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  1. #21

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    Quote Originally Posted by Tolero View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.


    Preview 1 Known Issues

    • An Archetype is listed under the Warlock UI but is not ready for feedback or usage on Lamannia in Preview 1.
    So Acolyte of the Skin, a Warlock Archetype in which your Character is attempting to become a Demon, looks interesting. Is this for later Lamannia preview for Update 58 or later update?

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  2. #22
    Community Member merridyan's Avatar
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    Quote Originally Posted by Zitaloc View Post
    Unfortunately I still crash in wilderness of IoD when the sounds is turned on
    On Lama?

  3. #23
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    Greater Shout no longer stuns on a failed save, but it still doesn't make enemies helpless with it's stun. So, partially fixed and in a useless in-between state now.

  4. #24
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    Quote Originally Posted by Tolero View Post
    Bank - Crafting storage now has a sorting option: Alphabetical (A-Z) or (Z-A) or Legacy Sort (the old way)
    This is useless. All we need is a first-in-last-out function like shared bank has.
    If I can read the dev tracker, you can too.

  5. #25
    Community Member Paladin_of_Power's Avatar
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    Quote Originally Posted by Smokewolf View Post
    Would like to see a Boost in Eldritch Blasts projectile speed, too.

    I am so tired of mobs being able to outrun or side-step the Eldritch Blasts as this ends up being a significant DPS loss across all levels of play.
    Agreed, blast is slow and the wind up before starting to shoot is painfully slow.

    Plus would be nice if blasts track and follow their target like thrown bottles, magic missiles and ray spells. This is magic, right?

    And Blood Component is not speeding up blast speed at all (bug).

    Why do we lose a Pact Die with chain and cone? Did we misplace it? Dropped on the floor ??

    Would like a way to add more dice in the Tainted Scholar tree T5, which is the Blaster tree.

    An Action Boost for more Blast cowbell would be appreciated as Blasting is pretty boring.

    Bump up Tainted Spellcasting benefits in the cores. Blaster Tree. Make Blasting fun.

    Add some Warlock Blast specific gear, please.

  6. #26
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    Quote Originally Posted by Tolero View Post
    [*] Healing/repair/negative amp now only applies if you are actually healing from that damage type instead of if you are healing or taking damage from that type.
    This is almost exactly how SPELLPOWER already functions.
    Why not simply remove amp, and raise the effects of targeted healing based on spellpower?
    Otherwise, this is just a very redundant change that makes amp less desirable.
    Last edited by soulaeon; 01-18-2023 at 05:00 PM.

  7. #27
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    Quote Originally Posted by soulaeon View Post
    This is almost exactly how SPELLPOWER already functions.
    Why not simply remove amp, and raise the effects of targeted healing based on spellpower?
    Otherwise, this is just a very redundant change that makes amp less desirable.
    the change is basically just so you don't take more damage for wearing negative amp while not being undead I believe.
    Also so that if you're an undead character and ghost flame targets you your negative amp doesn't double/triple her rend the soul damage on you.

  8. #28
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    Quote Originally Posted by Baahb3 View Post
    Someone better at math can do the crunching but this looks like a null change in damage to me.

    As a cone blaster for the most part: (level 30 warlock)

    Blast:
    Current:
    6 Eldritch Dice + 2 Enhancement + 7 Epic Feat = 13d6 * 3.5 = 45.5 * 1.3 (current 130% for Cone) = 59.15
    Change:
    Same 13 dice but now * 4.5 = 58.5 with no additional since it is now 100%
    --A small reduction

    Pact:
    Current:
    10 Pact Dice + 4 Enhancement + 6 Epic Destiny Feat -1 Stance = 19d4 * 2.5 = 47.5 * 1.3 (Cone) = 61.75
    Change:
    Same 19 dice but now * 3.5 = 66.5 with no additional since now 100%
    --Small Increase

    Combined before = 120.9
    Combined after = 125

    With the increase coming from an element that can be resisted or is immune.

    Why make this change for a measly 4 points?
    +1 I ran a bunch of past lives with a cone GOO warlock on my main. This change is meh to me and really doesn't help warlock much at all. SSG should leave scaling as is and let the warlocks catch up to other casters in heroics. Higher dice is nice, but its offset with scale nerf...at least for Cone. (AOE is where it's at!)
    Khyber: Main Nicodemous Alt: Ichuck

  9. #29
    Community Member ahpook's Avatar
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    Quote Originally Posted by Paladin_of_Power View Post
    Agreed, blast is slow and the wind up before starting to shoot is painfully slow.

    Plus would be nice if blasts track and follow their target like thrown bottles, magic missiles and ray spells. This is magic, right?

    And Blood Component is not speeding up blast speed at all (bug).

    Why do we lose a Pact Die with chain and cone? Did we misplace it? Dropped on the floor ??
    Yeah, they should ditch that limitation. The 25% reduction on Spell Power would be enough.

    Quote Originally Posted by Paladin_of_Power View Post
    Would like a way to add more dice in the Tainted Scholar tree T5, which is the Blaster tree.
    Well there is "Eldritch Power: Your Eldritch Blast deals +1d6 damage." and "Heretical Lore: Your Eldritch Blast deals +1d6 damage" in the TS to add dice. But if you mean a way to add even more, why not.

  10. #30
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    Cool Ooh nice.

    Warlock:
    Base Eldritch Blast dice are now 1d8
    Base Pact dice are now 1d6
    The single-target basic Eldritch Blast now scales with 125% Spell Power
    Enervating Shadow stance now scales with 150% Spell Power
    All other Eldritch Blast Shapes now scale at 100% Spell Power
    The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

  11. #31
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    I love seeing new archetypes. Shaking up the build meta is always welcomed. And the flavor is neato.

  12. #32
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    Quote Originally Posted by Axcarth View Post
    Thank you very much, Tolero, for this WLK attempt of love. This is a step forward, although we have to check the calculations, specially for cone eldritch blast shape!
    Quote Originally Posted by Smokewolf View Post
    Well, if the other shapes didn't have such a horrible miss rate due to mobs outruning or side stepping eldritch projecticles, then they see greater use. As things currently stand, cone is the preferred shape simply because it far more reliable, hits harder, and can hit more targets than other shapes.

    This all comes from the projectile speed nerf years ago, which basicly hobbled all the shapes other than cone.
    Being hit scan is definitely an advantage for cone, but it's not the main thing... it's far more about the 35% extra spell power scaling and the unlimited number of targets in the AOE.

    Now that the damage is normalized, which was the main thing, it's much more of a trade-off between range and number of targets. Chain really isn't going to miss at ranges where cone would hit anyway. But chain is able to hit two Targets over a greater area, while cone is able to hit more Targets in a tight area

  13. #33
    Community Member mixomatozis's Avatar
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    Thumbs down Clap clap

    So you buff the eldrich blast and added elemental damage by +2 +2 and nerf the cone stance (which everybody uses in heroics) by 30 percent.

    Clap clap evil geniuses.
    Sidrin Baenre - proud officer of Helter Skelter, Ghallanda.

  14. #34
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    Quote Originally Posted by Tolero View Post
    [*]Fixed some sound effects for Raptors and other Isle of Dread creatures that had bitrates that were much higher than normal, in the hopes that it may fix an issue where the game client crashes in Isle of Dread for some players when sound effects are enabled. If this bug had been affecting you in the past, please try playing Isle of Dread with sound effects on and let us know whether this helps.
    Still crashing to raptor sounds with sound on in IoD.

    Happened on Lammania, on my character Sarconicus, at around 2:56 pm PST. (unsure what you need to get data on the instance)
    Walked into the wilderness, walked into some raptors, crashed as they started attacking me. Note, this problem, at least for me, also includes raptor enemies outside of IoD. Of particular note are the Sharn raptors. I don't know if the problem specifically appeared with IoD's release, especially since I took a lengthy break until a month or so before IoD's release, but I do not remember getting game crashes to Sharn raptors before IoD's release.

    Please let me know if there is any information I can provide that would help.
    Last edited by Talnar00; 01-18-2023 at 06:48 PM.

  15. #35
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    Is the 30% nerf to Warlock Cone shape really necessary? Warlocks are not even remotely close to top-tier damage as it is.

  16. #36
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    Quote Originally Posted by SWCarter View Post
    Is the 30% nerf to Warlock Cone shape really necessary? Warlocks are not even remotely close to top-tier damage as it is.
    Quote Originally Posted by mixomatozis View Post
    So you buff the eldrich blast and added elemental damage by +2 +2 and nerf the cone stance (which everybody uses in heroics) by 30 percent.

    Clap clap evil geniuses.
    It's not a Nerf to cone... it should be net neutral for cone, the dice step increase should offset the lower scaling.

  17. #37
    Community Member dlsidhe's Avatar
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    Are these archetypes going to be free, or what's the cost looking like?
    Thelanis - First Shire Dragons
    Naeryna (Sun Elf 25 FvS Evoker) // Salacya (Tiefling 28 Warlock Cenobite)

  18. #38
    Community Member ahpook's Avatar
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    Quote Originally Posted by droid327 View Post
    It's not a Nerf to cone... it should be net neutral for cone, the dice step increase should offset the lower scaling.
    The eldritch damage comes out at around a 1% loss. The pact damage comes out a 3% gain. Overall a slight boost but since pact hits immunities more often it may not be thrilling to get a 2% boost off set by occasional 1% reductions.

    Since the other stances all faired much better with double digit improvements, the cone users may feel less joy with the meager offering.

  19. #39
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    Quote Originally Posted by droid327 View Post
    It's not a Nerf to cone... it should be net neutral for cone, the dice step increase should offset the lower scaling.
    Ah, yeah, it is relatively equal then. But an Abyss warlock is going to be far more concerned about the eldritch dice (the pact dice increase is situational at best), so this still feels like a nerf.

  20. #40
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    Quote Originally Posted by mixomatozis View Post
    So you buff the eldrich blast and added elemental damage by +2 +2 and nerf the cone stance (which everybody uses in heroics) by 30 percent.

    Clap clap evil geniuses.
    Quote Originally Posted by SWCarter View Post
    Is the 30% nerf to Warlock Cone shape really necessary? Warlocks are not even remotely close to top-tier damage as it is.
    Pact die go from average of 2.5 to 3.5 damage per die. A 40% increase of damage.
    Blast die go from average of 3.5 to 4.5 damage per die. A ~28.6% increase of damage.

    Blasts that had scaling go down went down by 30%. Damage changes largely even out.

    Example of a potential blast with cone before change with 100 relevant spellpower:
    --Blast damage - 6d6 + 7d6 (epic feat) + 1d6 (Eldritch Power) + 1d6 (Heretical Lore) scaling with 130% spellpower = 15(3.5)*(1 (base damage) + 1*1.3 (damage add from spellpower scaling)) = 120.75
    --Pact damage - 10d4 - 1d4 (cone shape) + 7d4 (Epic Pact Die) + 4d4 (Strong Pact enhancements) scaling with 130% spellpower = 20(2.5)*(1+1*1.3) = 115

    Example of a potential blast with cone after change with 100 relevant spellpower:
    --Blast damage - 6d8 + 7d8 (epic feat) + 1d8 (Eldritch Power) + 1d8 (Heretical Lore) scaling with 100% spellpower = 15(4.5)*(1+1) = 135
    --Pact damage - 10d6 - 1d6 (cone shape) + 7d6 (Epic Pact Die) + 4d6 (Strong Pact enhancements) scaling with 100% spellpower = 20(3.5)*(1+1) = 140

    Now the numbers with 1000 relevant spellpower:
    Before Change-
    --Blast damage - 6d6 + 7d6 (epic feat) + 1d6 (Eldritch Power) + 1d6 (Heretical Lore) scaling with 130% spellpower = 15(3.5)*(1+10*1.3) = 735
    --Pact damage - 10d4 - 1d4 (cone shape) + 7d4 (Epic Pact Die) + 4d4 (Strong Pact enhancements) scaling with 130% spellpower = 20(2.5)*(1+10*1.3) = 700

    After Change-
    --Blast damage - 6d8 + 7d8 (epic feat) + 1d8 (Eldritch Power) + 1d8 (Heretical Lore) scaling with 100% spellpower = 15(4.5)*(1+10) = 742.5
    --Pact damage - 10d6 - 1d6 (cone shape) + 7d6 (Epic Pact Die) + 4d6 (Strong Pact enhancements) scaling with 100% spellpower = 20(3.5)*(1+10) = 770

    At low spellpowers the changes are a buff, at high spellpowers the changes are about neutral for blast damage, and a buff for pact damage.

    Let's run some more numbers, just to cover many possible bases.

    Example cone blast with just the die from 20 warlock levels @ 1000 sp:
    Before Change-
    --Blast damage - 6d6 scaling with 130% spellpower = 6(3.5)*(1+10*1.3) = 294
    --Pact damage - 10d4 - 1d4 (cone shape) scaling with 130% spellpower = 9(2.5)*(1+10*1.3) = 315

    After Change-
    --Blast damage - 6d8 scaling with 100% spellpower = 6(4.5)*(1+10) = 297
    --Pact damage - 10d6 - 1d6 (cone shape) scaling with 100% spellpower = 9(3.5)*(1+10) = 346.5

    Example cone blast with just the die from 20 warlock levels @ 2000 sp (an unrealistically high spellpower amount):
    Before Change-
    --Blast damage - 6d6 scaling with 130% spellpower = 6(3.5)*(1+20*1.3) = 567
    --Pact damage - 10d4 - 1d4 (cone shape) scaling with 130% spellpower = 9(2.5)*(1+20*1.3) = 607.5

    After Change-
    --Blast damage - 6d8 scaling with 100% spellpower = 6(4.5)*(1+20) = 567
    --Pact damage - 10d6 - 1d6 (cone shape) scaling with 100% spellpower = 9(3.5)*(1+20) = 661.5

    First example cone blast @ 2000 sp (an unrealistically high spellpower amount):
    Before Change-
    --Blast damage - 6d6 + 7d6 (epic feat) + 1d6 (Eldritch Power) + 1d6 (Heretical Lore) scaling with 130% spellpower = 15(3.5)*(1+20*1.3) = 1417.5
    --Pact damage - 10d4 - 1d4 (cone shape) + 7d4 (Epic Pact Die) + 4d4 (Strong Pact enhancements) scaling with 130% spellpower = 20(2.5)*(1+20*1.3) = 1350

    After Change-
    --Blast damage - 6d8 + 7d8 (epic feat) + 1d8 (Eldritch Power) + 1d8 (Heretical Lore) scaling with 100% spellpower = 15(4.5)*(1+20) = 1417.5
    --Pact damage - 10d6 - 1d6 (cone shape) + 7d6 (Epic Pact Die) + 4d6 (Strong Pact enhancements) scaling with 100% spellpower = 20(3.5)*(1+20) = 1470

    It takes getting to extreme levels of spellpower, levels that I do not think are currently possible, for the changed blast numbers to go from a buff to breaking even on average for solely blast damage, for pact damage the changes would still be a buff.

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