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  1. #1
    Hero apocaladle's Avatar
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    Quote Originally Posted by Steelstar View Post
    For clarity, this is how Dodge is supposed to work while wearing Armor:
    • Your Maximum Dodge in armor is 25% at the start.
    • This can be increased by bonuses to the Max Dodge stat (so +1 would make your Maximum Dodge 26%).
    • Your Armor and Shields have a Max Dex Bonus on the item. This is set per-item, but can be increased by effects, enhancements, etc.
    • The most Dodge you can have is capped by the lower of your Maximum Dodge and Max Dex Bonus.
    • If you have less Dodge than the cap in the above stat, you have that much Dodge. If you have more Dodge than that, it caps at the above cap.


    For example if you have:
    • 40% Dodge
    • +10% Max Dodge (adding to the base 25%, giving you effectively 35%)
    • A Medium armor equipped with a Max Dex Bonus of +2
    • An enhancement that adds +2 to the Max Dex Bonus of Medium Armor


    The amount of Dodge you would end up with is 4%, as the Max Dex Bonus is the lower of the two. To increase the amount of Dodge you can effectively have in Armor, you need both a high Max Dodge AND a high Max Dex Bonus.

    Does that match what you're seeing on Lamannia?
    What about "Temporary dodge bonuses" like Uncanny Dodge? Do they just add on top of your previously calculated dodge above ingoring any other limit aside from the hard cap of 95%?

    For example if you have:
    • 40% Dodge
    • +10% Max Dodge (adding to the base 25%, giving you effectively 35%)
    • A Medium armor equipped with a Max Dex Bonus of +2
    • An enhancement that adds +2 to the Max Dex Bonus of Medium Armor
    • Uncanny dodge 25%


    You would have a dodge of 29% while Uncanny lasted?
    $GME YOLO

  2. #2
    Community Member Uruk-hai's Avatar
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    Not sure why this is being made so difficult.

    Port over your toon to Lam; compare Lam character's numbers to Live server numbers.. profit?

    Or am I missing something here?

  3. #3
    Developer Steelstar's Avatar
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    Quote Originally Posted by apocaladle View Post
    What about "Temporary dodge bonuses" like Uncanny Dodge? Do they just add on top of your previously calculated dodge above ingoring any other limit aside from the hard cap of 95%?

    For example if you have:
    • 40% Dodge
    • +10% Max Dodge (adding to the base 25%, giving you effectively 35%)
    • A Medium armor equipped with a Max Dex Bonus of +2
    • An enhancement that adds +2 to the Max Dex Bonus of Medium Armor
    • Uncanny dodge 25%


    You would have a dodge of 29% while Uncanny lasted?
    Yes! I left that version out for the sake of clarity above, but certain Dodge bonuses (almost always listed as "Dodge that ignores Dodge Cap") can ignore the cap. These are usually short-burst abilities like Uncanny Dodge. I do see that the Uncanny Dodge feat does not mention that it ignores Dodge Cap, we should fix that.
    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.

  4. #4
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    I posted this as a topic but thought it could be menu"ed" on here for how it's affecting Caster Performance in this update and in general moving forward:

    ~~~

    Taken from this link: https://forums.ddo.com/forums/showth...r-Reapers(R10)
    Read here to take notice but can be commented on to streamline the effectiveness to responding to Devs.

    Is there a definitive breakdown in numbers as comparable as to what is the Damage in general for Melee/Caster/Range in Upper Reapers?

    Since there are complaints to nerfs and overall nerfs to other classes affected by targeted nerfs to proxy Class.

    Obviously Casters are getting blanketed Nerfs(in upper Reaper), even though certain class Casters are not doing the same damage as other Casters, yet they are targeted with that Hate crime of AOE Nukers. ( I feel for you)

    Melees are still being the piñatas of the realms in getting hit by the mobs attacks.(Especially as a squishy clothe Rogue, penalty to switch to different light armor is prohibitive)

    Range is hard to consistently 100% target moving mobs, especially within melee range, though at a safer distance than melee, is, at times you getting hit by mob unless your fast enough and constantly keeping your distance(similar to caster in a way but no AOE bombs).

    It seems Helpless damage is a Culprit as well:

    What are:

    Casters getting up to in Helpless Damage percentage?
    Melees getting up to in Helpless Damage percentage?
    Range getting up to in Helpless Damage percentage?

    Damage output:

    Vulnerability to Element damage and Spell Power?
    Does it compare to Vulnerability and Melee Power/Range?
    Does it take into accountability for the danger/risk/reward positioning outcome?

    Imbue Dice:

    It seems to favor caster/hybrid builds?(Use to be a Warlock/Eldritch Knight boost "Prestige"?)
    As a Rogue having 3 Imbue dice in Tree with no vulnerability poison bypass seems to have been wasted on having it there, with nothing to boost it. How weak is this....(sigh)Poison Strikes On Crit only and seems uselessFort DC 10 + half Rogue level + INT modifier negates) I'd prefer Sap feat instead.

    I think if discussions can be based on true numbers as to the concerns as to how this game is headed, will help developers see the full spectrum to a certain degree of what the complains/concerns are.

    I know some have put out there some examples but they seem to be scattered and loss in between the message board subsections and never fully seen by a larger audience to make more accurate forward progression to adjusting the game moving forward.

    It's great that a lot of emphasis has been put on streamlining how the game calculates all the multiple ways of having to deal with effects/affects to the game instances and that should be commended for sure and a thank you as always.

    For instance the removal of Double Strike/Shot hurt many builds and didn't necessarily alleviate lag to the effect that keeping it in and out made a huge difference. It could of been handled with more time, in consideration to the builds that used it. (I use to have a chance to attack 3 mobs and now it's hard coded to one or two at most)
    All casters are getting reduction in damage in upper Reapers, when not all type of caster classes are doing the same amount of damage.
    I don't play caster but can feel for those that are getting dumped on(believe me my Assassin Rogue class has been getting dumped on ever since Artificer came out with better and stolen ways of a Mechanic, then Alchemists better ways at throwing Vials as damage than Rogues who had that ability, and now Dark Hunter has "Throwing Traps CC" and the Prestige Assassinate ability, with Assassinate DC's put in their Tree(even Falconer gets it as well, but not Assassin Tree?)

    Going back to the numbers again, if this can get consolidated as to what exactly are the players referring to when it comes to "balancing the game" more so in upper Reapers, it might point to the direction and map as to what the Developers can do to not THOR Hammer every Class when it might be just a certain class is "Overperforming" with "Overperforming add-ons" in disguise.

  5. #5
    Community Member Uruk-hai's Avatar
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    Apr 2023
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    Quote Originally Posted by VinoeWhines View Post
    I posted this as a topic but thought it could be menu"ed" on here for how it's affecting Caster Performance in this update and in general moving forward:

    ~~~

    Taken from this link: https://forums.ddo.com/forums/showth...r-Reapers(R10)
    Read here to take notice but can be commented on to streamline the effectiveness to responding to Devs.

    Is there a definitive breakdown in numbers as comparable as to what is the Damage in general for Melee/Caster/Range in Upper Reapers?

    Since there are complaints to nerfs and overall nerfs to other classes affected by targeted nerfs to proxy Class.

    Obviously Casters are getting blanketed Nerfs(in upper Reaper), even though certain class Casters are not doing the same damage as other Casters, yet they are targeted with that Hate crime of AOE Nukers. ( I feel for you)

    Melees are still being the piñatas of the realms in getting hit by the mobs attacks.(Especially as a squishy clothe Rogue, penalty to switch to different light armor is prohibitive)

    Range is hard to consistently 100% target moving mobs, especially within melee range, though at a safer distance than melee, is, at times you getting hit by mob unless your fast enough and constantly keeping your distance(similar to caster in a way but no AOE bombs).

    It seems Helpless damage is a Culprit as well:

    What are:

    Casters getting up to in Helpless Damage percentage?
    Melees getting up to in Helpless Damage percentage?
    Range getting up to in Helpless Damage percentage?

    Damage output:

    Vulnerability to Element damage and Spell Power?
    Does it compare to Vulnerability and Melee Power/Range?
    Does it take into accountability for the danger/risk/reward positioning outcome?

    Imbue Dice:

    It seems to favor caster/hybrid builds?(Use to be a Warlock/Eldritch Knight boost "Prestige"?)
    As a Rogue having 3 Imbue dice in Tree with no vulnerability poison bypass seems to have been wasted on having it there, with nothing to boost it. How weak is this....(sigh)Poison Strikes On Crit only and seems uselessFort DC 10 + half Rogue level + INT modifier negates) I'd prefer Sap feat instead.

    I think if discussions can be based on true numbers as to the concerns as to how this game is headed, will help developers see the full spectrum to a certain degree of what the complains/concerns are.

    I know some have put out there some examples but they seem to be scattered and loss in between the message board subsections and never fully seen by a larger audience to make more accurate forward progression to adjusting the game moving forward.

    It's great that a lot of emphasis has been put on streamlining how the game calculates all the multiple ways of having to deal with effects/affects to the game instances and that should be commended for sure and a thank you as always.

    For instance the removal of Double Strike/Shot hurt many builds and didn't necessarily alleviate lag to the effect that keeping it in and out made a huge difference. It could of been handled with more time, in consideration to the builds that used it. (I use to have a chance to attack 3 mobs and now it's hard coded to one or two at most)
    All casters are getting reduction in damage in upper Reapers, when not all type of caster classes are doing the same amount of damage.
    I don't play caster but can feel for those that are getting dumped on(believe me my Assassin Rogue class has been getting dumped on ever since Artificer came out with better and stolen ways of a Mechanic, then Alchemists better ways at throwing Vials as damage than Rogues who had that ability, and now Dark Hunter has "Throwing Traps CC" and the Prestige Assassinate ability, with Assassinate DC's put in their Tree(even Falconer gets it as well, but not Assassin Tree?)

    Going back to the numbers again, if this can get consolidated as to what exactly are the players referring to when it comes to "balancing the game" more so in upper Reapers, it might point to the direction and map as to what the Developers can do to not THOR Hammer every Class when it might be just a certain class is "Overperforming" with "Overperforming add-ons" in disguise.
    The three "trouble-making" casters that are making a ruckus and ruining it for the other casters have been nerfed very little by the blanket upper-tier reaper nerf. Of course the "normal damage" casters are taking the brunt of the hit.

    They need more targetted nerfs rather than nerfing an entire genre of play. Scalpel not a chainsaw please and thank you.

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