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  1. #81
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by Steelstar View Post
    It's meant to match the Heroic feats. Next Lamannia is already locked barring disaster, but we'll make sure it matches properly before it releases.
    I'm pretty sure the issue they're talking about is just the wording for the notes. "+80% offhand strike and +140 Strikethrough in this preview" (vs 20% base +60% for a total of 80% and 20% base + 120% for a total of 140%). Nothing feat side, just caught up on the way the text description is.

  2. #82
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    [*]Weapon Specialty Feats:
    • These four feats grant bonuses that resemble the Greater version of their heroic feat line. Each feat requires having the Greater version of one of the other three weapon style combat lines, essentially allowing those who have taken feats in one fighting style to gain the effects of the full 3-feat-chain of a different fighting style.
    • Single Weapon Specialty: While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, rune arm, or nothing in your offhand) you gain a +30% Combat Style bonus to attack speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus.If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
    • Two Weapon Specialty: Reduces the penalty for fighting with two weapons. You gain +80% offhand strike chance. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
    • Two Handed Specialty: While Two-Handed Fighting: +140% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting. For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms. In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand you now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies). Neither bonus applies in Animal Form. This does not count as a Combat Fighting Style feat.
    • Shield Mastery Specialty: While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield. If you are using a large shield, this bonus increases to +15. If you are using a tower shield, this bonus increases to +20. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.


    this reads to me as if while the ability score bonus is non stacking, a bastard sword/dwarven waraxe could get strikethrough and the 30% attack speed bonus at once. This seems unlikely though. Any chance for confirmation from dev or testing player on Lamania on whether or not these bonuses apply at once, and if not, how the game determines which takes priority?

  3. #83
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    Quote Originally Posted by Steelstar View Post
    We are going to save your Legendary XP total on your character through Epic, True, or Racial Reincarnation.
    Thanks for all the fish.
    Last edited by Tilomere; 06-05-2022 at 05:35 PM.

  4. #84
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    Please consider changing core 4 of Draconic. Not only are the benefits underwhelming, but from a thematic standpoint they have nothing to do with the form of the dragon the character is becoming.


    I am Awesomesauce!

  5. #85
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    Weapon Specialty Feats:

    Choose to upgrade your Weapon Specialty Feat and choose another Weapon Specialty inherent bonus from another style.(*Weapon Specialty inherent bonus)

    • Legendary Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +40% Combat Style bonus to attack speed and 2 additional Melee Power.
    • Legendary Two Handed Fighting: Increases the Strikethrough chance by an additional 40% and gives 4x ability modifier damage scaling with two handed weapons and 2 additional Melee Power.
    • Legendary Two Weapon Fighting: Reduces the to-hit penalty to main hand and offhand to zero (-0/-0 )when using two weapons at the same time. Increases the chance to proc an off-hand attack by 20%, bringing the total chance to 100%.
    • Legendary Range Expertise: Gain Doubleshot equal to your Weapon Ability Attack Modifier Score.
    • Legendary Toughness: +120 maximum hit points. This can be taken multiple times.
    • Legendary Point Blank Shot: Toggle: With ranged weapons, your attacks cause -10% slower attack and movement of enemy and deal 15% more damage. On Vorpal Blinds enemy with no save for 10 seconds.
    • Legendary Specialty Attack: Your specialty Attacks reduce their cooldowns by 15% (Trip, Improved Trip, Assassinate, Sap, Cleave, Greater Cleave, Improved Feint, Whirlwind Attack)



    *Weapon Specialty inherent bonus. Choose one from:

    • Single Weapon Fighting bonus: Gain +20% Legendary Combat Style bonus to attack speed and an additional 5 Melee Power.
    • Two Handed Fighting bonus: Gain 2.5x Ability modifier damage scaling with weapons and an additional 5 Melee Power.
    • Two Weapon Fighting bonus: increases the chance to proc 20% doublestrike.
    • Range Weapon Fighting bonus: Gain Point Blank Shot and Precise Shot as Feats (Prereq: Dex 19, Base Attack Bonus +11).

  6. #86
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    Epic Destinies

    • Shadowdancer: Cut to the Soul: You are unbothered by the physical restraints of the world: From the Shadows now allows you to pass through enemies in a cloud of smoke proccing an Improved Deception and gaining 3% uncapped dodge stacks 3 times on Tumble and lasts for 10 seconds while in stealth(like Measure the Foe). +3% dodge bypass, +3% fortification bypass, +3% damage versus the helpless.


    ----------------------------------------------------------------------------

    Tumble through enemies was already an ability that shouldn't of been taken away. Grandmaster of Flowers kept it in their destiny even now.

    These removal of valuable abilities*:

    *Consume. (Could easily of been the multi-choice of Weird if you didn't cast x-level spells)
    *Shadow Manipulation. (Shiradi now gets this in Beguile Charm? Why?)
    *Executioner's Strike/Shot. (Just as Weird is hard coded for casters, this should of been hard coded for assassinate ability)
    *Meld Into Darkness (was used as a separate ability from attacking).
    *Removing the AOE explosion in Dark Imbuement range proc.
    *Removing Pass through enemies on Tumble.

    Putting Stealthy and Assassinate bonus' as a separate choice when they where part of the same bonus ability.
    Putting in a useless Wand and Scroll Mastery that doesn't stack how about changing it to:

    Sleight of Hand should be:

    Sleight of Hand: Traps and Vial Mastery: You can make Noisemaker Traps or Noisemaker Vials(on exploding they stick to door/wall and make ticking sound), with the ability to place or throw in stealth.

    (Tier 1): If you have the Trapmaking Feat, you can now add your Sneak Attack Dice and Damage to Traps and Vials.
    (Tier 2): You can use the higher of Melee or Range Power to Traps and Vials you Throw.
    (Tier 3):You can inscribe scrolls as Traps and Alchemical Recipes as Vials.

    Maybe have specific Alchemical Vials like Mass Suggestion/Confusion, Turn to Frog/Bat, a real Tanglefoot a la "Sharn exploding goo"(with DC: Reflex (DC 20 + Rogue Level + Stat Modifier + Assassinate Bonus)
    and Shadow-Thunderstone: Alchemical Vial Trap Attack: 1d6+2 Force damage per character level and dazes in an area. Fort DC (12/16/20 + Rogue Level + Stat Modifier + Assassinate Bonus).

    Creating traps and throwing vials was a Rogue ability, even having a mechanical dog in the beginning.


    ----------------------------------------------

    Other Trees got:
    Cut the Strings(1 minute cooldown).
    Mass Frog(1 minute cooldown).
    Everything Is Nothing(Grandmaster Of Flowers, it stayed intact.)
    Beguile Charm(Shadow Dancer's Shadow Manipulation).
    Weird(AOE Phantasmal Killer....oh wait that's our Tree but oh wait, we can't pick it and are locked out of it as a Tier V in our own Tree! Seems like a Consume alternate.. oh but wait, that was removed...)

    We get an Epic Moment that puts you in line of danger of being killed for it to proc(Gain the feat: Piñata), with a non stacking 50% Incorporeal(it should stack with our 25% that we already invested in plus outside sources. Weird is a safer more efficient AOE PK and you don't have to wait to get swung at for it to go off, it just does! And it's in our Tree! and we can't pick it! Or Consume, Shadow Manipulation, Executioner Strike/Shot)
    Viva unstacking Wand and Scroll Mastery.

    Again no pass through enemies on Tumble.....

  7. #87
    Community Member Bjond's Avatar
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    Quote Originally Posted by VinoeWhines View Post
    Tumble.....
    Do you ever actually tumble in game? I've quite literally never ever seen anyone tumble other than (v.rarely) while waiting on raids someone will tumble around instead of jumping around.

    'Dunno why others don't do it, but I know why I don't: the UI for it is double-key and requires pressing BLOCK first. Gah. That's about the worst possible choice for a gating key and it can't be changed in settings.

    If it was just one key, I'd likely use it or at least try it and see if it's useful somewhere. I use similar abilities in other games -- some more, some less depending on how useful; eg. some include interesting side-effects like "immune to damage" during their animation (dodge through AE/etc).

  8. #88
    Uber Completionist rabidfox's Avatar
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    Quote Originally Posted by Bjond View Post
    some include interesting side-effects like "immune to damage" during their animation (dodge through AE/etc).
    That would make tumble worth using/putting points into for me.

  9. #89
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    Quote Originally Posted by Bjond View Post
    Do you ever actually tumble in game? I've quite literally never ever seen anyone tumble other than (v.rarely) while waiting on raids someone will tumble around instead of jumping around.

    'Dunno why others don't do it, but I know why I don't: the UI for it is double-key and requires pressing BLOCK first. Gah. That's about the worst possible choice for a gating key and it can't be changed in settings.

    If it was just one key, I'd likely use it or at least try it and see if it's useful somewhere. I use similar abilities in other games -- some more, some less depending on how useful; eg. some include interesting side-effects like "immune to damage" during their animation (dodge through AE/etc).
    LOL ya using block as the gating key has been an issue a few times.
    While tanking THtH, i was blocking against the big boss wraith, i went to adjust my position just a little and 'splash' tumbled right into the lava I went. It was a bad move for me...but I think that if tumble had a different interface...would not have happened. We all had a nice laugh and then reset the raid after the wipe.

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