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  1. #1061
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    Default casting spells

    Everyone that has ever played a caster, knows that when you cast a spell and your target just suddenly moved to the side from being in front of you, or swung around behind you. Your spell fizzles and nothing happens because the target for it has moved from the spells direct pathing. What i'd like to see is the spell being cast, is actually cast, even if it doesn't hit anything. That should not stop it from being cast, its just the target for it has moved. So like most other spells, when there is no target. Have the spell traverse its intended path instead of *Nothing*. I'd rather have wasted 2 seconds to cast a spell, and at least seen it go off, possibly striking something else. Than have it not do anything at all. Even when you succeed all your concentration checks. Ahem, tactical detonation, lightning sphere. If the target for its gone, the spell doesn't cast, but it'll still take ur spell points and go through the casting motions.

    Another thing, when concentration checks fail, the motions for the spell casting continue. Whats the point there. Spell fizzled, we know it, monsters know it. Gotta finish the dance ? Can u cut that dance short if the concentration check fails? I'd rather not waste precious time trying to run at half speed, when i could be running at full speed waiting on global cooldown.

  2. #1062
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    Default Oh yeah, just noticed.

    Can you fix the "EDIT POST" option on the webpages here please? Its been broken, since the forums initially came into being.

  3. #1063
    Staggering
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    LightBear's Avatar
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    Not sure if this is within reach or has been mentioned before but could we get an update on the vendors in the Marketplace, House K and House D?
    The ones in the houses are always empty, no one bothers to go out there anymore to sell their items.
    They either deconstruct for material of sell at the bartender... if not put on the AH.

    I'd like to see one vendor for weapons, one for armor, one for jewelry and one for clothing.
    Prev at the spot under the bridge of Marketplace.

  4. #1064
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    Default Tovens hammer

    Rune arm charging/firing. The shots fire lower than the targetting circle. Have to constantly aim above the heads of targets everytime, just to get the fired bolts to hit them. Otherwise they go into the ground before reaching.

  5. #1065
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    The newest quest pack, the exp is complete ****. Can you triple the base exp for the quest to bring it more in line with the heroic difficultys. Fighting 2k + mobs, in swarms constantly, for a 15k reward at the end. Hardly seems worth the half hr or so for any moderately geared player to even bother with. Complete waste of time. I can get more exp from one of the 10 minute challenges in eveningstar, than i can from running this quest. The amount of time, i can make 3x the amount of exp, with lesser hassle compared. And given the price of ddo store pts we paid for it, one would think it'd be worth it.

  6. #1066
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    Quote Originally Posted by Cantor View Post
    Did you re-hotkey it? most common problem with this is keying it at 1st rank then upgrading but not changing hotkey.
    Thanks for the suggestion Cantor.
    I'll give it a try tonight and let you you know. It's weird because it's never happened before.

    EDIT: yep that was the problem!
    Last edited by Aredharr; 08-16-2017 at 09:18 PM.
    -Fizhban - Allistraee - Llunarii - Gorbasch -

  7. #1067
    Community Member Nonesuch2008's Avatar
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    Quote Originally Posted by Nonesuch2008 View Post
    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.
    I was off by a hair, the named forest hag in the King's Forest encounter begins with a Y, Yarabaga.



    My thinking is that this would be something good to get cleared up before you include hags in the next Monster Manual.
    "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."

  8. #1068
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    I would like a slight increase in the basic mushroom drops in chests in epic Toee. I ran through it yesterday, and every little chest i came across in the first level (epic normal, 5 chests) only dropped 1 mushroom, the brown ones needed for the first upgrade. Now, since you need the same absurd amount for upgrades on epic as you do heroic, that would mean i need to run the quest. . .200/5 . . .40 times. . .I am not running the quest 40 times for a tier 1 upgrade. The area is super massive, there are loads of spawns, and it's just not worth the time and effort currently.
    I don't mean a huge increase, maybe dropping two or three instead of just one would be nice.
    This also doesn't account for the fact that 90% of the gear dropping seems to only be geared to casters and that the straight up dmg weps seem to be more of a rare drop. I came across seven or eight weps which were great if you wanted to upgrade for a caster, though i think a caster using a b sword or kopesh would be a bit odd. . .who knows. I only came across one weapon which was good for a straight up melee. Not sure how the drops work % wise, but it might need to be looked at a little to give more of an equal drop rate between caster/dmg weps in there.

    Otherwise it seems pretty spot on in there.

  9. #1069
    Savage's Husband Phoenicis's Avatar
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    Quote Originally Posted by calouscaine View Post
    I would like a slight increase in the basic mushroom drops in chests in epic Toee. I ran through it yesterday, and every little chest i came across in the first level (epic normal, 5 chests) only dropped 1 mushroom, the brown ones needed for the first upgrade. Now, since you need the same absurd amount for upgrades on epic as you do heroic, that would mean i need to run the quest. . .200/5 . . .40 times. . .I am not running the quest 40 times for a tier 1 upgrade. The area is super massive, there are loads of spawns, and it's just not worth the time and effort currently.
    I don't mean a huge increase, maybe dropping two or three instead of just one would be nice.
    This also doesn't account for the fact that 90% of the gear dropping seems to only be geared to casters and that the straight up dmg weps seem to be more of a rare drop. I came across seven or eight weps which were great if you wanted to upgrade for a caster, though i think a caster using a b sword or kopesh would be a bit odd. . .who knows. I only came across one weapon which was good for a straight up melee. Not sure how the drops work % wise, but it might need to be looked at a little to give more of an equal drop rate between caster/dmg weps in there.

    Otherwise it seems pretty spot on in there.
    Normal drops 1, hard 2-3 elite drops, Ummmmm, 3-4 if memory serves. It's been a while since I've run them.

  10. #1070
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    Quote Originally Posted by Baelorn View Post
    The newest quest pack, the exp is complete ****. Can you triple the base exp for the quest to bring it more in line with the heroic difficultys. Fighting 2k + mobs, in swarms constantly, for a 15k reward at the end. Hardly seems worth the half hr or so for any moderately geared player to even bother with. Complete waste of time. I can get more exp from one of the 10 minute challenges in eveningstar, than i can from running this quest. The amount of time, i can make 3x the amount of exp, with lesser hassle compared. And given the price of ddo store pts we paid for it, one would think it'd be worth it.
    I might also mention that the drop rates for named items in the last quest and other quests seem to be rather lacking, even with a greater jewel and treasure elixir up.
    I have ran the last quest 10 times in the past two weeks and gotten no named items even once.
    Completed the entire chain six or seven times, in the hopes that like any other chain the named items might pop up as an end reward and so far seen bupkiss.
    And yes, had jewel and elixir up for every time I ran it and no ransack.

  11. #1071
    Community Member Hobgoblin's Avatar
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    can you fix cyclonic blast? i only notice on my new monk but i still take damage even on a made save.

    as far as i can tell - if i make the save i dont fall down and take damage - if i fail i fall down and take damage

    it is a reflex save, so i shouldnt be taking damage on a made save

    from ddowiki:
    You send a twisting torrent of wind toward your enemies that deals 1d3+3 damage per caster level (Maximum damage 15d3+45.) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate be knocked prone. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire (including friendly effects).

  12. #1072
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    Default fighter - kenasi tree

    So, I just noticed the improved dodge in the kensai tree. . .light or no armor. Seriously, who came up with that?
    Can that be changed to medium or heavy armor, which makes 100% more sense than a fighter running around in his skivvies or leather.

  13. #1073
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    Quote Originally Posted by calouscaine View Post
    So, I just noticed the improved dodge in the kensai tree. . .light or no armor. Seriously, who came up with that?
    Can that be changed to medium or heavy armor, which makes 100% more sense than a fighter running around in his skivvies or leather.
    That was deliberate

    Kensai allows a fighter to designate their focus weapon as a centering monk weapon. Furthermore, Kensai synergizes well with the Bard tree Swashbuckler. Monks wear robes/clothing and swashbucklers wear light armor
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  14. #1074
    Hero JOTMON's Avatar
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    Quote Originally Posted by calouscaine View Post
    I might also mention that the drop rates for named items in the last quest and other quests seem to be rather lacking, even with a greater jewel and treasure elixir up.
    I have ran the last quest 10 times in the past two weeks and gotten no named items even once.
    Completed the entire chain six or seven times, in the hopes that like any other chain the named items might pop up as an end reward and so far seen bupkiss.
    And yes, had jewel and elixir up for every time I ran it and no ransack.
    Jewels and treasure elixirs do not help with named items.

    They only boost your chance of random stuff... and maybe random chance tomes... maybe...

    Quote Originally Posted by Feather_of_Sun View Post
    Jewels of Fortune and other loot boosts increase the level of a chest, which determines what level of random treasure will generate inside.


    "Named" treasure is any treasure that has a special, bonus chance to appear in a specific treasure chest. It doesn't care about the chest or quest level, only that you're opening the right chest.

    Jewels of Fortune and other loot boosts do not affect named treasure or the chance to get an item with "extra lucky affix", Masterful Craftsmanship, or an Augment Slot
    Quote Originally Posted by Steelstar View Post
    Jewels of Fortune do not affect the drop rate of named items.

    (They do affect which tables you can get with regard to tomes and other items that have a chance at dropping in any chest, as the overall treasure table level goes up. But for named quest items that drop in specific chests, Jewels of Fortune do not affect the drop rate in any way.)
    Quote Originally Posted by Cocomajobo View Post
    1) +x Loot Level raises the level of the chest, yes.

    2) Treasure Hunter's bonus gives bonuses to your rolls on random loot. When generating a piece of random loot the power level of each effect (Prefix, Suffix, and Extra) are rolled on (each have a range they can reach based on the Min level). Basically, it increases your chances of finding items with high power effects at the level of the chest. It does NOT increase your chance of obtaining an "Extra" effect.
    Quote Originally Posted by Cordovan View Post
    DDO Bonus Days bring you a new bonus event: Treasure Hunter's Weekend! Now through March 13th!

    What it does: Treasure dice rolls are increased by 10, making it more likely that you will get maximum effects on loot.

    FAQ:

    - Yes, this stacks with the Treasure Hunter's Elixirs.
    - No, this doesn't increase your chance to get named loot.
    - This is a separate bonus from traditional Loot Boosts, which raise the level of the chest. This raises the chance to get the good stuff for the level of the chest you are opening.
    - A loot boost will raise the level of the chest, and a Treasure Hunter's Elixir will increase the chance to get lucky loot from the chest. So, combining both together will have an impact.

    NOTE:

    The DDO Chronicle improperly called this a +20% bonus. Apologies for the error. It's actually a +10 bonus.

    and just in case you wonder if it helps with mythic or reaper bonuses...

    Quote Originally Posted by Cordovan View Post
    No. In general, named loot has its own %-based chance to appear. If it appears, there's another %-based chance for it to be Mythic (unsurprisingly, the % for Mythic is pretty low.)
    Last edited by JOTMON; 08-22-2017 at 12:39 AM.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  15. #1075
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    Quote Originally Posted by JOTMON View Post
    Jewels and treasure elixirs do not help with named items.

    They only boost your chance of random stuff... and maybe random chance tomes... maybe...










    and just in case you wonder if it helps with mythic or reaper bonuses...
    With all that taken into account, that basically means that the loot boost items for sale in the ddo store are more or less useless.

  16. #1076
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    Quote Originally Posted by Lynnabel View Post
    That was deliberate

    Kensai allows a fighter to designate their focus weapon as a centering monk weapon. Furthermore, Kensai synergizes well with the Bard tree Swashbuckler. Monks wear robes/clothing and swashbucklers wear light armor
    I'll certainly have to give it a try. Though, my last incarnation I noted that the on hit sonic dmg wasn't applying with the swashbuckler.

  17. #1077
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    Random one and I'm not sure if it's even possible, but could we have the option whether or not to display character's surnames? From what I understand, the game only uses the first name as an identifier
    Cannith: Yasina, Sarasina, Discarra

  18. #1078
    Founder Tyrande's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    can you fix cyclonic blast? i only notice on my new monk but i still take damage even on a made save.

    as far as i can tell - if i make the save i dont fall down and take damage - if i fail i fall down and take damage

    it is a reflex save, so i shouldnt be taking damage on a made save

    from ddowiki:
    You send a twisting torrent of wind toward your enemies that deals 1d3+3 damage per caster level (Maximum damage 15d3+45.) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate be knocked prone. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire (including friendly effects).
    I think you are reading it wrong. If you fail the reflex save, you fall down and take FULL damage.
    It then takes a second dice roll with Strength or Dexterity check to see if you're knocked prone.

    If you made the reflex save, you still take HALF damage regardless but don't fall down.

    With Great Power Comes Great Responsibility

  19. #1079
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Tyrande View Post
    I think you are reading it wrong. If you fail the reflex save, you fall down and take FULL damage.
    It then takes a second dice roll with Strength or Dexterity check to see if you're knocked prone.

    If you made the reflex save, you still take HALF damage regardless but don't fall down.
    from wiki:

    You send a twisting torrent of wind toward your enemies that deals 1d3+3 damage per caster level (Maximum damage 15d3+45.) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate be knocked prone. The spell also clears away all lingering effects in its path, such as clouds and Wall of Fire (including friendly effects).

    in bold - that is just like a fireball spell for the damage

    i just get frustrated by this spell sometimes.
    i dont if i die because i roll a 1 or i didnt put effort into saves, but when you make a save on an evasion toon its frustrating


    from wiki on evasion:

    When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
    Last edited by Hobgoblin; 08-22-2017 at 02:02 PM.

  20. 08-22-2017, 02:02 PM


  21. #1080
    Community Member zehnvhex's Avatar
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    Small QoL fix:

    Could you update 'martial arts' from the Kensai tree to possibly include short swords and long swords since it's possible to make those weapons centering (Ninja Spy, Whirling Steel Strike)?

    It sucks losing the ability to use your focus attacks if you switch between kama's and short swords.
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