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  1. #1
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    Default Downtime Notice: 8:00 AM - 12:00 PM Eastern (-4 GMT) Monday, November 2nd

    UPDATE: The game worlds have reopened! Thank you.

    The DDO Game Servers will be brought down on Monday, November 2nd from 8:00 AM - 12:00 PM Eastern (-4 GMT) for a hotfix. Thanks for your patience, and we'll see you back in the game soon!

    DDO Store

    • Fixed an issue that required reincarnated characters to log out then back in after making a purchase in the DDO Store.


    Feats

    • Manyshot now increases Doubleshot by 120 and Ranged Power by 4 x Base Attack Bonus.


    Quests and Adventure Areas

    • Adjusted some instance settings in Delera's Graveyard to improve performance.


    Spells

    • To improve game client performance, we have greatly reduced the number of "line of sight" checks for the following spells, which now check "line of sight" from their center point:
      • Evard's Black Tentacles
      • Blade Barrier
      • Earthquake
      • Hellball
      • Ice Storm
      • Lightning Motes
      • Otto's Sphere of Dancing
      • Sleet Storm
      • Sunburst
      • Wall of Fire
    Last edited by Cordovan; 11-02-2015 at 09:13 AM.
    Have fun, and don't forget to gather for buffs!
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  2. #2
    Community Member dontmater's Avatar
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    thanks Jerry, it looks like the changes will help poor manyshot don't forget ash vs evil dead tomorrow.

    that is a very good update to post. very informative thank you, and thank whoevers idea it was to post that much information
    Last edited by dontmater; 10-30-2015 at 04:48 PM.

  3. #3
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    Default Awesome!

    TYVM for these changes.!

    Although I don't see a Tactical Donkey or Flame Ferret, it all appears to be good stuffs.

  4. #4
    Community Member dontmater's Avatar
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    Tactical Donkey or Flame Ferret...

    sign me up

  5. #5
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by Cordovan View Post

    • Manyshot now increases Doubleshot by 120 and Ranged Power by 4 x Base Attack Bonus.
    [/LIST]

    We will see how it goes in play but I think this is a good fix. 100% manyshot now gives 2 shots and 20% chance of a third by default addresses a lot of the issue the new version of manyshot had. A dedicated bow user will be seeing 3 more often then not around level 12 (+~50% double shot = killer + stalker T5 + EPL's)

  6. #6
    Community Member Wulverine's Avatar
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    For those wondering about the manyshot change:

    Current version on live:
    For the next 20 seconds, add your Base Attack Bonus * 4 to your Doubleshot and Ranged Power.
    New version:
    Manyshot now increases Doubleshot by 120 and Ranged Power by 4 x Base Attack Bonus.
    Ranged power stays the same. (4 times BAB)

    As for doubleshot, for characters with maxed out BAB, it used to be 28 x 4 = 112 Doubleshot.
    That becomes 120, so it's a slight buff to Doubleshot. Characters with less BAB (or those heroic leveling) will benefit a bit more.
    Thelanis -- Wulverine + [Funkaholic, Funkatronic, Funkarific]

  7. #7
    Community Member Grailhawk's Avatar
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    Quote Originally Posted by Wulverine View Post
    For those wondering about the manyshot change:

    Current version on live:


    New version:

    Ranged power stays the same. (4 times BAB)

    As for doubleshot, for characters with maxed out BAB, it used to be 28 x 4 = 112 Doubleshot.
    That becomes 120, so it's a slight buff to Doubleshot. Characters with less BAB (or those heroic leveling) will benefit a bit more.
    They were already thinking level 30 cap when they designed the new manyshot, and max BaB of 30*4= 120. not saying its not a buff but its not an extra 8 DS its just max out DS.

  8. #8
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    Looks awesome!

  9. #9
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    Quote Originally Posted by Cordovan View Post
    • To improve game client performance, we have greatly reduced the number of "line of sight" checks for the following spells, which now check "line of sight" from their center point:
    should we expect these spells to have more or less the same performance or should we expect something different to happen?
    Shamgar ~ Pjstechie ~ Melchizedek ~ Habakkuk ~ Josheb ~ Magoi ~ Kinnor ~ Eshek ~ Zakchaios ~ Jephthah ~ Bartimaios ~ Ehudh ~ Bezaleluri ~ Nebuchad ~ Lava Divers (Khyber) ~ Epic Education ~ Building Blocks ~ DDOCast ~ contact me

  10. #10

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    Quote Originally Posted by Cordovan View Post
    • To improve game client performance, we have greatly reduced the number of "line of sight" checks for the following spells, which now check "line of sight" from their center point:
      • Evard's Black Tentacles
      • Blade Barrier
      • Earthquake
      • Hellball
      • Ice Storm
      • Lightning Motes
      • Otto's Sphere of Dancing
      • Sleet Storm
      • Sunburst
      • Wall of Fire
    Anyone know what this means? I can't figure out how "line of sight" would apply to any of these spells.

    When I hear "line of sight", I think of the "you are not facing" issue.

  11. #11
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by Livmo View Post
    TYVM for these changes.!

    Although I don't see a Tactical Donkey or Flame Ferret, it all appears to be good stuffs.
    +1

    and +1 to Cordovan for posting release notes prior to the downtime! keep it up!

  12. #12
    Community Member UurlockYgmeov's Avatar
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    Quote Originally Posted by dontmater View Post
    thanks Jerry, it looks like the changes will help poor manyshot don't forget ash vs evil dead tomorrow.

    that is a very good update to post. very informative thank you, and thank whoevers idea it was to post that much information
    OH yeah - thanks for the reminder!

  13. #13
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    Hi,

    The manyshot change is not exactly what I wanted but it is definitely an improvement.

    Thanks for making it, and also for doing it so quickly.

  14. #14
    Hero Propane's Avatar
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    Default Are any other fixes included, like.....

    Hello!

    Any chance any updates to help with the log in issue some of us are having?

    https://www.ddo.com/forums/showthrea...=1#post5714738


    Or


    Shard of Vampirism crafting (possible Locus of Vol isn't an ingredient type any more)

    https://www.ddo.com/forums/showthrea...ight=Vampirism


    TIA for any response!
    Sarlona - Guildmaster - Brotherhood of Redemption - ddoborguild.com - 2016 & 2017 Players Council --- Alts: Acetylene, Antimematter, CNG, Dilithium Crystal, EMF, EMPulse, Exothermic, Geothermal, Hexane, Hexyne, Hydropower, JA, Kerosene, LPG, Natural Gas, Nuclearpower, Propane, Solarpannel, Tidalpower, WASOB, Waulter, Windpower, Woodpile

  15. #15
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    Quote Originally Posted by EllisDee37 View Post
    Anyone know what this means? I can't figure out how "line of sight" would apply to any of these spells.

    When I hear "line of sight", I think of the "you are not facing" issue.
    Even area effects require an LOS check, so they can't hit through walls and such.

    If I were to take a wild guess, this is roughly what I'm assuming has happened:

    Old firewall: o--o--o--o--o
    New firewall: ------o-------

    The "o" would be the point where it checks against each mob to see if there is something collidable in the way. (I'm honestly not sure how the old method actually LOOKS, but that's just an example.)

    With the old method, you could get more accurate LOS checks... but it would require a lot more calcs every tick, and against every mob in range. The new version would only require it to check from the center once. Less accurate, but less calcs.

    edit:
    The only thing I'm wondering, is why it says "client performance." They must mean server also? I can't see how the client would benefit from that much... unless they mean "during placement." It would seem wrong if the client is the one that issues each attack per tick from the AE on the ground... I can't imagine they do that.... or do they?
    Last edited by Kalaxia; 10-31-2015 at 12:35 AM.

  16. #16
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    Quote Originally Posted by Kalaxia View Post
    Even area effects require an LOS check, so they can't hit through walls and such.

    If I were to take a wild guess, this is roughly what I'm assuming has happened:

    Old firewall: o--o--o--o--o
    New firewall: ------o-------

    The "o" would be the point where it checks against each mob to see if there is something collidable in the way. (I'm honestly not sure how the old method actually LOOKS, but that's just an example.)

    With the old method, you could get more accurate LOS checks... but it would require a lot more calcs every tick, and against every mob in range. The new version would only require it to check from the center once. Less accurate, but less calcs.

    edit:
    The only thing I'm wondering, is why it says "client performance." They must mean server also? I can't see how the client would benefit from that much... unless they mean "during placement." It would seem wrong if the client is the one that issues each attack per tick from the AE on the ground... I can't imagine they do that.... or do they?
    lol, after recent revelations about how manyshot and doubleshot are coded (they create another physical arrow in the world which is totally unneeded), I may expect anything.

    However, your guess would make sense if we could cast blade barriers that worked through walls/doors. Right now, it you cast a blade barrier with its center being on the door, you can't hit the monsters on the other side. That means that the line of sight checks are not being made from the perimeter of blade barrier (unless they have another measure in play eliminating certain points doing line of sight checks from the caster/center of spell). So, the question "do we expect the spells to act any differently" is legit. What monstrosities did the spells do before that won't do now? Or what functionality is being sacrificed in the altar of lag?

    The client certainly does some line of sight checks as well. For example: I'm rubberbanding and know I'm close to the chest. If I click on the chest the client won't allow me to start opening it even if the server would. Likewise, if I'm close to the chest the client will start the opening animation and the server will reply with a "the chest is out of range" message. But I certainly hope the check of whether a monster is under the effects of some AOE is made by the server
    My main server is Khyber. Have toons in almost every server for favor purposes. The Faltouts

  17. #17
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Grailhawk View Post
    They were already thinking level 30 cap when they designed the new manyshot, and max BaB of 30*4= 120. not saying its not a buff but its not an extra 8 DS its just max out DS.

    ...so now it doesn't really scale with level at all except for the ranged power? Not sure what the thinking behind that is.

    Most feedback I saw wasn't that people objected to the number of arrows increasing as you level - this new approach would certainly be a fix if people had been saying 'I don't like getting more arrows as I level'. But that isn't what was being said unless I missed something. I felt that the consensus in terms of heroic impact was simply that at lower than about L18 you pretty much couldn't reliably get even a second shot for your 'many' shot, and that felt wrong. I don't think anyone objects with the principle that you get more arrows as your BaB or level goes up.

    So now, you'll get that second shot right from L6 (yay!) but you'll also have a small chance of a third right from L6 (is that necessary?), and other than that small chance becoming a larger chance if you pick up the right chunks for DS from the right heroic trees... that's how it will remain. You might get high enough in epic to guarantee that third shot and have a small chance of a 4th.

    I have no problem with the 4th arrow being unavailable until Epic levels. I am loving that manyshot will now guarantee a second shot at least. However, I think getting from 2 to 4 shots should happen on a more predictable curve than that. I do appreciate that your damage per shot during manyshot should now scale better due to Ranged power but for me this was never about maintaining a comparable DPS - it was about the ability being fun whilst being a useful "Oh ****!" button. And mostly, its the fun. There's no getting away from the visceral fun of seeing a whole extra line of numbers appear as you level. I think this is still going to leave manyshot still feeling dull.

    I think I preferred the player-suggested fix I read of auto granting a second arrow, and adding a lump sum of DS + some level-scaling DS.

    I would like it to work like this:

    -When I get MS I want 2 arrows minimum.
    -By about L15 I want to be shooting 3 arrows reliably, have a chance at a 4th by 20,
    -Reliably shoot 4 with a chance at a 5th by cap if I'm in the right ED.

    I think that would be more fun. I really want to feel that progression. Bigger numbers don't hit the spot, I don't care what the maths says about comparable DPS between now and what we had before. Seriously, I'd take a 75% damage penalty per arrow for the privilege of shooting twice as many arrows - I'd rather see more procs and more-but-small base numbers than see fewer-but-larger numbers.
    Last edited by dunklezhan; 10-31-2015 at 05:23 AM.
    Quote Originally Posted by Vargouille View Post
    The best of the best DDO players generally overperform when given a real challenge
    Quote Originally Posted by Amundir View Post
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  18. #18
    Hopeless Romantic dunklezhan's Avatar
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    Quote Originally Posted by Grailhawk View Post
    We will see how it goes in play but I think this is a good fix. 100% manyshot now gives 2 shots and 20% chance of a third by default addresses a lot of the issue the new version of manyshot had. A dedicated bow user will be seeing 3 more often then not around level 12 (+~50% double shot = killer + stalker T5 + EPL's)
    Hmm. I suppose a dedicated manyshotter might have this, if they are getting the last hit on the enemy and have gone DWS not AA (in other words, if they are a DWS ranger, and to hell with everyone else). If you are an AA, you'll be waiting for your core 4 or 5s in the very high teens, and if you're not a ranger at all, you're pretty much not going to want to bother building for manyshot.

    But if someone is dedicated to building specifically for doubleshot, I guess this isn't too bad of a spread, and I've said often enough that I have no objection to specialists being way way better than generalists, and its nice that DWS now has a clear reason to go all the way to T5, so I guess I'll have to accept with good grace that if you want manyshot to actually be fun you now have to build for it specifically.

    I can accept the new new manyshot if I look at it as an ability you need to build for to get effective use comparable to what we had before, and for which DWS is really the tree you want as a ranger if you want to build for it early. On that score I think it's probably fine. But I'm not sure its a great idea making it essentially not worth taking on a no-ranger-levels build unless all you're looking for is a small damage boost every now and again, or unless you are happy waiting until mid epics on an elf for any meaningful additional doubleshot to speak of to arrive.


    The more I think about it the more I think the answer here was a lump sum plus some DS as you level, with additional meaningful sources of DS being added to the heroic game either from feats, buffing the loot gen effects available, or just spreading some around the 'ranged' PrE trees so it doesn't come in huge chunks at higher levels.
    Last edited by dunklezhan; 10-31-2015 at 05:31 AM.
    Quote Originally Posted by Vargouille View Post
    The best of the best DDO players generally overperform when given a real challenge
    Quote Originally Posted by Amundir View Post
    My words are great. Even out of context.

  19. #19
    Community Member sjbb87's Avatar
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    Quote Originally Posted by Cordovan View Post
    • Manyshot now increases Doubleshot by 120 and Ranged Power by 4 x Base Attack Bonus.
    Ty
    Now can I remove my signature xD
    It was much more balanced for all levels. and buff reasonable for archers and tempest.
    A doubt ... if it exceeds than 200 doubleshot can generate a fourth arrow?

  20. #20
    Community Member dontmater's Avatar
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    Quote Originally Posted by sjbb87 View Post
    Ty
    Now can I remove my signature xD
    It was much more balanced for all levels. and buff reasonable for archers and tempest.
    A doubt ... if it exceeds than 200 doubleshot can generate a fourth arrow?
    save the signature until we test it it totally describes the neutering they did to manyshot.

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