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  1. #1081
    Community Member Pilgrim1's Avatar
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    The pale master enhancement Greater Death aura states:

    D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds.

    The actual effect of the buff is 3d4 + 1 per 2 caster levels.



    It looks like a direct copy of death aura but someone failed to amend the caster level issue.

    From a power level perspective greater death aura is strong healing as it is. It may not be necessary to correct the spell and you may want to edit the description of the spell instead.

  2. #1082
    Community Member Hobgoblin's Avatar
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    lynnabel, can you look at barbarian frenzy? they are greyed out on hotbar everytime i log in and out. still work but greyed out until i move them

  3. #1083
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    The loading screen helpful tip that says helpless mobs take 50% extra damage from all sources is wrong, and needs to be corrected to 25%.

  4. #1084
    2014 DDO Players Council
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    Quote Originally Posted by Hobgoblin View Post
    lynnabel, can you look at barbarian frenzy? they are greyed out on hotbar everytime i log in and out. still work but greyed out until i move them
    Shoot, that reminds me. I remember some of my hotbar items (not Barbarian related) doing that same thing. Don't remember what they were though.
    Quote Originally Posted by ProducerRowan View Post
    Our final update of 2014 will extend the level cap to 30, which is intended to be DDO’s “permanent” level cap

  5. #1085
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    Quote Originally Posted by Pilgrim1 View Post
    The pale master enhancement Greater Death aura states:

    D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds.

    The actual effect of the buff is 3d4 + 1 per 2 caster levels.



    It looks like a direct copy of death aura but someone failed to amend the caster level issue.

    From a power level perspective greater death aura is strong healing as it is. It may not be necessary to correct the spell and you may want to edit the description of the spell instead.
    OR

    maybe they should fix the spell to match the description

    because:
    1) whatever they do, should work properly
    2) it is a capstone, it should be good
    3) it is a lot more expensive than DA, so it should be better than DA
    4) it will eventually be invalidated by power creep, making it "OP" now (if it is) just extends product life

  6. #1086
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by SirValentine View Post
    Shoot, that reminds me. I remember some of my hotbar items (not Barbarian related) doing that same thing. Don't remember what they were though.
    it seems to be active abilities from classes - but its not consistent - ie sometimes when i log on - shoot later is greyed out and sometimes its not

    but frenzy/greater frenzy are

  7. #1087
    Community Member Hobgoblin's Avatar
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    in thrall of the fungus lord - if you kill the mindflayer first before spores - u get the message kobold slain

  8. #1088
    2016 DDO Players Council
    Resident Blue Dragon
    Hero of the Flame
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    Quote Originally Posted by Hobgoblin View Post
    lynnabel, can you look at barbarian frenzy? they are greyed out on hotbar everytime i log in and out. still work but greyed out until i move them
    Yeah this is because when a character loads in, it has 0 HP while loading and since those abilities cost HP they show up as not being usable even though the character fully loads and has enough HP. Easy solution: get rid of the HP cost.

  9. #1089
    Community Member Alrik_Fassbauer's Avatar
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    Quote Originally Posted by SirValentine View Post
    Shoot, that reminds me. I remember some of my hotbar items (not Barbarian related) doing that same thing. Don't remember what they were though.
    I have similar issue with the elven enhancement "Child Of Nature". Exactly the same problem.
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  10. #1090
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    Default Hirelings: Disable and Deactivate auto-shrine function

    Another Challenge bonus weekend, another weekend of frustration trying to shrine hirelings while a clock is ticking …

    This has been a problem for four, five, six years ???

    While I am not asking for a complete overhaul of the hirelings AI, is there any way that you can deactivate the "auto-shrine" function of hirelings for those of us who occasionally find them useful -- and sometimes necessary. I am convinced that this would reduce the failure rate of hirelings going all H.A.L. at rest shrines. It would also reduce the number of false alerts, such as "Failed Action -- The Rest Shrine is Blocked" as a hireling trips over a rest area fire circle. (Do they have to build them so high?) And it would aid in spell point management on select Favored Souls (Nimeth, Tanya, Larafey, etc.), especially when engaged in battle around an unused rest shrine.

    Thank you for your consideration.

  11. #1091
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    Default PM immunities

    Quote Originally Posted by IlmerSilverhilt View Post
    I ran into same problem, I use a third item in between to avoid the popup.
    Hi Linnabel,

    that is really an easy one: Please put all immunities in the palemaster enhancement tree text- there is much discussion about all the pen&paper immunities and which of them are included in the PM undead type
    from the core Lv3 shroud, for example death effects- normal undead are immun, but you get deathblock in LV18 in this tree?- I started a thread, to experimental get a result- would be much easier, if you just put the infos in the shroud text, though.
    https://www.ddo.com/forums/showthrea...er-immunities-!

    Thanks
    Tarinia

  12. #1092
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    Default Lynnabel, a few more bugs to add to your list :)

    Hi Lynn,

    Thanks for all the hard work fixing bugs, you are amazing!
    Just thought I'd bring a few more to your attention, so that you and the other Devs can have a go at them when you have the chance. Apologies if they have already been listed here, I did not have the chance to read every post here.

    1. Druid, Nature's protector tree
    Tier 2, Thick hide: the natural AC bonus does not stack with other sources, including barkskin. My druid is a Dragonborn, and uses the Dragonborn enhancement 'Hard scales', it does not stack with that either (but Hard scales stacks with barkskin). Is this WAI?

    2. Cleric, Radiant servant
    Tier 2, Divine healing: this enhancement prevents movement when using it

    3. Artificer, Renegade Mastermaker
    Tier 2, Mighty Slam: the first tier of this ability lists the DC as "DC: 10 + INT modifier + Half Artificer level + Sunder Modifiers". However, tiers 2 and 3 of the same ability list a different formula: "DC: 10 + INT modifier + Sunder Modifiers". I am assuming it's a simple matter of updating the tooltip.
    Would it be possible for you to also have a look at the formula and see if it follows the same pattern as the Battle Engineer 'Shatter Defense' attack, whose base DC increases per tier of the ability (i.e. Tier 1 DC 10 + .../ Tier 2 DC 12 + .../ Tier 3 DC 14 + ...)

    4. Dragonborn racial tree
    Tier 2, Dragon breath: moving while casting, or moving right after casting, often makes it not hit anything. It sometimes also makes the breath go funny, by moving it to a weird direction. Hopefully this is a bug, as it would be great to be able to cast it while moving, like other spells and the epic destiny breath.

    Thanks once again for all the bug fixes!!!
    Last edited by Khalibano; 09-13-2019 at 07:04 AM.

  13. #1093
    Community Member AlmGhandi's Avatar
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    Exclamation Bugs I never noticed before....

    um

    Ever since the last update... 43... I have been experiencing buggy things. And not the kind of buggy things that I like.

    It's like the progression generally is bugged..... in quests sometimes.

    In korthos, for example:

    The Collaborator: Jacoby Drexelhand walks into the tavern, we talk to him, fight fish people... and once all are dead then we cannot continue. Because the Quest objective still says "wait for the collaborator to appear" or something.

    In that Korthos Quest where you have to freeze the giantish device.... The second GONG does not appear... progress not possible.

    Redemption... oh no the Sahaguin have found him..... well Lars and friends (including hire and summons) continued to throw out their attack animations once the last enemy was killed. The quest could not be finished.

    And then not on Korthos: The Bookbinder Rescue... climbed up to the top entrance.... fought off the bad guys... opened locks on the door... so as to keep it quiet. The door "opened" but the doorway was still blocked. I could see the champions sitting on the other side, but could not cast, shoot or walk through the doorway.

    That was my experiences today..... I have not had a run of things like this til now.
    (Hardcore Server)
    kruemeli of Orien - Leader of the "Merry" Hobbits https://www.ddo.com/forums/showthrea...20#post5002220
    It is okay to be "merry": http://www.youtube.com/watch?v=pjOOKb-DFZs
    I just Keep quiet and think.... http://www.youtube.com/watch?v=jYP8M06A8W0

  14. #1094
    Community Member
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    Default Ancient Power

    Attack bonus from Primal EPL stance Ancient Power does not work. Damage bonus for THF works.

  15. #1095

  16. #1096
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    <Minor Spoiler>

    It is not possible to complete the optional in "Members Only" to give the book to Chuffy after being let into the garden. Given that it is relatively easy to complete the garden access part long before finding the book, this is rather odd.

  17. #1097
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    Palemaster
    • skeleton re-summonable (please, fix that) - onetime pr rest for a fragile pet is annoying/not good..... I think I saw a mention about this in the recent re-do on the PM.
    • Wish: Guild buffs (a copy of all guild buffs on the summoner is applied to the skeleton when summoned) [do this for iron defender, wolf, other gold seal hierlings too). Or if not specific to guild buffs, it could be all buffs on summoner at the time of summoning = applied to pet/hierling/summonable. This would be a good buff to a summon character. Currently I have to get back to the ship to get the buffs onto the skeleton/iron defender.
    • wand mastery (anywhere): do not work with inflict potions (tested with inflict serious wounds potions)
    • Wish: More selections among healing potions/scrolls for PM (Harm, Critical): Note when you implement this that the save is ignored when used on an PM/skeleton (you've done that on the inflict potion)


    Half-Elf + Ingusitor:
    • Core 2: Hit the Streets: This should give a +10 bonus to Diplomacy for an Half-Elf. Seems like it doesn't...
    Last edited by ElweSulk; 09-15-2019 at 03:38 PM.

  18. #1098
    Chaotic Evil Mindos's Avatar
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    Default Tweleve save bonus spelling error

    When acguiring the 12 400 favor reward, the text displayed spells twelve as tweleve.


  19. #1099
    Chaotic Evil Mindos's Avatar
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    Default on bags that can't be picked up, or are empty

    I was running 12 favor today, and in the lord of stone quest I noticed that on kill items would automatically enter my inventory. These are the mold slime things, etc, used in madness crafting. I also noticed that occasionaly these mobs would also drop a green bag, and this bag could be looted.

    There are a few newer quests that have green bags that cannot be picked up, or when picked up, nothing is given. The bag just dissapears. I was wondering if there was multiple item reward channels for items to be given to a player. For example, killing a mob in the lord of stone gives directly to inventory, while sometimes killing a mob spawns a green bag, and requires interaction, then finally gives item to character. I wonder if it is broken because the item is trying to go directly to character, but the bag is "in the way"? idk, just thinking outloud.

    In unrelated stuff, I noticed the other day that keen cannith crafted lingers forever, after a subsequent disjunction. I had heard of players crafting this and believing it was working as intended, and saw some linked weapons. This made me think of the old cannith craft bug where red slots and slotted augments would dissappear seemingly randomly. My latest wild theory is that the keen prefix lingering post disjuntion taints the weapon pool for testing purposes. But my hunch is still a script running on player inventory to adjust items and the extra keen property flagging the item for downgrade. So looking at the auction house, and seeing how keen overwrites normally the prefix section, and how you have to hover and get the description to see if a weapon has keen as well as vorpal for example, I thought immediatly of wondrous items, and how there was an issue with them being corrected to a higher minimum level. So I wonder if this same or similar process could be flagging a weapon with keen that lingers after disjunction, and recreating it, removing slots and augments.

    Thoughts?

  20. #1100
    Community Member Eva266's Avatar
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    Feb 2014
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    Default Brilliant Crescent doesn't work with Swashbuckling

    I have been playing sickle-focused build for a while and I enjoy it so much that I decided to trade my Killing Time runes for Brilliant Crescent. I was really sad to notice that raid sickle was not receiving Swashbuckling stance crit bonuses. My previous weapon Legendary Flicker of the Crescent Moon did receive them just fine. Here are the comparison pictures:



    Am I missing something here? I don't see why Brilliant Crescent wouldn't receive the bonuses. I did submit bug report for it, but trying my luck here as well.

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