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  1. #1681

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    Lynnabel is it too problematic to make the Cannith Callenges CR go up to 36 or so? I am not sure if scaling will be a problem or you simply need t change some integer in the coding.

    They were created for a much lower level cap. It would be nice to be able to run them at cap, or even level 26 without being punished for being over level. A person could grind out some stuff before an ER too.
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  2. #1682
    Developer Steelstar's Avatar
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    Quote Originally Posted by Saekee View Post
    Lynnabel is it too problematic to make the Cannith Callenges CR go up to 36 or so? I am not sure if scaling will be a problem or you simply need t change some integer in the coding.

    They were created for a much lower level cap. It would be nice to be able to run them at cap, or even level 26 without being punished for being over level. A person could grind out some stuff before an ER too.
    Resident Challenge expert here, I can answer that one. We technically have most of the pieces we'd need to make them function at CR35 (but no higher than that). But we'd need a fair bit of QA time to ensure that those extra levels function as expected, much more than it would take to actually complete the change. Doing so would also take the 6th star (and its associated Favor) away from everyone that's already earned it for those Challenges - We generally try to avoid altering things that would take Favor away from people that have already earned it.

    So: Plausible someday, but would require a time commitment that isn't currently in the cards.
    We don't only build for the builds that exist.
    We don't only build for the builds that are good right now.

    The fact that some changes are necessary is not diminished by the fact that other necessary changes have not happened yet.

  3. #1683
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    Quote Originally Posted by Mindos View Post
    I accidentily used my Aasimar healing hands when I had an undead mob targetted in Catacombs. It showed the expected -24 or so to it's hitpoints, but right beneath that it showed a positive green 33 repair. It happened very quickly and I couldn't tell if the repair actually healed the undead or not. Still, ick.
    yes, and i think LoH too. Also, i think i'm gettting "wrong target" when i have focus on a construct and try to heal myself with HH or LoH, but i need to do more testing to make sure.
    https://www.ddo.com/forums/showthrea...te-Threat-Gear

    Quote Originally Posted by lugoman View Post
    Please set the minimum to a negative number so some classes can generate love. There is too much hate in the world.

  4. #1684
    Micki's Delirium
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    Default Public lfm?

    One thing that keeps driving me crazy, is the public lfm thing. If one party member in your group had their previous lfm set to public, when they join your group and step into the quest you had lfm'd for - or even wilderness, the lfm automatically switches to public. If I posted a non public lfm and stepped in, I don't want someone else to make my lfm public. This has been this way for a very long time, any chance we could get it fixed?
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  5. #1685
    Community Member jakeelala's Avatar
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    Quote Originally Posted by Steelstar View Post
    Resident Challenge expert here, I can answer that one. We technically have most of the pieces we'd need to make them function at CR35 (but no higher than that). But we'd need a fair bit of QA time to ensure that those extra levels function as expected, much more than it would take to actually complete the change. Doing so would also take the 6th star (and its associated Favor) away from everyone that's already earned it for those Challenges - We generally try to avoid altering things that would take Favor away from people that have already earned it.

    So: Plausible someday, but would require a time commitment that isn't currently in the cards.
    You should always prioritize keeping old, good content relevant over new, possibly garbage content. Feel free to wrap it into a saleable package free to VIPs if you're worried about lost revenue, but seriously, this game has SO MUCH content already, it's just bizarrely distributed across levels/difficulty.
    good at business

  6. #1686
    Community Member Satyriasys's Avatar
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    @Lynnabel How about removing leveled versions of inscription materials and replacing them with just generic inscription materials?

  7. #1687
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    Quote Originally Posted by Steelstar View Post
    Resident Challenge expert here, I can answer that one. We technically have most of the pieces we'd need to make them function at CR35 (but no higher than that). But we'd need a fair bit of QA time to ensure that those extra levels function as expected, much more than it would take to actually complete the change. Doing so would also take the 6th star (and its associated Favor) away from everyone that's already earned it for those Challenges - We generally try to avoid altering things that would take Favor away from people that have already earned it.

    So: Plausible someday, but would require a time commitment that isn't currently in the cards.
    Compromise - and I posted this recently in a suggestion thread...

    How tough would it be technically to remove the over-level penalty on challenge mat rewards? I'm pretty sure that's the major issue with challenges capping at lower levels than the players. Most people arent running them purely for the XP, they're doing it for the mats, so they can buy the gear and stuff. I think allowing you to receive 100% of the mats you'd get at-level, even if you're over-level, would satisfy most players.

    Challenges are the ONLY instance in the game that penalizes you on drop rate, not simply XP, for being over-level when you're farming.

    I know that might create a situation where you're incentivized to always run a challenge at minimum level because rewards dont scale by level, just by score, and its easier to get higher scores in lower-level instances...but honestly there's not really much challenge left in challenges now anyway if you're over-level. And if you're at-level where the challenges might actually challenge you, you're still incentivized to play at level+5 for the bonus mats.

  8. #1688
    Community Member GuntharUthWistan's Avatar
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    Hi Lynn

    Can you check the Legendary Conduit of the Arcane Trinket.

    When I look at the effects it appears to be trying to stack the Maximize reduction twice (which it wont stack) and doesn't appear to apply the Infensify reduction at all.

    I only see a 6 point reduction on my wizard instead of the 8 with all 3 meta's on.

    Thanks
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  9. #1689
    Community Member fatherpirate's Avatar
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    Resident change expert ....

    Clerics that take the Animal specialty at level 2 SHOULD have the
    Summon Monster spell series switched to summon animal companion series.

    not a play balance problem (the difference is mainly cosmetic)

    and it makes sense - Why would a Cleric specializing in animals
    want to summon a monster?

    just saying

  10. #1690
    Community Member zappy's Avatar
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    Default



    a misspelling or 2, also appears the same way in the chat log.
    Quote Originally Posted by Tilomere View Post
    Learn from Zappy, he knows what he is doing on an arcane.
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  11. #1691

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    Quote Originally Posted by Steelstar View Post
    Resident Challenge expert here, I can answer that one. We technically have most of the pieces we'd need to make them function at CR35 (but no higher than that). But we'd need a fair bit of QA time to ensure that those extra levels function as expected, much more than it would take to actually complete the change. Doing so would also take the 6th star (and its associated Favor) away from everyone that's already earned it for those Challenges - We generally try to avoid altering things that would take Favor away from people that have already earned it.

    So: Plausible someday, but would require a time commitment that isn't currently in the cards.
    hmmn interesting, thx for the response. Spaghetti code, although I do not like that term since spaghetti is good.
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  12. #1692
    Community Member ShifterThePirate's Avatar
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    Default

    Looted this item with +0 today

  13. #1693
    Chaotic Evil Mindos's Avatar
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    Default Getting poisoned all the time

    It seems oddly more often that I am getting poisoned. Buff bar icon, yellow icon over my head. I have vague feelings that it didn't used to be this often.

    So I was running Threnal on casual, on a level 30 partial paladin build. And I kept getting poisoned. When the buff bar counter reached zero, I made my save and never took any ill effect. But, I still got the poison effect to begin with. I thought this was odd, so I tried to grab a picture when it happened next.

    Maybe this is wrong, maybe this is a save from another poison spell cast just right after the first one that I may have failed? IDK What it "looks" like is that I saved and still got poisoned anyway?


  14. #1694
    Community Member Chacka_DDO's Avatar
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    Default Melt Lock

    Something with the Melt Lock spell seems not to work as it is described in the tooltip.
    As you can see the skill check should be +70 but it is only +37 and I was not able to figure out how this score is currently calculated.




    I really like the idea of this spellcraft skill check for Melt Lock and I would like to see this for the Knock spell too because I believe that a caster should have the option to increase the ability to open a lock similar to a rogue/artificer.
    Maybe you can give the Knock a spellcraft skill check too if you find time to fix the Melt Lock spell and while you on it anyway.

    Another alchemist spell which works not as it is in the tooltip described is the spell Creating Curative Admixture: Heal (both, the spell and the SLA from the spell and the Core abilities in the Apothecary enhancement tree).
    The spell seems to only restore hit points but it cannot remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, disease, exhauseted, fatigued, feeblemanded, insanity, nauseated, and poisoned.
    Last edited by Chacka_DDO; 09-04-2020 at 03:47 PM.

  15. #1695
    Community Member delsoboss's Avatar
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    Quote Originally Posted by Mindos View Post
    It seems oddly more often that I am getting poisoned. Buff bar icon, yellow icon over my head. I have vague feelings that it didn't used to be this often.

    So I was running Threnal on casual, on a level 30 partial paladin build. And I kept getting poisoned. When the buff bar counter reached zero, I made my save and never took any ill effect. But, I still got the poison effect to begin with. I thought this was odd, so I tried to grab a picture when it happened next.

    Maybe this is wrong, maybe this is a save from another poison spell cast just right after the first one that I may have failed? IDK What it "looks" like is that I saved and still got poisoned anyway?

    Uhm, I think this is an hold out from 3.5 D&D rules and not a bug. In that edition most poisons (and diseases) force two saves, with the second after 1 min, so even if you save the first time you might get the damage the second time. So I think this is WAI.

  16. #1696
    Micki's Delirium
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    Default Some shields lower absorption when shield blocking

    Today I did a quick test before stopping into Killing Time.

    Standing on my ship holding the Lunar Eclipse I had

    Acid absorption 15%
    Chaos Absorption 31%
    Cold Absorption 15%
    Electric Absorption 55% (with flickering steel)
    Evil Absorption 31%
    Fire Absorption 15%
    Force Absorption 15%
    Good Absorption 31%
    Lawful Absorption 31%

    Shield blocking with Lunar Eclipse this turned into:
    Acid absorption 28%
    Chaos Absorption 31%
    Cold Absorption 28%
    Electric Absorption 28% (with flickering steel)
    Evil Absorption 31%
    Fire Absorption 28%
    Force Absorption 15%
    Good Absorption 31%
    Lawful Absorption 31%

    If I cast energy sheath electricity:

    Without shield blocking:
    Electric Absorption 78%

    With Shield blocking:
    Electric Absorption 64%

    If I swap to Legendary Crystalline Ward I don't get this effect.

    Equipping Legendary bottle of shadows with Lunar Eclipse, my Law and Good absorption drop by 1, from 31 to 30%

    Another oddity.
    If I equip heroic greensteel with electricity absorption holding lunar eclipse, wearing flickering steel I get:
    Holding Lunar Eclipse, no sheath: Electric Absorption: 48%
    Blocking with Lunar Eclipse, no sheath: Electric Absorption: 45%
    Holding Lunar Eclipse, with sheath: Electric Absorption: 74%
    Blocking with Lunar Eclipse, with sheath: Electric Absorption: 72%

    If I switch to an orb, blocking has no effect on absorption, but the heroic greensteel lowers my absorption by 4 (78 -> 74).

    This would suggest some of the absorption calculations are going wrong. You shouldn't get less absorption when you equip more. Items that don't stack should just not give you more, but never lower it.

    Any chance you could have a look at this, while you're looking at gear?
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  17. #1697
    Community Member Chacka_DDO's Avatar
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    Default Ooze fascination not working on Living Spells

    Even if Living spells are Oozes the fascination song is not working on them, also not the Tiefling Scoundrel ability Ash Imprisonment.
    Both are correctly working on any other Ooze I know, the spell Ooze Puppet is working on living spells so its quite clear something is wrong here.
    I made a video where you can see it is not a matter of my Perform skill and that the living spells just only save successfully.
    You can clearly see at my last fascination attempt the visual effect for immunity and on the Ash Imprisonment two Immun massages (one for being immune to fire damage and one for the immunity to the flesh to stone effect)


  18. #1698
    Community Member fatherpirate's Avatar
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    Default Hey Lynnabel

    Just a quick request.

    You know on the Hard Core Server, Iconic races have to start
    at level 1 instead of 15.
    If you get to 15, you get your gear...cool.

    It would be cool (and likely easy to do) to
    give players on regular servers the option to start
    Iconic races at level 1 as well, if they want to as an option.

    I know you can wait until HCL is done and make one during
    the after party and transfer them over ... but it would be a lot
    easier if a player could choose to start at lvl 1 when they make
    one on their home server.

    That's all, have fun.

  19. #1699
    Community Member Chacka_DDO's Avatar
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    Default

    I made another small video to demonstrate that the alchemist heal spells (both the spell and the SLA) are not working as it is announced in the tooltip.
    As you can see the spell removes no blindness and also no ability damage and even if it is not shown in this vid I can tell you from my experience it does nothing else than restoring hit points like a cure spell.



    In contrast, it is pleasant that the Panacea spell is working at least for alchemists correctly as far as I can see (it cures ability damage and blindness and hopefully it does the other promised things too)

  20. #1700
    Community Member Seph1roth5's Avatar
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    Quote Originally Posted by fatherpirate View Post
    Just a quick request.

    You know on the Hard Core Server, Iconic races have to start
    at level 1 instead of 15.
    If you get to 15, you get your gear...cool.

    It would be cool (and likely easy to do) to
    give players on regular servers the option to start
    Iconic races at level 1 as well, if they want to as an option.

    I know you can wait until HCL is done and make one during
    the after party and transfer them over ... but it would be a lot
    easier if a player could choose to start at lvl 1 when they make
    one on their home server.

    That's all, have fun.
    You can do that on live, you start at 1 and don't HAVE to take the next 14 right away.
    Mains - Messam, Indalecio, Mozenrath, Quackerjack.

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