

    i could go on but that should be a starting point.
    *snip*
    Quote Originally Posted by Hobgoblin View Post
    hence why i am agreeing that it broken

    does it happen everytime? no

    does it happen enough to make me remember? yes!

    Red color and underlining added to help highlight EXACTLY what I was trying to convey. There is NO WAY this should happen, and yet, it does. A mob that is several rooms - or even on different floors - should NOT be aggro'd by the initially aggro'd mob. BUT the 'fixed' aggro can sometimes cause a cascading effect which DOES manage to do this. Unfortunately, it is not consistent, which makes it difficult to reproduce.

    If you haven't been already, you *might* want to read the "DA is Broken" thread.

    Just sayin'.
    "...At least it tells us they understand our language; they're just not willing to speak to us in it. -Who knew they were French?"

  18. #898
    Community Member Phil7's Avatar
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    Just ran Valak's Mausoleum (aka. Dead Girl's Spellbook) which supposedly received an EXP buff with U36. The Base exp in Elite is exactly the same as before the update (1,800 exp), which is also verified in the wiki (last page edit in May 2017).

    After finishing the quest in R1 with +50% exp pot, voice, ship buff 5% and greater tome of learning at level 8 (with BB):
    "You receive 12,527 XP."

    So... what exp buff?

  19. #899
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    Default

    Another missing mob name

    Whisperdoom's Spawn
    (Optional) Slay 3 Whisperdoom's Daughters

  20. #900
    Community Member Nonesuch2008's Avatar
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    Default King's Forest encounter

    In the swampy area near The Lost Thread I pulled a named forest hag encounter (her name began with a V, sorry I didn't think to write it down at the time). Her screen name just showed as a red-named 'Forest Hag' instead of her actual name, though.
    "When asked if the developers hate the players, as they make so many challenging jumping puzzles, their response was that they have what they consider a “… normal amount of contempt for the players.” This is good. A dungeon master should always nurse a healthy contempt for his or her players."

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