Page 3 of 112 FirstFirst 12345671353103 ... LastLast
Results 41 to 60 of 2226
  1. #41
    Community Member
    Join Date
    Jul 2010
    Posts
    519

    Default

    This is a big mess, especially because of our lack of reproduction of the problem. I've tried with and without Quick Draw, with or without Quick Draw granted from an item/effect/enhancement tree, with scrolls versus weapons versus favored weapons, in and out of dungeons and in and out of reaper mode, and I can't get it to stay off. If you have any other information on what would cause a HP boost from enhancements/feats (such as reaper enhancements) to go down and NOT recalculate and go back, please let us know.
    I know this seems to be different with different people. But for me, the FVS hit point problem occurs if I die and recall.

    When I appear at my bind point my maximum hit points have gone down. Relogging is the only way I have found to bring them back.

  2. #42
    Community Member
    Join Date
    Jul 2010
    Posts
    519

    Default

    Oh...and could you fix the bug where the Aasimar Stronger Bond enhancement (that gives 2% dodge) disappears on entering a quest even though it looks like its still toggled on the toolbar?

    You can always re-toggle, but the side-effect of doing that is that toggling off Stronger Bond also toggles off Ascendant Bond (that gives 10% hit points).

    So you have to toggle both off and on and then lose your 10% hit points

    Edit: Could this be related to the FVS hit point problem? My FVS is an Aasimar with both Ascendant Bond (10% hit point) + FVS Stout of Heart.
    Last edited by cpw_acc; 09-11-2018 at 03:42 AM.

  3. #43
    Community Member
    Join Date
    Oct 2009
    Posts
    6,035

    Default Poison Resistance

    >>>> Poison Resistance does not reduce poison damage. Tested on Demon Soul (both hit damage and DoT) and poison jet at The Sunken Sewer.
    >>Gross. This is indicative of a much larger problem with our scaling effects

    I thought this would be a case of This is DDO, we have at least 5 types of poison damage problem.

  4. #44
    Community Member
    Join Date
    Sep 2009
    Posts
    4,835

    Default Hirelings are stuck on instance state change

    Could you please look into hireling AI and teleporter interaction bugs?

    What happens: Hirelings after teleportation frequently become stuck, unable to move. This is especially noticeable on melee hirelings as they simply wont run up to a target to stun, cleave etc. Casters can be perched and use ranged spell attacks both at their own will* and by activating their commands from the hireling hotbar.

    What is expected to happen: Hirelings following around, and respond properly to commands, follow new hard targets from players.

    Test dungeon: Memoirs of an Illusory Larcener

    Notes: Model size seems to not factor in, tested with warforged and dwarf.

  5. #45
    Community Member
    Join Date
    Oct 2009
    Posts
    6,035

    Default

    Quote Originally Posted by janave View Post
    Could you please look into hireling AI and teleporter interaction bugs?

    What happens: Hirelings after teleportation frequently become stuck, unable to move. This is especially noticeable on melee hirelings as they simply wont run up to a target to stun, cleave etc. Casters can be perched and use ranged spell attacks both at their own will* and by activating their commands from the hireling hotbar.

    What is expected to happen: Hirelings following around, and respond properly to commands, follow new hard targets from players.

    Test dungeon: Memoirs of an Illusory Larcener

    Notes: Model size seems to not factor in, tested with warforged and dwarf.
    Well pathing in Memoirs is all kind of broken. Neither NPC nor hirelings or pets can find their way there.

  6. #46
    Community Member lyrecono's Avatar
    Join Date
    Jun 2013
    Posts
    2,392

    Default

    What about a bta bag for hair dyes

    And

    A bag only for cosmetics, bta ofc
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  7. #47
    Drow Machine Gunner Vasandralov's Avatar
    Join Date
    Sep 2009
    Posts
    189

    Default

    Lynn, thanks for the poison damage note. I'd never seen it confirmed as understood but the team as a known issue, so just knowing is a spaghetti mess helps somehow. Not sure why that is, but it does.

    Only ones I got that I haven't seen noted:

    Hugging the right wall in the entrance to the new Black Lock while sneaking as a dwarf gets you perma stuck behind a mushroom, as the monsters in the first side room annihilate.

    The "Jump off the glacier!" optional in WGU still only seems to work 75% of the time for me, even when I jump to the same spot and at the same time (its amazing how much muscle memory kicks in for dailies)

    I've had a couple times in just the last few weeks in "Through a mirror" where the light orb in the far east 2nd floor room across from the beholder jump-down just doesn't spawn, making the quest unfinishable.

    TOEE still agros the entire Orge area through secret doors, causing insta red dung alert

    Manager in Bargain of Blood HP doesn't show, even with kobold mast4ery Monster Manual

    Monster Manual kills doesn't reset after an Iconic TR

    Last one, while not a 'bug', I cant get the ddo store handshake to work when I play on linux. If that's just something that happens to 'work' someday; bonus~

    Thanks; these threads are straight cash money.

  8. #48
    Community Member
    Join Date
    Dec 2009
    Posts
    723

    Default String-Table-Error

    As listed here….

    https://www.ddo.com/forums/showthrea...=1#post5894160

    Radiant Servant enhancements.. Core 2….
    Pacifism:
    Toggle: You gain 25 Positive Energy Spell Power and 3% Positive Energy Spell Critical Chance, but have -50 Spell Power and cannot critically hit with other spell damage types, and deal -1[W] damage.


    In the Combat Log when Pacifism is pressed…..


  9. #49
    Staggering
    Pale Fox
    LightBear's Avatar
    Join Date
    Sep 2010
    Posts
    4,620

    Default

    Quote Originally Posted by vryxnr View Post
    While I've not done much with FvS and as such I'm not sure about the bug others are talking about, I do have a multiclassed FvS trapper... every time she enters a new area - even within the same quest - her current HP drops as if she took damage equal to her bonus HP from FvS, though her max stays up where it should be. Basically: entering quests and going through zones within a quest requires me to heal myself again and again despite not being hit by anything in game.
    Seems to be a build hp up from 0 where the bonus hp for each level gets only applied once and that for level 0.
    And then remove previously lost hp.

  10. #50
    Community Member
    Join Date
    Sep 2009
    Posts
    4,835

    Default

    DDO points from the last minotaur achievement did not register.

  11. #51
    Community Member
    Join Date
    May 2012
    Posts
    408

    Default

    Please fix Divine Crusader! "No regret" and "Castigation" have not provided their passive bonuses for years! Just recently when the Divine crusader tree was tweaked (increased melee power) the passive melee power on these 2 abilities was actually increased (in the description) despite them not working so the intention from the devs is clearly that they should work. It would go a long way to help make divine crusader a more viable end destiny.

  12. #52
    Cosmetic Guru Aelonwy's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default My new pet peeve... Ornate Mithral Lock

    It has become my new pet peeve and every time I enter the quest Toxic Treatment the irritation of it gnaws at me. Will the optional objective of the Ornate Mithral Lock continue to exist as an uncompletable dropped ball? Over the past several months it has been mentioned numerous times on the forums and on twitch, it has been entered on the wiki as a lie, and yet nothing has been done. The simplest fix would have been to go in and just remove the optional. Just delete the text. And even though many of us spent well over an hour searching every nook and cranny, and when all else failed hitting backspace like mad for something with which to interact... it would be a relief to just remove the text as if the Mithral Lock never existed even in intention. Please euthanize this pet peeve.
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

  13. #53
    Community Member J1NG's Avatar
    Join Date
    Jul 2009
    Posts
    1,755

    Default

    Quote Originally Posted by Lynnabel View Post
    1. Ki Shout still doesn't work based on concentration. It's been bugged for awhile.
    This is beyond my ability to fix by a significant margin.
    Hmmm, I am both confused and dismayed over the reply.

    For an ability that went from a "working" status and using Concentration skill normally, to "busted" after being changed to the Intimidate skill check instead, would indicate that there are other changes involved to linked systems that have happened, or another Dev went out of their way to break the ability.

    Which also likely means that the Vorpal Strike Epic Feat won't be fixed any time soon either. Time to log in and switch that out I guess...

    J1NG
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
    Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

  14. #54
    Community Member glmfw1's Avatar
    Join Date
    Oct 2014
    Posts
    1,755

    Default

    Quote Originally Posted by JOTMON View Post
    DDO store a permanent version of cargo hold amenities.
    Barkeep
    Sellswords Tavern
    Quote Originally Posted by JOTMON View Post
    Banker
    Mailbox
    Auctioneer
    Orien Express
    Quote Originally Posted by JOTMON View Post
    Teleporters
    Farshifter
    Quote Originally Posted by JOTMON View Post
    Test dummies
    Proving Ground (and probably in Grandmaster's Dojo or one of the other amenities bundled into the Proving Ground)

    We already have these as permanent amenities that we can place on airships, available as the guild levels up. They should really have DDO point costs as well as AS costs, but they exist and the deeds are tradeable. Even the smallest Airships can fit those amenities if those are what the guild wants, and they are available at lower levels than the Cargo Hold versions.

    Quote Originally Posted by JOTMON View Post
    Would be nice to see these on the upper deck as well...
    If you have a Sparrow, there isn't enough room. If you have a larger airship then everything you need to access can be on 1 deck.
    Quote Originally Posted by JOTMON View Post
    add the captain by the ladder on each deck.
    Or just put the amenities that people need to access directly together on the same deck as the Farshifter's room.
    Quote Originally Posted by JOTMON View Post
    a permanent clicky that allows players to port to ship would be nice too.. like the bottle of Mist for Ravenloft.
    That's a QoL thing that would be nice to have, but they sort of added it already with the Anniversary d12 (which works from inside quests and on Faerun as well as Eberron). The run from the d12's landing point to the airship tower is not long and the cooldown is only 1 minute from the time you start to TP. Personally, I think adjusting the Teleport spell (and d12) to land between the Airship tower and Stormreach teleporter is the only real change needed here.
    Bettayne Brah'dukcc, Cleric of Lathander
    Today is the first day of the rest of your life

    For DDO Queries, check out ddowiki.com; New to the game? Head to the Newbie Guide

  15. #55
    Community Member glmfw1's Avatar
    Join Date
    Oct 2014
    Posts
    1,755

    Default

    Quote Originally Posted by Aelonwy View Post
    Please euthanize this pet peeve.
    Or they could add the Ornate Mithril Lock
    Bettayne Brah'dukcc, Cleric of Lathander
    Today is the first day of the rest of your life

    For DDO Queries, check out ddowiki.com; New to the game? Head to the Newbie Guide

  16. #56
    Cosmetic Guru Aelonwy's Avatar
    Join Date
    Sep 2009
    Posts
    0

    Default

    Quote Originally Posted by glmfw1 View Post
    Or they could add the Ornate Mithril Lock
    I'm making every effort not to get cynical but if adding the Ornate Mitral Lock were an easy fix it would have happened sometime between now and April 11th when we received Update 38. Almost half a year later and except for a half-hearted acknowledgement by Cordovan from time to time on twitch, it otherwise seems like the devs haven't even noticed that this optional on the pinnacle quest of Disciples of Rage is a hang-nail that does nothing but obnoxiously stick out.

    By all means, if finally adding the Ornate Mithral Lock to the quest is easier do that, but I would think highlighting some text and hitting delete would be relatively simple.
    Blood Scented Axe Body Spray (Thelanis)
    Aelonwy - Wydavir - Metaluscious - Aertimys - Phantastique - Kaelaria - Lunaura - Aelurawynn - Saurscha - Crystalorn - Aurvaeyn - Vaelyns - Wyllowynd

  17. #57
    Community Member MagicalDad's Avatar
    Join Date
    Oct 2009
    Posts
    236

    Default FvS weapon ML.

    I have noticed a strange thing with my FvS only - if I log out while having equipped weapons with ML equal to my level, and log back in, I am slowed by overlevel item, and if examine the weapons, they have ML of my level + 1. However, if I unequip the weapons, log out and log back in, the weapons are back to the normal ML, and I can equip them again without penalty. Not game breaking, but a nuisance. Anyone else see that one?
    Khyber, Dragon Order of Arcanix (Elsir - Heroic Completionist running Racial TRs, Veryunique, Skullcrshr, TheMadness - fun builds for duo play w/ my wife)

  18. #58
    Community Member
    Join Date
    Apr 2013
    Posts
    2,032

    Default

    Quote Originally Posted by glmfw1 View Post
    Or just put the amenities that people need to access directly together on the same deck as the Farshifter's room..
    To be fair, having an NPC you could click to gain a teleporter throughout your own ship would help newbies tremendously.

    "Where's the bank? Where's the auctioneer? Where's the..."
    "Just click on the kobold butler on the main deck, he knows the way"

  19. #59
    Community Member glmfw1's Avatar
    Join Date
    Oct 2014
    Posts
    1,755

    Default

    Quote Originally Posted by Xgya View Post
    To be fair, having an NPC you could click to gain a teleporter throughout your own ship would help newbies tremendously.

    "Where's the bank? Where's the auctioneer? Where's the..."
    "Just click on the kobold butler on the main deck, he knows the way"
    Now that would be a welcome addition - say which amenity you need (Kobold only lists those actually placed on the ship) and he/she takes you there (I'm happy with a female kobold butler). This would probably be a lot of work to implement though.
    It would have saved me a lot of time at the weekend when someone (we have a prime suspect) decided to move things around to silly places and I spend ages running around all decks finding the things that we needed to be together and putting them back on Deck 1.
    Bettayne Brah'dukcc, Cleric of Lathander
    Today is the first day of the rest of your life

    For DDO Queries, check out ddowiki.com; New to the game? Head to the Newbie Guide

  20. #60

    Default

    In the LFM panel, when you go to select which quest you are posting, they can be listed alphabetically. But a chunk have ‘The’ in their title. Delete all the ‘The’s’ please! Who can remember which has the official ‘the’ and which ones do not? A huge annoyance for me anyway...
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


Page 3 of 112 FirstFirst 12345671353103 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload