View Full Version : Hey Lynnabel - please fix!
Tlorrd
07-06-2017, 08:12 AM
Crafted melee/ranged alacrity items and random-gen speed items have no effect on Shadar-kai toons.
When you put these items on a Shadar-kai toon, the character sheet will show the correct attack speed but it actually does not affect the real attack speed.
Test method:
1. Roll a SDK mechanic rogue
2. equip a great crossbow and some bolts
3. put on/off these +attack speed items and shoot to test this bug
Please look at this issue and fix it, thanks in advance!
So it depends on if you've taken the T% mechanical reloader enhancement. If so ... the +30% does not show up in attack speed box, but is applied. Also since it's enhancement (I believe) it doesn't stack but supercedes all other current sources like Haste and Blinding Speed. Haste boost will affect it.
My question of Lynnabel is ... with mechanical reloader and a GXbow equipped can the tooltip in the character sheet properly display the +30% alacrity bonus.
Tlorrd
07-06-2017, 08:23 AM
My next question for Lynnabel ...
Thunderstone T1 Mechanic Enhancement tooltip displays Save of 16 + Rogue Level + INT modifier with rank 3. Wiki says rank 3 should grant 20 + etc ... so is the in game tooltip correct or should it be as wiki states.
Also can we have the calculated DCs listed in the tooltips when placed on the hotbar.
Thanks.
Mindos
07-06-2017, 09:54 AM
In the quest Outbreak, after completing, run back up the stairs to the shrine. The head priest is there. Hurim Jaskyr. Interacte with him rapidly and repeatedly with the select and use keys. Mine are Q and E.
He will say Dangerous strain...
But if you click fast enough, you will see him say that, and see string table error behind it.
Watching the general log, and just clicking him once, he says Dangerous strain.... AND he says The quarintine area....
I don't know if these text lookups are any kind of problem at all. Sum'n to look at, maybe database performance, maybe not.
Tlorrd
07-07-2017, 06:58 AM
so the tool tip for Time Bomb (T5 Mechanic Enhancement) incorrectly displays the knockdown portion of the save. The tool tip says X + Rogue + INT modifier ... when in actuality it is based of disable device.
Time Bomb: Cooldown is now 20 seconds. Time to set the bomb is now very fast. Time before exploding is now 2 seconds. Saving Throw to negate knockdown now uses your Disable Device skill as the DC.
Sev~
The reflex portion based off 14/16/18 + Rogue Level + INT for half damage is correct.
Also could we get the calculated DCs displayed in the tooltip and the duration of knockdown if you're feeling generous!
Thanks.
Captain_Wizbang
07-07-2017, 09:56 AM
This has been an issue for a long time. Tweet has been stuck under the bar. We had a dev help move him/her once, but Returned to the stuck spot.
We have the kraken airship
http://i299.photobucket.com/albums/mm299/chefricochet/DDO/tweet1-tile.jpg
Arch-Necromancer
07-07-2017, 10:36 AM
heh, good point. However, I can see an argument that wants you focused on the complex trap mechanics whereas pulling a lever can be done behind one's back. That said, I am ok with allowing a view shift. It is more for the User than the monkey in the game.
Yes, the view should be able to be rotated when disarming traps. So when you start disarming traps animation, when you move your mouse you only move the camera, and not the character.
The what works.. where.. for breaking stuff is really kind of all over the place..
sometimes I can break stuff with a ranged weapon, sometimes I cant..
Some stuff can be blown up with spells some can't..
The warlock eldritch attack doesn't break things I would think it should.. like vines..
Eldritch attacks don't work on levers
kind of silly that we have to drop stance to break it with a dagger, scroll or whatever else is melee equipped can bash it down, or even flip to the fireball wand/sonic blast scroll
..but a kinetic blast .. does nothing...
When you wear wands, you can press "E" button when close to a breakable and you will start attacking it with your fists and break it. Maybe the same should be made to ranged weapons and warlock ranged blasts.
But I don't think that all spells should be able to break breakables and pull ranged levers.
Fireball is just a weightless ball of fire, so it kinda makes no sense for it to break or move anything inflammable. Same for most elemental spells.
But spells that summon a physical object like Melf's Acid Arrow or druid Splinterbolt should be able to pull those ranged levers just like normal arrows and bolts can.
Deivonte
07-07-2017, 10:45 AM
Another Small item. When you craft stunning, the icon for Cryptmoss Worm Larva is represented Withered Cryptmoss.
LrdSlvrhnd
07-07-2017, 11:02 AM
Another Small item. When you craft stunning, the icon for Cryptmoss Worm Larva is represented Withered Cryptmoss.
Thank you, I noticed this yesterday, but couldn't figure out what the correct ingredient was lol
Tashr
07-07-2017, 11:58 AM
Ladder Bug, Waterworks slayer area in the water getting out.
r1 lx416 ly16 i2049 cInside ox-109.28 oy115.85 oz-108.19 h278.4
Labor Shortage - promotional barrel of joy keeps spawning inside the platform in front of the Foreman. No one can pick it up, so it's lost. Grr!
r1 lx2024 ly1064 i2050 cInside ox-0.12 oy9.44 oz-294.96 h73.1
Trial by Fire - remnant chest spawned on the floor but under a curve in one of the side rooms, but the chest was always blocked, so couldn't be opened.
r1 lx1992 ly32 i2049 cInside ox51.55 oy47.97 oz-116.30 h70.3
And something seems to have been done that made the ladder in Venn's Trail: Clan Tunnelworm ladder up to the ogre optional even worse than it was. Now you can't even jump past the 'bad point' unless you have a jump pot/spell on.
r1 lx560 ly16 i2049 cInside ox81.60 oy-79.90 oz-94.91 h92.8
Arch-Necromancer
07-07-2017, 04:39 PM
Good Intentions - one animated shovel spawns inside a wall in the courtyard, nothwest on the map (where you also have animated ladder).
If you run level 2 quests on elite with level 4 character you do not get a guild renown option in reward list. It works fine for level 3 characters. Can you please look at this.
Thanks
Kaisheng21
07-08-2017, 02:16 AM
Renewal should be giving 4 ticks of healing, but only gives 3.
The falling damage number that pops up over your head only displays the first digit of the actual damage taken.
Phil7
07-08-2017, 05:34 AM
hey Lynlyn can you make an icon for the Epic Completionist feat under the Feats tab? You know just like Heroic Completionist and Racial Completionist with a simple description like: "Congratulations you have earned bla bla. You gain another Twist of Fate slot. Like all other Twist of Fate slots, you must pay Fate Points to unlock and upgrade it."
That'd be awesome
Tlorrd
07-08-2017, 06:18 AM
hey Lynlyn can you make an icon for the Epic Completionist feat under the Feats tab? You know just like Heroic Completionist and Racial Completionist with a simple description like: "Congratulations you have earned bla bla. You gain another Twist of Fate slot. Like all other Twist of Fate slots, you must pay Fate Points to unlock and upgrade it."
That'd be awesome
You must play a bard with boast!
Mindos
07-08-2017, 09:02 AM
Any word on fixing that leaves animation that sticks to you when a druid heals you? It lasts until you restart, all green and icky leafs.
What about sounds not stopping? Like eveningstar cavern water roar? Same thing, have to log out to stop it.
Hey Lynn,
Just stopping by,
No complaints
just want to say thanks for yer werk
Only things on my list were search. And energy criticals
Guess you can't fix one, and other is getting fixed.
So if I have anything else
I'll let ya know
Elfishski
07-08-2017, 10:48 AM
In the Arcanotechnician artificer tree, the 4th core - lightning bolt SLA has a octagonal icon instead of a square icon, despite being an active ability. (it's sort of an octagon on a square, but still clearly looks like an octagon on the hotbar)
Thanks!
Arch-Necromancer
07-08-2017, 12:05 PM
Renewal should be giving 4 ticks of healing, but only gives 3.
The falling damage number that pops up over your head only displays the first digit of the actual damage taken.
If DDO wiki is up to date, then Death Aura needs to be fixed too:
"The in-game description claims 2d4 (+1 per caster level) every 2 seconds, but it is clearly less than that and damage processes every 3 seconds not 2. If anybody has carefully derived the correct formula, please update this. +1 per TWO caster levels is the current best guess as to the actual effect.
Testing shows that it does in fact only do 2d4 (+1 per 2 Caster levels) every 3 seconds. Testing also shows that it caps out at lv 20, since testing from lv 20, and then a mostly full magister destiny with added necromancy caster levels from the tier 5 ability gave no change to the numbers healed."
http://ddowiki.com/page/Death_Aura
If this is already fixed, can someone update the wiki page?
CThruTheEgo
07-08-2017, 03:25 PM
Thanks again for all that you do Lynnabel, little things make a huge difference. Now for my minor contribution to the thread:
I don't know if this has been mentioned already or not but, shared bank extra storage slots in the DDO store skip #16, going straight from 15 to 17. Also, "#17" has never been on sale, even though 12-15 went on sale the last time bank storage was on sale and is currently on sale now, but 17 still is not. Is this intentional? It's been out for a long time now, seems like long enough for it to be added to the sales.
EDIT: Also, legendary dreadnought's pulverizer description still says it does not work with handwraps, but I tested today and it does now.
FuryFlash
07-08-2017, 07:28 PM
Here's a pretty brutal item for you: Renard's Elegant Hat (http://ddowiki.com/page/Renard%27s_Elegant_Hat)
Not only is captain spelled wrong in the description but the whole last sentence doesn't make sense.
ForgettableNPC
07-09-2017, 10:59 AM
The Epic Elite Leaves of the Forest and Livewood Core from Druid's Deep are still dropping with their Insightful Constitution +3 Missing.
Lynnabel
07-09-2017, 11:01 AM
Here's a pretty brutal item for you: Renard's Elegant Hat (http://ddowiki.com/page/Renard%27s_Elegant_Hat)
Not only is captain spelled wrong in the description but the whole last sentence doesn't make sense.
*shudder* wow you are right
No promises if this makes it in before the deadline for u36 but wow, that's priority #1 for me right now
Lynnabel
07-09-2017, 11:02 AM
The Epic Elite Leaves of the Forest and Livewood Core from Druid's Deep are still dropping with their Insightful Constitution +3 Missing.
I'll look into this.
nokowi
07-09-2017, 01:54 PM
I'll look into this.
Put in a covfefe reference for us!
Anthorin1
07-09-2017, 02:00 PM
hey Lynlyn can you make an icon for the Epic Completionist feat under the Feats tab? You know just like Heroic Completionist and Racial Completionist with a simple description like: "Congratulations you have earned bla bla. You gain another Twist of Fate slot. Like all other Twist of Fate slots, you must pay Fate Points to unlock and upgrade it."
That'd be awesome
"Racial completionist"? Wasnt aware there was anything - can you elaborate?
Krelar
07-09-2017, 02:16 PM
"Racial completionist"? Wasnt aware there was anything - can you elaborate?
Get 3 of each racial past life, auto-granted feat, +2 to all stats, stacks with completionist feat. Here's a screenshot of someone with it (https://www.ddo.com/forums/showthread.php/487110-A-reason-for-the-hamster-wheel).
Phil7
07-09-2017, 02:17 PM
"Racial completionist"? Wasnt aware there was anything - can you elaborate?
https://www.ddo.com/forums/showthread.php/487110-A-reason-for-the-hamster-wheel
http://ddowiki.com/page/Racial_Completionist
Niminae
07-09-2017, 02:41 PM
Here's a pretty brutal item for you: Renard's Elegant Hat (http://ddowiki.com/page/Renard%27s_Elegant_Hat)
Not only is captain spelled wrong in the description but the whole last sentence doesn't make sense.
It's all the rum. We all know how much pirates love their rum.
Dragonlover333
07-09-2017, 04:48 PM
Korrex Dunhaven, upon being asked how we can bring the drow down from within, says "we are quite confidant" near the start of the third paragraph.
Baelorn
07-09-2017, 08:30 PM
The "You cannot access epic destinys" pop up message when your under level 20. Can you get rid of that please, just delete it from the game. Its really annoying having it pop up after every single loading screen.
The low level resist energy spells (not protection), can we get a condensed version so its not taking up 5 individual slots for 1 spell? As well as a mass resist energy aoe one later on?
Some of the dungeons in wheloon. Particularily the one with all the shadar-kai assassins, there's some spots where your a instant red dungeon alert by walking past a door. Has shadows behind it, near a named guy for a key.. Need that spot to be fixed, cuz its not fun trying to kite a boss when u get the equivalent of being hamstrung every hit. And its stacking, so your run speed goes to crawl speed, then it drops to.. congratulations you just got run over by a herd of turtles that saw a swarm of snails run you over. Not only did you get slimed, and probably can't get up, but everything else has got you surrounded and unable to move. Add to that the shadar-kai chain whirling, and your dead in a second or two. All because of one dungeon alert suddenly going red.
*Possible* idea for arti combat pet.
Sorry, i'm pretty sure this is outside your field of expertise, but i thought i might as well pop this out there as a possible option you could pass along.
3rd talent tree, could be added towards improving the pet itself. Giving it toggled cooldown abilitys. Passives. Growth (size increase)
The pet improvements could be directly put into that talent tree. Seperate action point pool?
Give us options for growth talent (improve its [W] base dice damage with any weapon) and increase its size / reduce base move speed.
You could remove the current pet talent system for it, since we won't need a trainer for it then.
Obvious stuff as well, extra run speed, attack speed, armor improvements, resists. Typical stuff.
Let us choose its breath attacks. Via talent options, with longer ranges, damage improve, harder to save vs.
Toggle ability slots for the pet that come with their own auto-cooldowns, like 12-16 seconds between tendon slice for 4-6 seconds. Tactical stuff.
Maybe unlock extra wear locations for a combat pet. Possibly giving different types of combat pets instead of just the base iron defender. Give us a humanoid one, and perhaps a golem (tank type, but no where near as good as a player tank)?
Mindos
07-09-2017, 09:05 PM
Took Level 30 Feat Scion of the Feywild. It lists +20 heal amplification.
Hovered over hitpoints in character sheet. It did NOT increase.
Unknown if it really gave it to me, I'm tired of beta-testing.
Elfishski
07-10-2017, 12:25 AM
Couple more:
Epic primal past life for doubleshot still also gives 3/6/9% spell critical chance, stacking with the spell critical chance from the arcane past life (at least visually on the character sheet).
Some race specific animations:
When dragonborn drink potions, they hold the potion bottle sort of sideways and upside down, which looks pretty stupid. (female dragonborn if it makes any difference)
When gnomes try to grab ledges, they grab hold of nothing about a foot below the edge, which also looks stupid.
Thanks!
cdbd3rd
07-10-2017, 06:15 AM
I don't recall having run across mentions of this, and tho is beyond the scope of this thread thought I'd drop it in as a mentionable.
Armor effects being applied to Sceptres. Bug reported already.
http://i.imgur.com/JvLnPlw.jpg
Arch-Necromancer
07-10-2017, 10:56 AM
Can you tweak Corporal Delvascon in Stormcleave Outpost to take all outpost supplies in your inventory at once onstead of having to give it to him one by one?
Also, in Garrison's Missing Pack, there is a door at the end of the quest (left from the chest), but you can't use it to exit the quest. You should turn that door into a quest exit so that players can leave the quest without recalling.
EDIT: I have noticed that when I open enhancement or epic destiny tab using the menu (not trainer), my UI gets stuck and I can no longer select any menu buttons with my mouse pointer (including inventory items). I can use the keyboard, move the mouse pointer, but mouse pointer no longer highlights anything. I have to exit to desktop and close the game manually because I can't click on the quit button.
It seems that whatever you are using to lock enhancement and epic destiny tab (to disable changing trees) also disables the rest of UI.
Ebondevil
07-10-2017, 12:09 PM
Can you tweak Corporal Delvascon in Stormcleave Outpost to take all outpost supplies in your inventory at once onstead of having to give it to him one by one?
Can you also tweak the supplies so they can stack?
ArgentMage
07-10-2017, 12:45 PM
There's one power crystal blocking a cave entrance where Wayfinder Dael is help captive. The crystal can be
targeted, but no projectiles or spells reach it from any of a bazillion angles I have tried, whereas the kobolds
that were standing right next to it could be easily hit. I like this quest and typically run it each life, but can't
remember ever opening the chest in that cave...
Kylstrem
07-10-2017, 12:53 PM
Can you tweak Corporal Delvascon in Stormcleave Outpost to take all outpost supplies in your inventory at once onstead of having to give it to him one by one?
.
Can you also provide a teleport back to this area after killing the Giant so we don't have to spend time running back to him? :)
I know content was limited when the game was released, but it's time to get rid of these artificial "extend the content" mechanics.
Same thing Co6. Move Hragg closer to the quest entrances for god's sake!
Cantor
07-10-2017, 01:39 PM
There's one power crystal blocking a cave entrance where Wayfinder Dael is help captive. The crystal can be
targeted, but no projectiles or spells reach it from any of a bazillion angles I have tried, whereas the kobolds
that were standing right next to it could be easily hit. I like this quest and typically run it each life, but can't
remember ever opening the chest in that cave...
I've certainly gotten this before so it can be done, but I can't say for sure I didn't use something like fireball that ignores walls.
Arch-Necromancer
07-10-2017, 06:47 PM
There is a door in Delirium (servants only door) that can't be opened. The whole area beyond the door is probably empty and could be used to make an interesting new encounter like that xoriat hound in the "fridge" room. I know it is used in other quests in the same inn, but it could be used in this one too.
Can you also provide a teleport back to this area after killing the Giant so we don't have to spend time running back to him? :)
I know content was limited when the game was released, but it's time to get rid of these artificial "extend the content" mechanics.
Same thing Co6. Move Hragg closer to the quest entrances for god's sake!
It's not always artificial, sometimes it is immersive. You can't have teleports everywhere just because you don't like walking.
Adding a teleporter in general Xanti'lar's lair which would take you to that gate in the outpost where you fight incoming monsters makes sense.
But I wouldn't relocate Hragg. There is a reason why he is in his small outpost.
Here are few I can think of:
Relocate Guard Tember in Waterworks to the junction of two wings (where the other guard is). Maybe the two guards could switch locations. Another idea would be to set one of those two guards near the entrance as ones you have to talk to in order to complete "Venn's Trail" part of Waterworks quest chain, so you don't have to go to the other end of the area to finish the questline.
And something could be done in Search and Rescue, at the end of drow outpost optional there is a portal in the end room where you fight the High Priestess. The portal closes after the fight. Maybe it could be activated with the lever and then be used to travel to the entrance of the outpost (to the room where the spell ward traps are).
Morroiel
07-10-2017, 07:01 PM
Feed on Magic, the center T5 enhancement in souleater is typed as a harmful effect instead of beneficial. Any chance for a quick fix?
LrdSlvrhnd
07-10-2017, 07:24 PM
There's one power crystal blocking a cave entrance where Wayfinder Dael is help captive. The crystal can be
targeted, but no projectiles or spells reach it from any of a bazillion angles I have tried, whereas the kobolds
that were standing right next to it could be easily hit. I like this quest and typically run it each life, but can't
remember ever opening the chest in that cave...
I've certainly gotten this before so it can be done, but I can't say for sure I didn't use something like fireball that ignores walls.
I know Hurl works. But yeah, this needs fixing.
Mindos
07-10-2017, 07:33 PM
I know Hurl works. But yeah, this needs fixing.
Just walk right up to the force field. Select it using default Q I think, and open it using Default E I think.
Its a door. That looks like a force field. That you can just open.
Mindos
07-10-2017, 07:39 PM
EDIT: I have noticed that when I open enhancement or epic destiny tab using the menu (not trainer), my UI gets stuck and I can no longer select any menu buttons with my mouse pointer (including inventory items). I can use the keyboard, move the mouse pointer, but mouse pointer no longer highlights anything. I have to exit to desktop and close the game manually because I can't click on the quit button.
It seems that whatever you are using to lock enhancement and epic destiny tab (to disable changing trees) also disables the rest of UI.
Try using a keyboard shortcut ability, like cleave. Did that help?
Ebondevil
07-11-2017, 07:57 AM
There's one power crystal blocking a cave entrance where Wayfinder Dael is help captive. The crystal can be
targeted, but no projectiles or spells reach it from any of a bazillion angles I have tried, whereas the kobolds
that were standing right next to it could be easily hit. I like this quest and typically run it each life, but can't
remember ever opening the chest in that cave...
Funny thing is, the ward blocking the chest and Dael can be opened like a normal door so you can rescue her and open the chest without breaking the crystal
Kylstrem
07-11-2017, 08:30 AM
There is a door in Delirium (servants only door) that can't be opened. The whole area beyond the door is probably empty and could be used to make an interesting new encounter like that xoriat hound in the "fridge" room. I know it is used in other quests in the same inn, but it could be used in this one too.
It's not always artificial, sometimes it is immersive. You can't have teleports everywhere just because you don't like walking.
But I wouldn't relocate Hragg. There is a reason why he is in his small outpost.
.
Ha! Hragg is the biggest example of extending content by making people run back and forth. Without needing to run back to Hragg, you could finish all 6 parts in about 15 minutes. With Hragg it's 30 minutes.
florestan
07-11-2017, 09:04 AM
Apologies if this was caught already, I couldn't find it.
The end of the Kings Forest random encounter Shopkeeper's Salvation the woman you rescue says "antything"
Silverleafeon
07-11-2017, 11:04 AM
Mass Frog checks for Spell Pen, but the spell pen that it does apply is very flawed.
Almost zero bonuses applied, so it mostly fails if a monster has any form of spell resistance.
;;;;
Also, could the Devs consider making:
Hell Ball
&
Forced Escape
use
Int, Wis or Cha for DC calculations?
This would particularly Druids dealing with raid lag issues,
caster bards wanting a bit more Sonic Boom,
and grant divines in general a bone, which frankly all of the above could use.
I would also be willing to go along with ALL Epic Destiny Spell Feats
to use Int, Wis, Cha
because Spell Casters get less out of Epic Destiny Feats than Melee do anyway.
I realize some might consider a fixed Int based Mass Frog a bit powerful for Wizards,
but either the Wizards already have what it takes to go instant kill or they don't.
So, I am ok with the consequences of that change.
Silverleafeon
07-11-2017, 11:16 AM
The laggiest build in DDO...
Every once in awhile, lightning strikes near my house, doing damage to phone equipment temporary.
When that happens, its quite a bit easier to tell which builds and games are more laggy.
Over the years, I have grown quite fond of Druid Casters, because they can heal, CC.
They have cute pets and can even dps at levels 8 thru 20 quite well.
If you invest into Master of the Wild along with Metamagics and Epic Greensteel,
you can see reasonable epic damage.
With the exception of Ice Flowers, Flame Strike, and Firestorm, a Druid's spell casting
involves single target spells or cloud type area of effect spells.
Its quite typical in playing a Druid to cast 4ish cloud spells in a dungeon room at the same time,
Ice Storm, possibly Sleet Storm, Earthquake, Storm of Vengeance.
Each of these clouds must make physics checks (alluded to in a recent simplification),
along with a vast series of procure checks such as:
Check for Colors of the Queen
Check for Rainbow
Check for Double Rainbow
Check for Mantle of the Icy Soul/Anger of the Noonday Sun
Check for Lantern Ring
Check for main hand Legendary Greensteel Procure
Check for off hand salt Legendary Greensteel Procure
Apply Slow from Ice Storm
Apply Knockdown from Earthquake(s)
Check for Nerve Venom
Check for Favor of the Fey buff
Check for Favorable Winds
Check for Fay Power
This also includes checking thru the Wax and Wane crit multiplies which have possible
multiple stacks due to Seasons not erasing former Seasons on a druid.
(Proof of possible multiple stacks is that Wax and Wane always provides bonuses to
both seasons after the first two season changes.)
For a player with great internet this is not too bad in a dungeon run such as slayers with only
six players in the party if the party kills whatever they encounter.
With a crippled internet this is too much to handle, unless one swaps Epic Destinies and mostly
just casts healing spells.
A raid group simply compounds the data flow, and adds an open ended battlefield vastly larger
than Druid's Clouds.
Its hard to say, well caster druids should switch out of Shirdai when raiding,
because Primal is such a poor Epic Destiny for a caster Druid with low reflexes.
Going to Draconic is attractive, but thus kills the Master of the Wild + Intensify Spell
feat selections already chosen to attempt to bridge the DPS gap existing in the classes
who lack a 3rd tree.
Exalted Angel is also attractive for the bonus in DCs, yet the loss of spell and caster levels
again cripple a Druid's SLA choices.
There are two self buffs a druid can cast that do ongoing damage around the druid:
Call Lightning Storm ~ does not scale with caster levels, does not allow extend, does allow
Maximize, Empower, Enlarge, Intensify, Quicken
Body of the Sun ~ does scale with caster levels, only allows extend and quicken.
Its odd that these two unique self buffs differ greatly in their design, almost giving the impression
that past designer were afraid of making a druid too powerful.
{I would recommend standardization for the future, taking Body of the Sun design,
allowing Quicken & Extend for both Spells.}
It is also very odd that Call Lightning Storm and Storm of Vengeance do not scale with caster
levels unlike most of DDO's AoE spells in the game. Even if such scaling was small in value
it would be welcome.
I am not sure if the spells are checking for Hierophant each time that a spell is cast,
but its quite possible. Either way, neither part of this does not work at all:
Each time the seasons change, you gain +100% chance to critical with your next spell, and its spell points cost is one tenth its normal cost.
If one compares Shirdai Sorcerers, Shirdai Rangers, and Shirdai Druids, I have found
these Caster Druids to be the laggiest toons that I have ever played in DDO.
I think that is in part that Druid are so dependent upon cloud type spells.
Burst of Glacial Wraith is actually a welcome Epic Spell for Druids.
Unfortunately, Tsunami from Primal and Firestorm both have a lot of targeting problems.
Its actually very difficult to hit multiple Targets with Tsunami.
Its quite possible to miss a single target with Tsunami.
The width of the spell probably ought to be tripled,
and there seems to be a problem hitting monsters that are right beside your toon.
Firestorm on the other hand only likes to hit at close range,
seems to do damage less than expected and is rather slow to occur after casting.
{I do like that Tsunami gets meta magic effects for free, however the choice to
pick up Intensify usually accompanies Master of the Wild trapping on inside the
Primal Epic Destiny Sphere.}
If one were to improve Primal, consider adding Epic Wild Shape Fire/Cold
which removes the penalties to the opposing element to tier six,
consider adding Greater Tsunami with triple width and range to tier five.
I guess one approach to the whole problem is:
"Each epic level grants +0.5 caster levels"
or "Epic Levels 26 thru 30 grants +1 caster level".
Thanks for reading,
Fawngate
Silverleafeon
07-11-2017, 12:37 PM
Bug Reported this
A Pure Caster's Spellcasting levels ought to equal their character level. Yet in DDO, Spellcasters only have 20 caster levels plus up to 5 more from an Epic Destiny that is in their sphere. This is not right at all. It is also greatly discriminating equality compared to melee which suffer no adverse effects from being in an off destiny. At the very least, casters in their own destiny should have caster levels equal to their character level (before bonuses and penalties are applied). A solution might be having an additional Epic Feat added that grants +1 Caster Levels at certain Epic levels to be gained during half of the Epic Levels. Such as each even numbered Epic Level, or Epic Levels 26 thru 30. Ect...
I fail to see a problem with this compromise, as it still favors one's home destiny,
which was the main complaint with the Original proposal of removing caster levels from Epic Destinies
and placing them into Epic Levels.
Now if Sev is planning to increase Epic Destiny levels to 10, then I can see waiting,
as that would also solve said problem.
But as far as I can tell, that does not seem likely to happen,
even though I did feel it was a good idea myself.
Silverleafeon
07-11-2017, 12:53 PM
Can we make an Altar that only has recipes to crunch Khyber Shards (along with a preform this ___# of times option) ?
along with
Can we make an Altar that only has recipes to crunch Eberron Shards (along with a preform this ___# of times option) ?
Maybe only one each, possibly in the Marketplace?
Simplifying thus should reduce lag issue fears, along with reducing player wasted time.
Thanks for reading.
Silverleafeon
07-11-2017, 01:00 PM
Try using a keyboard shortcut ability, like cleave. Did that help?
I find that in mouse lock mode, there is a certain amount of windows that unlock the mouse but others trap you into no actions.
By hitting the escape key on a windows computer, you close the window that is trapping your keyboard.
You can then turn off mouse lock, and reenter said window.
Silverleafeon
07-11-2017, 04:53 PM
I have bug reported the following, and I realize most players will not agree with me on thus.
I probably don't agree with myself.
I guess the case can be made that since Epic Destinies stop 1 point shy of level 6, all is well.
Sort of like if heroic levels stopped one point shy of level 20, we would still get 80 action points.
However, if one recalls the chain of events during that time period, Epic Destinies were tampered with by a Dev....
Whatever...
Epic Destiny Major Bug
Epic Destinies provide 24 points to spend is error.
Should be 4 per Epic Destiny level = 20 total.
All Epic Destinies should only provide 20 points to spend, not 24.
The extra four points are from a Dev deciding that since all Epic Destinies are 1 point shy of level 6, that he would provide the extra four points from level 6.
This indicates to me, a long term goal of advancing epic destinies to level 10 (which might be a good idea in an upcoming expansion).
If nothing else, it is discrimination against casters who should get the benefit of an additional caster level if everyone else is getting benefit from epic destiny level six already.
The Devs should deal with the consequences of not advancing Epic Destinies by feeling the possible wrath of players who don't think 20 action points is enough.
Needless to say, I am reporting that 24 points being granted from 5 epic destiny levels is a bug.
Deal with it as you please, but it is a bug of sorts.
Random notes:
I tried making a decent Draconic Druid and found that 24 points is not enough to gain what I want from it.
The trees are not filled up like heroic trees do, and 40 points total would make epic destinies so much more interesting,
or at least feel less gimped for some classes, particularly caster types.
For example, if a caster had 40 points to spend in Magistar, then Nulmagic action would be much more noteworthy,
and the tier six abilities might actually get used.
Krelar
07-11-2017, 05:59 PM
Don't know if this is an easy fix or not but I have been finding it annoying lately.
If you are melee attacking and Warlock Enlightened Spirit's Eldritch Burst or Spirit Blast is on cooldown but you accidentally hit the button again it will pause your melee attacks for a second or two before allowing you to resume attacking.
Cleave and Great cleave do not do this, if you hit those while on cooldown you will continue attacking with no pause.
I know melee on a warlock is doing it wrong or something but I'd like to see this changed. :D
evilgardengnome
07-11-2017, 06:14 PM
I haven't read all of the posts, so maybe this has been mentioned already. The first rare just inside VoN3 rarely has a chest and often the chest appears without the rare. The rare and its chest seem to have broken some time ago. Not really a problem, but it annoys me.
Thanks for all of your hard work Lynnabel.
Silverleafeon
07-11-2017, 07:08 PM
Hopefully, I will not confuse Devs, as sometimes I offer good, better and ideal solutions.
Ideally, the solution to Caster Levels etc for me would be:
In the upcoming Expansion increase Epic Destinies to level 10.
This does not require any additions to the Epic Destinies, just the ability to spend more points and have more caster levels.
(Might need rewriting Draconic and Magistar innate zero into add caster levels per epic destiny levels.)
Given that everyone is gain a power boost, combine thus with a nerf of such:
Every time you Reincarnate (except for a Lesser Reincarnation) all your Epic Destiny Trees reset to zero points spent.
Epic Destiny Levels now equals the lesser of Epic Levels or Epic Destiny Levels experienced earned.
Caster Levels granted equals the lesser of Epic Levels of Epic Destiny Levels experienced earned.
You can spend points via:
Level 20 = 4 epic destiny points to spend
Level 21 = 8 epic destiny points to spend
Level 22 = 12 epic destiny points to spend
Level 23 = 16 epic destiny points to spend
Level 24 = 20 epic destiny points to spend
Level 25 = 24 epic destiny points to spend
Level 26 = 28 epic destiny points to spend
Level 27 = 32 epic destiny points to spend
Level 28 = 36 epic destiny points to spend
Level 29 = 40 epic destiny points to spend
Level 30 = no additional increase in epic destiny points to spend
{one could move the chart one level higher if desired}
For one thing, everyone would buy the new expansion, which is a good thing.
It would answer Caster Level woes.
Some would complain that the Drows in MotU would now be more difficult to instant kill,
but come on folks, groups on Khyber stomp those dungeons anyway.
Overall an increase in power along with a slight nerf for certain levels,
and a definite increase in the interest of gaining a new epic level.
Thanks for reading, pardon my many posts today.
The_Golden
07-11-2017, 08:21 PM
Wow 41 pages - That was a mission. Still firstly Thank you Thank you Thank you for dedicating the time to fix bugs. It makes a huge difference to the perception of the quality of the game and the experience.
One from me (tested today on 3d8 damage guards so definitely a current bug). The random lootgen Guard items (So solar guard, thorns etc) don't do the stated damage on attack, they do only a single die of damage of the appropriate damage type.
Secondly a question around why the crafted items with the guard property are so much worse? not only do they proc only about 5% of the time, they don't appear to proc if missed or dodged and they still only do a single die of damage. Currently a total waste of materials and the ability slot.
Thanks again for all your efforts
J.
Lynnabel
07-11-2017, 09:31 PM
Wow 41 pages - That was a mission. Still firstly Thank you Thank you Thank you for dedicating the time to fix bugs. It makes a huge difference to the perception of the quality of the game and the experience.
One from me (tested today on 3d8 damage guards so definitely a current bug). The random lootgen Guard items (So solar guard, thorns etc) don't do the stated damage on attack, they do only a single die of damage of the appropriate damage type.
Secondly a question around why the crafted items with the guard property are so much worse? not only do they proc only about 5% of the time, they don't appear to proc if missed or dodged and they still only do a single die of damage. Currently a total waste of materials and the ability slot.
Thanks again for all your efforts
J.
Yeah, that's a real known issue :( It's so far out of my scope, I'm sorry.
Silverleafeon
07-11-2017, 10:33 PM
Last time I checked:
Scion of the Plane of Air
does not provide +4 to Dodge Cap at least for Med/Heavy Armor
and Thanks!
Razor_Wit
07-11-2017, 10:59 PM
Might not be the place for this but here goes...The 40th Anniversary Eldritch Card Cruncher has been stuck in my pack since developers ended the event. It cannot be un-locked to drag to trash. It can be moved but I cannot get rid of it. What gives? It actually says "a non functional mini model of an eldritch device. it would work well as a paperweight." This is very accurate.
Is this an evil joke? I MUST keep this paperweight for eternity?? To be clear the main issue is that I cannot unlock it- to dispose of it.
(Actually, as I write this I am imagining that this would be a pretty cool trick to play on players who abused the cruncher: cannot be removed from inventory, perhaps every attempt to remove it ends up "duplicating" another un-removable cruncher into their pack endlessly....*sighs satisfactorily*...what? No, I'm not bitter at all that there are players running around w 200 meteoric rubies, raid timers etc...)
Krelar
07-11-2017, 11:48 PM
Might not be the place for this but here goes...The 40th Anniversary Eldritch Card Cruncher has been stuck in my pack since developers ended the event. It cannot be un-locked to drag to trash. It can be moved but I cannot get rid of it. What gives? It actually says "a non functional mini model of an eldritch device. it would work well as a paperweight." This is very accurate.
Is this an evil joke? I MUST keep this paperweight for eternity?? To be clear the main issue is that I cannot unlock it- to dispose of it.
(Actually, as I write this I am imagining that this would be a pretty cool trick to play on players who abused the cruncher: cannot be removed from inventory, perhaps every attempt to remove it ends up "duplicating" another un-removable cruncher into their pack endlessly....*sighs satisfactorily*...what? No, I'm not bitter at all that there are players running around w 200 meteoric rubies, raid timers etc...)
I have this issue as well. I forgot about it because it currently resides on my least used mule.
Faltout
07-12-2017, 12:47 AM
Last time I checked:
Scion of the Plane of Air
does not provide +4 to Dodge Cap at least for Med/Heavy Armor
and Thanks!
I haven't tested that, but are you sure?
Keep in mind that +4 to Dodge Cap does not mean that the maximum dodge of your armor goes up.
For example, if you're wearing heavy armor with a maximum dodge of 11, you won't get maximum dodge of 15 by taking the feat.
Dodge Cap =!= Maximum Dodge =!= Dodge
The Dodge cap is 25 for all characters. Taking Scion of the Plane of Air is only meaningful if your dodge is only limited by the dodge cap.
As for your other posts, ED points being 24 is decidedly not a bug. It's a design choice. (20 points would prevent you from taking any tier 6 ability) Caster Levels only going up with class levels (and destiny cores) is again not a bug. I don't know what you're trying to accomplish by bug reporting stuff that are design choices you disagree with. In fact, they are going to be ignored (not even make it to the dev team) and also hide the real bug reports in a mass of fake bug reporting. :(
Elfishski
07-12-2017, 01:34 AM
Last time I checked:
Scion of the Plane of Air
does not provide +4 to Dodge Cap at least for Med/Heavy Armor
and Thanks!
It's confusing terminology, but remember that there are three values for dodge...
1. Dodge (bonuses from items/feats/past lives etc)
2. Armor Maximum Dexterity Bonus which limits the top end of the dodge you can have (sometimes confusingly called "Max Dodge" (limited by armor/shield, but can also be raised e.g. Dwarf or Fighter enhancements, Daggertooth's Belt etc)
3. Dodge Cap (often also confusingly called "Maximum Dodge") which is (25% plus any abilities that raise the dodge cap).
Final Dodge for Character = minimum(dodge, max dex bonus, dodge cap), and the "max dodge" displayed on the character sheet = minimum(max dex bonus, dodge cap)
So if you're wearing medium/heavy armor, you are likely getting the increased Dodge Cap from Plane of Air, but it won't raise your Armor Max Dex Bonus so it's not useful for you.
Also, you're making some great suggestions, but this is more minor bugs that we hope Lynnabel can awesomely just fix for the next update (or the patch after if it's too late), rather than game-wide system changes. I'm sure those deserve a thread of their own rather than getting lost here!
On the topic of which....
1. In the Warlock trees, ability bonuses not yet chosen just show a single greyed out icon for one stat rather than the split icon in older trees where you see e.g. half charisma heart and half int book until selected.
2. In the Dragonborn tree, there are a lot of bonuses that are "+1 Fortitude", where everywhere else in the game I'm pretty sure it says "+1 Fortitude Saves" or "+1 Fortitude Saving Throws"
3. With regards to the confusion in terminology for dodge above, would it be possible to do a search for all the instances of "Maximum Dodge" and replace them clearly with "Armor Maximum Dexterity Bonus" or "Dodge Cap", e.g. Ninja Spy - Agility enhancement? Not sure how many there are in the game or how searchable things are so this might not be feasible, but it would be really nice to have consistent terminology.
Silverleafeon
07-12-2017, 02:58 AM
It's confusing terminology, but remember that there are three values for dodge...
1. Dodge (bonuses from items/feats/past lives etc)
2. Armor Maximum Dexterity Bonus which limits the top end of the dodge you can have (sometimes confusingly called "Max Dodge" (limited by armor/shield, but can also be raised e.g. Dwarf or Fighter enhancements, Daggertooth's Belt etc)
3. Dodge Cap (often also confusingly called "Maximum Dodge") which is (25% plus any abilities that raise the dodge cap).
Final Dodge for Character = minimum(dodge, max dex bonus, dodge cap), and the "max dodge" displayed on the character sheet = minimum(max dex bonus, dodge cap)
So if you're wearing medium/heavy armor, you are likely getting the increased Dodge Cap from Plane of Air, but it won't raise your Armor Max Dex Bonus so it's not useful for you.
Thanks for the clarification.
I am used to reading stuff like:
Vanguard Armor Mastery: [+1/+2/+3] to armor class and armor maximum dexterity bonus. (Note: maximum dexterity bonus limits maximum dodge as well).
ComicRelief
07-12-2017, 11:14 AM
So when my Ranger uses "Charm Animal" (or similar spell, including "Wild Empathy") successfully, neither I nor any of my party members can release the charm 'early'. This has been broken for some time, though I've never seen an official acknowledgement of it (and yes, I've filed a bug report). I have no idea if this is true for any other forms of charm (i.e. Charm Monster, etc.). Heck, I don't even know if anyone else has the same issue or if it's just me.
;)
Arctigis
07-12-2017, 11:15 AM
So when my Ranger uses "Charm Animal" (or similar spell, including "Wild Empathy") successfully, neither I nor any of my party members can release the charm 'early'. This has been broken for some time, though I've never seen an official acknowledgement of it (and yes, I've filed a bug report). I have no idea if this is true for any other forms of charm (i.e. Charm Monster, etc.). Heck, I don't even know if anyone else has the same issue or if it's just me.
;)
Works fine on Suggestion/Charm Monster. It has a very short range though.
Baelorn
07-12-2017, 01:03 PM
Placing a item for the most part, a teleporter in a area with purple crystals. If a explosion goes off from one of the crystals self destructing, and your playing a teleporter. The teleporter never goes down to appear at the location, and its removed from your inventory. Cannot re-buy it. Cannot pick it up since it never went down. IE: your short a teleporter for the rest of the duration of the challenge. Can you fix this please?
Suggestion is either remove the knockdown effect from the purple crystals, and just leave it as a damage aoe. If you feel the need to replace it, make it a aoe slow. As its the knockdown effect / stun effect, which is interrupting the process of placing it, and removing it from your inventory.
Placing a item for the most part, a teleporter in a area with purple crystals. If a explosion goes off from one of the crystals self destructing, and your playing a teleporter. The teleporter never goes down to appear at the location, and its removed from your inventory. Cannot re-buy it. Cannot pick it up since it never went down. IE: your short a teleporter for the rest of the duration of the challenge. Can you fix this please?
Suggestion is either remove the knockdown effect from the purple crystals, and just leave it as a damage aoe. If you feel the need to replace it, make it a aoe slow. As its the knockdown effect / stun effect, which is interrupting the process of placing it, and removing it from your inventory.
This can also happen if you are placing the teleporter than run into something the game thinks your character needs to use the climbing animation to move past. This will also cause loss of a teleporter or torch.
Reason. The "payment" (deducting one item from inventory) is made on beginning of cast animation, while the item doesnt appear until after the cast animation. If cast animation is interrupted, payment is made but no item results from the cast.
Khalibano
07-12-2017, 02:07 PM
Hi Lynn,
I wanted to start off by saying thank you so much for helping fix what is within your ability and for communicating with us in the forums, this is really great!
I read this thread post by post until the 11th page or so, and decided to compile a list of bugs I experience most often and that I believe would improve QoL for all players. Forgive me if these were already pointed out within pages 12-41, but here are my suggestions:
1. Could a ‘search’ function, similar to that already in place in the shared crafting bank, be added to the TR cache? Its quite time consuming having to scroll through the entire cache everytime I need to get an item :)
2. It would also be great if all banks + TR cache had ‘sort by’ filters: I would suggest A) by level B) alphabetically C) by item type, with sub-options here of C1) by level and C2) alphabetical. If that is too much/too complex, please just sorting by level would make gearing up characters after leveling much easier and quicker!
3. Another bug that has been around for a few years is with the bio pop up window when you select to ‘examine’ any character (including yourself). I'm normally able to read the first lines, and 2-3 seconds after I scroll down to read further, the window scrolls back up quite quickly. Pressing the ‘lock’ button in the pop up window does not prevent this from happening. This fix would be greatly appreciated, as it would be nice to be able to read other people’s bios fully without so much hassle :)
4. When entering a dungeon in reaper mode, after joining a group, the difficulty setting that shows as selected seems to be the highest difficulty the player who entered that dungeon ran before doing the current quest selected (i.e. LFM says R3 run, I go to the quest entrance, its active and shows R5. I say ‘but lfm said R3’ and players who are already in the quest reply ‘its a bug, come inside, its R3’). This would be a nice fix.
5. It would be wonderful if we could get DCs displayed in the ‘mouse hover over tooltips’ for everything that allows a saving throw:
- SLAs (e.g. deep gnome color spray, phantasmal killer)
- Epic features (e.g. burst glacial wrath, hellball)
- Class abilities/features (e.g. Warlock Dark Delirium, Swashbuckler's Coup de Grace)
- Class/racial enhancement abilities (e.g. Monk unbalancing strike, jade tomb)
- Etc (there may be more types I have forgotten about).
This would make it much easier to see the numbers we currently reach, evaluate their efficiency in specific difficulties and decide what to invest on when planning and levelling
Think I'll leave it at this for now, once again with my deepest appreciation for all this great work fixing bugs!!! :) I agree with other players who have expressed that bug fixes are very important
Thanks Lynn!
A quick edit: I just logged in after posting this to play a bit and encountered a bug I forgot to list here lol :) It's about the bankers: everytime I approach a banker and ask to see my wares, my inventory, char bank and shared bank windows all open fine, but then, things freeze for a few seconds and all windows close down. Doing this procedure a second time round always works, but this means I often have to repeat this procedure twice to be able to use my banks. This would be a great fix, especially if others are also experiencing it!
Thanks!
charliecharlie
07-12-2017, 03:33 PM
Lynnabel, you are doing an incredible job. Thank you, and please keep it up. May I suggest that this next Update be Titled "The Rise of Lynnabel" as a tribute to your wonderful work. Thank you again!
ice584
07-12-2017, 05:08 PM
"+1 Fortitude", where everywhere else in the game I'm pretty sure it says "+1 Fortitude Saves" or "+1 Fortitude Saving Throws"
Consistency is one thing that drives me bonkers about DDO. I think it was the Harper, Enlightened Spirit, and Thief Acrobat enhancement trees I was looking at the other day when I noticed each one of them presented the attribute enhancements in tier 3/4 in slightly different ways. The icons varied, the text varied, the order varied (if multiple attributes were an option), or some combination of those things.
Another example would be enhancements that improve as you spend points in them. Either method is fine, but pick one and stick to it.
(Spell Singer) Magical Studies = 100sp total = +30 / +60 / +100
(Harper) Magical Endurance = 100sp total = +30 / +30 / +40
Elfishski
07-12-2017, 05:28 PM
Hi Lynn,
I wanted to start off by saying thank you so much for helping fix what is within your ability and for communicating with us in the forums, this is really great!
I read this thread post by post until the 11th page or so, and decided to compile a list of bugs I experience most often and that I believe would improve QoL for all players. Forgive me if these were already pointed out within pages 12-41, but here are my suggestions:
1. Could a ‘search’ function, similar to that already in place in the shared crafting bank, be added to the TR cache? Its quite time consuming having to scroll through the entire cache everytime I need to get an item :)
2. It would also be great if all banks + TR cache had ‘sort by’ filters: I would suggest A) by level B) alphabetically C) by item type, with sub-options here of C1) by level and C2) alphabetical. If that is too much/too complex, please just sorting by level would make gearing up characters after leveling much easier and quicker!
3. Another bug that has been around for a few years is with the bio pop up window when you select to ‘examine’ any character (including yourself). I'm normally able to read the first lines, and 2-3 seconds after I scroll down to read further, the window scrolls back up quite quickly. Pressing the ‘lock’ button in the pop up window does not prevent this from happening. This fix would be greatly appreciated, as it would be nice to be able to read other people’s bios fully without so much hassle :)
4. When entering a dungeon in reaper mode, after joining a group, the difficulty setting that shows as selected seems to be the highest difficulty the player who entered that dungeon ran before doing the current quest selected (i.e. LFM says R3 run, I go to the quest entrance, its active and shows R5. I say ‘but lfm said R3’ and players who are already in the quest reply ‘its a bug, come inside, its R3’). This would be a nice fix.
5. It would be wonderful if we could get DCs displayed in the ‘mouse hover over tooltips’ for everything that allows a saving throw:
- SLAs (e.g. deep gnome color spray, phantasmal killer)
- Epic features (e.g. burst glacial wrath, hellball)
- Class abilities/features (e.g. Warlock Dark Delirium, Swashbuckler's Coup de Grace)
- Class/racial enhancement abilities (e.g. Monk unbalancing strike, jade tomb)
- Etc (there may be more types I have forgotten about).
This would make it much easier to see the numbers we currently reach, evaluate their efficiency in specific difficulties and decide what to invest on when planning and levelling
Think I'll leave it at this for now, once again with my deepest appreciation for all this great work fixing bugs!!! :) I agree with other players who have expressed that bug fixes are very important
Thanks Lynn!
A quick edit: I just logged in after posting this to play a bit and encountered a bug I forgot to list here lol :) It's about the bankers: everytime I approach a banker and ask to see my wares, my inventory, char bank and shared bank windows all open fine, but then, things freeze for a few seconds and all windows close down. Doing this procedure a second time round always works, but this means I often have to repeat this procedure twice to be able to use my banks. This would be a great fix, especially if others are also experiencing it!
Thanks!
Unfortunately I think all of these with the exception of maybe (4) have already been stated to be a lot of work to fix. Having said that, I think this is pretty much a perfect summary of the most significant and most requested quality of life improvements that could be made to the UI of the game, and they are definitely worth the time and prioritization over other things.
Nagantor
07-12-2017, 07:07 PM
In Stormcleave Outpost you're told 4 times that you're picking up the Shard of Stone. I'd assume that the other 3 types actually should have their own text/voice?
LrdSlvrhnd
07-12-2017, 11:19 PM
Another example would be enhancements that improve as you spend points in them. Either method is fine, but pick one and stick to it.
(Spell Singer) Magical Studies = 100sp total = +30 / +60 / +100
(Harper) Magical Endurance = 100sp total = +30 / +30 / +40
Heh, this specific one is apparently fixed. From the release notes:
Magical Endurance: Changed tooltip from 30/30/40 to 30/60/100.
Now how's THAT for service? *g*
Acrisius
07-13-2017, 12:00 AM
Dream Conspiracy quest in the Sunken Parish (Inspired Quarter), 1st trap box is installed backwards.
/loc:
(Standard): You are at: r1 lx1168 ly1032 i34 cInside ox-27.96 oy-18.07 oz-198.95 h337.5
Thanks again for all these fixes!
Mindos
07-13-2017, 12:09 AM
So when my Ranger uses "Charm Animal" (or similar spell, including "Wild Empathy") successfully, neither I nor any of my party members can release the charm 'early'. This has been broken for some time, though I've never seen an official acknowledgement of it (and yes, I've filed a bug report). I have no idea if this is true for any other forms of charm (i.e. Charm Monster, etc.). Heck, I don't even know if anyone else has the same issue or if it's just me.
;)
Ranger has dismiss charm now but it doesn't work? Animal is hard-targeted?
ArgentMage
07-13-2017, 09:31 AM
Just walk right up to the force field. Select it using default Q I think, and open it using Default E I think.
Its a door. That looks like a force field. That you can just open.
This is good to know! Tried it last night - there's no icon that lets you know you have the barrier selected, but as long as you
don't have anything *else* selected, it works. I updated the Wiki entry for the quest and never shall that chest escape lootage again!
Kaisheng21
07-13-2017, 01:11 PM
If you stand *just* far enough away from the entrance to the Shroud, you get the message 'Failed action - you are not on the right goal of Ritual Sacrifice to enter.'
Scrapco
07-13-2017, 01:50 PM
In the Who tab, a location of "Crafting Hall" doesn't differentiate between houses K and C. That'd be a nice-to-know. </stalker>
Bluenoser
07-14-2017, 12:18 AM
Divine hirelings refuse to respond to the raise dead and resurrect commands on their hotbars, even though I am right in front of them, they aren't on cooldown from being summoned or casting, have plenty of sp, and aren't taking any damage. Had this now with 5 different hirelings (marissa, arkyn, dheran, miranda, tempys). When I try to toggle active/inactive to fix it, they run into battle (usually, around a corner) and die. As I find myself having to solo a lot this heroic life, and when this happens it means wiping, I'm getting pretty fed up with wasting my time and plat--plus, I'm getting that aggravating feeling of being not-so-subtly "encouraged" to buy cakes from the store.
Elfishski
07-14-2017, 12:29 AM
Divine hirelings refuse to respond to the raise dead and resurrect commands on their hotbars, even though I am right in front of them, they aren't on cooldown from being summoned or casting, have plenty of sp, and aren't taking any damage. Had this now with 5 different hirelings (marissa, arkyn, dheran, miranda, tempys). When I try to toggle active/inactive to fix it, they run into battle (usually, around a corner) and die. As I find myself having to solo a lot this heroic life, and when this happens it means wiping, I'm getting pretty fed up with wasting my time and plat--plus, I'm getting that aggravating feeling of being not-so-subtly "encouraged" to buy cakes from the store.
The workaround that works nearly all of the time for me is:
1. Die shamefully in battle, oops.
2. Doublecheck that your hireling is on passive wherever you left them earlier in the dungeon.
3. Run around a bit as a ghost. Are any monsters still aggro'd on your ghost? if so run deeper into the dungeon as far as you can to take them away from your soulstone before blipping back to shake those ones off hopefully.
4. Now run towards safety for 4 seconds, hopefully around a corner where no monsters can see you.
5. Summon hireling to you.
6. Wait 5 seconds for their invisible cooldown on fully understanding "stand still" to expire (if you have to go a bit further then they *might* understand it anyway if you click it sooner, or might not)
7. Quickly tell them to stand still before you blip back to your soulstone.
8. If on reaper, and if the timer reapplied to you (sometimes it does, sometimes it doesn't), then wait a bit until there's only 4 seconds left on that clock
9. Run back to hireling, should still have 5 seconds left on timer.
10. Tell them to raise you exactly once - they won't do so, but it's very important to ask them
11. Toggle them to active, and they'll almost certainly follow up on your request and start to raise you now
12. Wait half a second so that they're into the resurrection animation
13. While they're raising you, toggle them back to passive so that they don't follow up the resurrection by charging round the corner to die and reactivate the enemies on your marginally conscious self
14. Take the raise quickly.
15. Heal up, rebuff.
16. Charge carelessly back into combat, go to step 1.
In short, it would be GREAT to fix the hirelings so that they always do what you ask for even when otherwise on passive.
nokowi
07-14-2017, 01:00 AM
Tremorsense spider mobs are still telling Drow mobs facing away from me (and far out of my detection range) exactly where I am, and auto-agroing everything to me while I am and still should be in stealth to all but the creature with tremorsense. What gives?
Mobs around corners that face me (but can't see me) still seem to auto-agro to me on assassinate. Is detection really coded as (within x distance, front-facing = autospot)? This would really work much better with a 120 degree front facing or with LOS requirement. I could be more specific if I did more testing.
I can make some current videos showing several issues if anyone is willing to make melee stealth fun to play. The only solution for melee seems to be to play in groups and let someone else get agro, which is a way to completely ignore the stealth system, but removes what was fun for stealth players.
The fix for mobs running to the furthest player does not address any issues anyone would have soloing or at the front of the party while in stealth.
I would like to hear if anyone else that plays or played melee stealth can tell the difference.
Thanks for any feedback.
Ballrus
07-14-2017, 01:23 AM
Hi again.
Shiled rush is not applying the highest attribute mod to DC.
(DC 20+class lvl+highest attribute mod+trip bous)
Thank you in advance.
Arch-Necromancer
07-14-2017, 07:47 AM
I wandered around public areas and noticed that string table errors in Jorasco and Kundarak are gone. Great work! :D
But the quest pointer for Caged Trolls quest entrance has not been fixed yet.
Any updates on the Search and Rescue collectables problem?
I don't like the way guild buffs are hidden. What if I just want to hide those amenity bar buffs (that last 4 hours and cannot disappear on death), but want to keep cargo hold buffs (that last 1 hour, disappear on death, and can expire in longer quests) in the UI? There should be more flexible options for that (two separate check boxes).
Saaluta
07-14-2017, 09:18 AM
Freedom of Movement spell, shoes, bottles need to be set back to where they work on all webs, not just the web spell...10k remnants for the bottle, and it is useless in most places especially where there are spiders since they don't use the web spell. I can understand the earthgrab nerf that occurred a few years back, but the no natural web nerf is just plain stupid!!!
Saal :)
Arch-Necromancer
07-14-2017, 10:23 AM
I went through the wiki page to search for bugs in named items, and have found many bugs. Since wiki can be inaccurate, some of them may have already been fixed.
I will start with head items:
Battered Helm has material set to leather, while it is clearly made from steel (same model as Garzad's Helm whic is made from steel).
http://ddowiki.com/page/Item:Battered_Helm
Engraved Circlet has material set to leather, while it looks like it is made from steel. Mystic Band (with the same model) is steel too.
http://ddowiki.com/page/Item:Engraved_Circlet
Spooky Festival Mask is leather while it is a bone mask. DDO has bone as a material (on Skull Fetish Mask) so this can be fixed.
Mask of Tragedy, Epic Mask of Tragedy and Face of the Demon too.
http://ddowiki.com/page/Item:Spooky_Festival_Mask
http://ddowiki.com/page/Item:Mask_of_Tragedy
http://ddowiki.com/page/Item:Epic_Mask_of_Tragedy
http://ddowiki.com/page/Item:Face_of_the_Demon
Tattered Cowl is made from leather, while is looks like cloth cowl, and its description states that it is made from cloth:
"This cloth cowl glows slightly with magical energy."
http://ddowiki.com/page/Item:Tattered_Cowl
Graskitch's Skullcap is made from leather while it looks like it is made from steel.
Elder's Cap and Epic Elder's Cap too (same model).
http://ddowiki.com/page/Item:Graskitch%27s_Skullcap
http://ddowiki.com/page/Item:Elder%27s_Cap
http://ddowiki.com/page/Item:Epic_Elder%27s_Cap
Shaagh's Helm, same thing, steel helmet typed as leather:
http://ddowiki.com/page/Item:Shaagh%27s_Helm
Circlet of Persuasion has material set to gold, while its description (and looks) states it is made from silver:
"A circlet of silver chain holding a glowing green gem."
http://ddowiki.com/page/Item:Circlet_of_Persuasion
Elemental Victory is marked as steel. There are materials such as gem and force that would better match this item.
Epic Elemental Victory too.
http://ddowiki.com/page/Item:Elemental_Victory
http://ddowiki.com/page/Item:Epic_Elemental_Victory
Headman's Hood material is leather while the description says it should be cloth.
"A dirty cloth hood spattered with blood. It stinks of old sweat and gives of an aura of palpable fear."
http://ddowiki.com/page/Item:Headman%27s_Hood
Mushroom Cap is steel. There are materials that would better fit this item: flesh, leather?
Epic Mushroom Cap too.
http://ddowiki.com/page/Item:Mushroom_Cap
http://ddowiki.com/page/Item:Epic_Mushroom_Cap
Chainmail Coif is steel while the description says it is flametouched iron.
"Fine links of flametouched iron form this magical helm."
Epic Chainmail Coif too.
http://ddowiki.com/page/Item:Chainmail_Coif
http://ddowiki.com/page/Item:Epic_Chainmail_Coif
Glacial Casque is Feyleather while the description says it is Steel.
"This steel casque radiates cold and is covered by a thin layer of frost, no matter what the weather."
http://ddowiki.com/page/Item:Glacial_Casque
Spiked Turban is marked as leather, while the description says it is metal:
"A spiked metal helm with a silk wrapping to ward off the desert sun."
Epic Spiked Turban too.
http://ddowiki.com/page/Item:Spiked_Turban
http://ddowiki.com/page/Item:Epic_Spiked_Turban
Muffled Veneer is marked as steel while it is clearly cloth.
Epic and Mythic Muffled Veneer too.
http://ddowiki.com/page/Item:Muffled_Veneer
http://ddowiki.com/page/Item:Epic_Muffled_Veneer
http://ddowiki.com/page/Item:Mythic_Muffled_Veneer
Seraphim is marked as steel while other items with the same model have leather material (and it looks like leather). This one could be marked as Celestial Leather.
Epic and Mythic Seraphim too.
http://ddowiki.com/page/Item:Seraphim
http://ddowiki.com/page/Item:Epic_Seraphim
http://ddowiki.com/page/Item:Mythic_Seraphim
Shining Crest of St. Markus is marked as leather while the description says it is silver:
"A circlet of pure silver, wearable only by the virtuous souls that would risk their own lives to combat the forces of darkness."
Epic Shining Crest of St. Markus too.
http://ddowiki.com/page/Item:Shining_Crest_of_St._Markus
http://ddowiki.com/page/Item:Epic_Shining_Crest_of_St._Markus
Undying Gaze is marked as steel while it should be bone material (like on Skull Fetish Mask).
http://ddowiki.com/page/Item:Undying_Gaze
Shade's Hood is marked as steel, while it is clearly cloth.
Epic Shade's Hood too.
http://ddowiki.com/page/Item:Shade%27s_Hood_(Level_14)
http://ddowiki.com/page/Item:Shade%27s_Hood_(Level_15)
http://ddowiki.com/page/Item:Shade%27s_Hood_(Level_16)
http://ddowiki.com/page/Item:Shade%27s_Hood_(Level_25)
http://ddowiki.com/page/Item:Shade%27s_Hood_(Level_26)
http://ddowiki.com/page/Item:Shade%27s_Hood_(Level_27)
Covert Cowl is marked as steel, while it is clearly cloth.
http://ddowiki.com/page/Item:Covert_Cowl
Beacon of Tira is marked as steel, while the description says it is silver:
"This brightly polished pure silver helm radiates light."
http://ddowiki.com/page/Item:Beacon_of_Tira
Darkstorm Helm is marked as gold, while the description says it is "some dark and glittering metal" (adamantine?):
"Helms such as this, forged from some dark and glittering metal, are worn by drow spellcasters both arcane and divine to heighten the power of their spells."
Epic Darkstorm Helm too.
http://ddowiki.com/page/Item:Darkstorm_Helm
http://ddowiki.com/page/Item:Epic_Darkstorm_Helm
Alchemist's Crown is set to gold while it looks like it is from alchemical silver.
http://ddowiki.com/page/Item:Alchemist%27s_Crown
Epic Chimera's Crown is marked as leather, while heroic one is steel (it is steel).
http://ddowiki.com/page/Item:Epic_Chimera%27s_Crown
Epic Helm of the Red Dragon is marked as leather and it should be Red Dragonscale.
http://ddowiki.com/page/Item:Epic_Helm_of_the_Red_Dragon
Ballrus
07-14-2017, 11:21 AM
Hi again.
Shiled rush is not applying the highest attribute mod to DC.
(DC 20+class lvl+highest attribute mod+trip bous)
Thank you in advance.
From release notes:
Fighter and Vanguard Shield Rush now benefit from abilities which add to DCs.
After update, just the Class level and the trip bonuses are applying.
Tested in game:
DC 30: 20 + class lvl (6 fighter) + trip bonus (3 fighter PL's + 1 ship buff); missing the 41 STR bonus (15).
The enhacement still useless.
I hope it get fixed in the next hotfix.
Thank you.
Sam-u-r-eye
07-14-2017, 12:03 PM
Burst of glacial wrath still does not work on spiders, etc.
LrdSlvrhnd
07-14-2017, 12:17 PM
I don't like the way guild buffs are hidden. What if I just want to hide those amenity bar buffs (that last 4 hours and cannot disappear on death), but want to keep cargo hold buffs (that last 1 hour, disappear on death, and can expire in longer quests) in the UI? There should be more flexible options for that (two separate check boxes).
I agree... I'd like the short-term legacy buffs to remain visible. I understand if it's technically difficult/not possible/prohibitive to do, and I appreciate the being able to suppress them at all, though!
Scrapco
07-14-2017, 12:27 PM
Here's a forever bug... the smexy vampire blood cloud effect (PM shroud) disappears when you zone. That's half the point of playing a vampire! :(
Phil7
07-14-2017, 12:31 PM
hello Lynlyn just wanted to point out that the Dynamistic Quiver is still bugged and is giving Doublestrike in addition to Doubleshot.
Ranged Power is granted normally and Melee Power is not affected.
Elfishski
07-14-2017, 12:42 PM
Another small thing:
Arcane spell components:
Warlocks use the same spell components as wizards and sorcs, so the spell components for level 1-6 (not 7-9 of course) wizard/sorc spell components should say "Level 1 Sorcerer/Warlock/Wizard Material Component" in the description.
Hobgoblin
07-14-2017, 01:54 PM
didnt read all the way through the thread - but came up with a couple after gamin
in necro 2 where you do all the traps - after you do the third one it says the mummy has awoken and is after you - could we fix it after the 4th?
Why do lucky cape and control undead not work with enschew materials? neither require special components nor are overpowered.
Lynnabel - help save packspace! thousands of wizards need to still carry components even with the feat or enhancement.
kkoliver
07-14-2017, 04:53 PM
The critical rage enhancement is supposed to give a "+2 competence bonus to critical threat range while raging." However, when you rage, your currently equipped weapons gain a +2 to critical threat range that persists until either the weapon is unequipped or the character is logged out. I tested this with the training dummies on the guild airship to confirm that this isn't just a display bug. I tried to attach a screenshot of this happening but apparently the picture attachment feature on the forums is down at the moment. I also bug reported this issue but figured I'd try posting it here too.
Anyway, thanks for your hard work Lynnabel!
Baelorn
07-14-2017, 09:36 PM
Can you speed it up by removing the animation or something, waiting 6-8 seconds per click to use, is really irritating. TY
PermaBanned
07-14-2017, 10:09 PM
Should probably remove the "...& one new raid!" from the Official U36 advertisement (https://www.ddo.com/en/u36).
That's one heck of a "typo."
Baelorn
07-14-2017, 10:37 PM
lvl 20+ quest rewards from the quest giver: Commendation of valor.
Not going into the ingredient bag where they should, can you have the bags by size, collect them when they are selected as a quest reward and placed in ones inventory please?
Scrapco
07-15-2017, 12:46 AM
Should probably remove the "...& one new raid!" from the Official U36 advertisement (https://www.ddo.com/en/u36).
That's one heck of a "typo."
"Their offer seems too good to be true."
Elfishski
07-15-2017, 02:13 AM
The new "Nicked repeating light crossbow" (and maybe other new items that didn't exist before?) as rewards for the coin lords chain in the marketplace doesn't have the same border color as the other items.
Thanks.
Razor_Wit
07-15-2017, 03:30 PM
I know this has been mentioned before, so I'm bumping it back to the top. If I missed this being addressed in this thread already, tough, there are a lot of pages..Please change the cool down. I dont recall anyone being able to articulate why this cant/shouldn't be done. How can me logging off, re-logging on and teleporting to the forgotten realms (because I have 6 minutes left on CD) be preferable game performance-wise let alone player experience-wise??? How?
Phil7
07-15-2017, 04:30 PM
the new Caustic Shot from the Battle Engineer is not dealing rust damage, Only acid damage (currently 2/3 ranks)
edit: ok actually it only deals Rust damage to constructs it seems. And they are vurnerable to rust damage so the numbers are insane. 100+ rust dmg per bolt fired at level 3, it basically 1 shots them
SisAmethyst
07-15-2017, 07:08 PM
Dunno if we still can post other issues here that need fixing:
Despite the fact that I am a little bit frustrated that just a self crafted level 22 Collar with a Ruby Slot went 'puff' when I tried to apply it to my iron defender (someone else had this issue with self crafted collars?) there is still one major bug on the iron defenders that is still not fixed:
As soon as an iron defender used a ladder, it get's broken. You may not notice at first, but if you look closely it doesn't breath anymore but is just frozen. This not only seem to be a visual glitch but it seems to also have an impact that it will still move to enemies but actually don't do anything.
For gods sake, just make them stop using a ladder at all, if it is so complicated to fix!
SisAmethyst
07-15-2017, 07:26 PM
I have an other one.
Apparently (at least some) old Airship amneties like the 'Device Workstation Contract' are BtC. So if I bought the item with the wrong character I am actually screwed, as I won't have the right to place it, nor can I transfer it to anyone else one the same account that has the right. So would be nice if we can change them to at least to BtA, even though I don't understand why they have to be bound anyway?
Kaisheng21
07-15-2017, 07:57 PM
Quest pickup noise for Von 5 is waaay too loud.
SisAmethyst
07-15-2017, 08:56 PM
Quest pickup noise for Von 5 is waaay too loud.
yeah indeed, that shattert my ear already too
Mindos
07-15-2017, 09:58 PM
Arman Argentine says guarteneed instead of guaranteed. He's the guy you talk to in order to go to the new U36 public area in Eveningstar.
Tscheuss
07-15-2017, 10:57 PM
Miniboss in Palace of stone "Scarp" I assume should be Scrap.
Scarp can be a type of rock formation, so it fits the naming scheme for the quest and for the monster type. :)
atkbeast
07-15-2017, 11:33 PM
In Subversion, when the optional mimics are killed, I was getting a string table error with the killing die roll.
Scrapco
07-16-2017, 12:10 AM
Not a bug, but it'd be nice if there were a space between the guild name and the (level).
Drelak
07-16-2017, 04:44 AM
Hello and thanks for all text fixes.
Post 36 I found still a couple more:
1) Speed IV is not showing in item names, I think it was belt this time.
2) There was "Featherfall cloack" not showing in the name effect +4 will
3) There is "Slay 2" in the beginning of Tomb of Shadow King. Creatures are Invisible stalkers. (Objective is missing from wiki too, maybe someone could edit that.)
Niminae
07-16-2017, 05:06 AM
Can you speed it [the stone of change] up by removing the animation or something, waiting 6-8 seconds per click to use, is really irritating. TY
They use a "non-traditional database" for the Stone of Change which means that the ~1000 recipes that it holds are terribly slow and laggy to access.
Any suggestions that they might use a traditional data base instead in order to improve the Stone of Change performance will be met with endless white knighting from some players and snark from some devs.
Niminae
07-16-2017, 05:18 AM
there is still one major bug on the iron defenders that is still not fixed:
As soon as an iron defender used a ladder, it get's broken. You may not notice at first, but if you look closely it doesn't breath anymore but is just frozen. This not only seem to be a visual glitch but it seems to also have an impact that it will still move to enemies but actually don't do anything.
For gods sake, just make them stop using a ladder at all, if it is so complicated to fix!
I haven't noticed this being connected to ladders, but it is regardless a long standing bug. The Artificer Iron Defender sometimes will just 'wedge' and will no longer do anything. You order it to open a door? It says "It will be done," runs up to the door, and then nothing. You order it to pull a lever? Same issue. In this state it will run up to enemies but will not attack them, even if set to aggressive. In this state an Iron Defender with Hunter of Boxes will run up to a box, but will not break it. Once you break it using your repeater or some other method it will move to the next box and still will not break it.
Once in this state it is permanent. It will persist between quests.
This behavior is trivially repeatable.
DYWYPI
07-16-2017, 07:13 AM
Lynnabel, if you have some spare bug slaying and repairing time, in-between your Software Development duties. If you would consider fixing the following, it would be appreciated.
Haunted Library: the first trap Control box, you come to on the upper floor doesn't open after being successfully disabled. I presume it needs rotating to visibly show; opened box state, after being disabled.
Creeping Death: should be acquired in 'Meridia' not the Harbour. The Adventure Compendium, looks like it wrongly states the quest is bestowed in the "Harbor". Also the 'Quest Journal' shows 'Creeping Death' completion for the "Select area [Harbor]" not '[Vale of Twilight]'. Alas, unless there is some strange logic that it should state; 'Harbor' then both descriptions seem awry.
DeltaBravo
07-16-2017, 11:49 AM
Hey Lyn!.
Just wanna say its really really nice to see all those Bug fixes.. really makes the game more enjoyable.
Please keep up the good work!!
I have a few "bugs" wich you might be able to help with. :
The DM text and Gm voice in Let sleeping Dust lie dont fit.
Clerics Spontaneus casting Icon is a active Icon (the sqaure) but it is a passive.
The radiant servant tree Purge dark magics. Dont really have a desription in it .. other then Dispells 1/2/3 hostile effects on your taget.. (could be really nice to have a description about what hostile effects ?)
The implosion spell: dont show save (your DC) WAI ?
Mass Frog feat. Dont show Save (your DC) WAI ?
Death packt often bugs out in Reaper/Epic/Legendary Quests. WAI ? (and you willl have died twice even witout getting the raise from Death packt . ) WAI ?
useing Devine cleansing; you cant move while casting it.. it will make you run on spot if you try too.( makeing it allmost useless in combat)
Power attack is turned off when you log back into game. even if it was toggle on before you left.
monk stances will be turned off when you log back to game. Even if it was toggle on before you logged off.
:)
Cheers Deltabravo
Tscheuss
07-16-2017, 02:24 PM
Arman Argentine says guarteneed instead of guarenteed. He's the guy you talk to in order to go to the new U36 public area in Eveningstar.
Guaranteed? :)
monk stances will be turned off when you log back to game. Even if it was toggle on before you logged off.
Play as monk intensively, never have such issue. My stances always on.
Are you sure you centered? 8)
GeoffWatson
07-16-2017, 04:48 PM
Play as monk intensively, never have such issue. My stances always on.
Are you sure you centered? 8)
If you are holding non-standard Centered weapons, like shortswords with Ninja, or whatever with Kensai, sometimes the game takes a few seconds to activate those enhancements, and in the meantime you become uncentered.
Saaluta
07-16-2017, 05:34 PM
I have a bf paladin/arti build with adamantine body feat that should be getting the hp from greater sacred defender stance enhancements, but is not, is this WAI? If so, will use those AP elsewhere, if not, can you let the correct dev know so we can get this problem fixed.
Saal :)
Update, fixed by resetting AP and redoing them, but since a lot of people may not have a lot of plat to waste, might still want to look into this.
Mindos
07-16-2017, 07:38 PM
Guaranteed? :)
I most assuredly have no idea what you are talking about. Also, I am shocked! Shocked to find gambling is occuring in this establishment! :rolleyes:
Know the angles extra damage doesn't seem to be displaying in the details window (damage is increased, just not displayed).
Details window shows weapons' full crit range (improved crit, enhancements, etc), but only base crit multiplier. Weapon inspection window shows base crit range, but full crit multiplier.
Kensei keen edge is not applying to unarmed or handwraps (not a display issue).
SirValentine
07-17-2017, 06:33 AM
A couple of the "Slay X" "fixes" are a little off in The Sacred Helm. It says "Slay 10 Witch Doctors" when it should say "Slay 2 Witch Doctors", and it says "Slay 10 Shamans" when it should say "Slay 10 Clerics". Both function correctly, it's just the display. That was just today, post-U36.
Also, and sorry I don't remember the details, but at least one of the Threnal side quests still had the "Slay X" instead of the name of what you're supposed to slay the last time I ran through it. That was pre-U36 though, if you've fixed it recently.
Stoner81
07-17-2017, 06:48 AM
Not a bug, but it'd be nice if there were a space between the guild name and the (level).
I feel you I really do! I have been asking for this for months and months! It drives me crazy!
Stoner81.
Tashr
07-17-2017, 09:08 AM
The patch before this latest update removed a behavior that I am missing dreadfully. I used to be able to 'pick up' an item in my inventory to place it onto a bar, then use the '-' or '=' keys to move up/down in my bars to find the exact place I wanted to put it. Or to 'pick up' something from one bar, and then up/down through the bars to move it to a different one. I'm aware that most people run with multiple bars visible at one time, but not all of us do, and lack of this behavior makes it really irritating to get things set up 'just right'.
cdbd3rd
07-17-2017, 12:37 PM
http://i.imgur.com/LVG1R1t.jpg
Scrapco
07-17-2017, 02:16 PM
http://i.imgur.com/LVG1R1t.jpg
Little Bobby Tables (https://xkcd.com/327/) is having kids!
Gene8808
07-17-2017, 05:05 PM
Just a couple quick reports:
Mechanic (see edit): The Overwhelming Force ability in the Fury of the Wild epic destiny doesn't work. It's supposed to grant attacks under the effects of adrenaline the ability to knock enemies down for between 2 and 10 seconds, but in reality I've never knocked anything down when using it. EDIT: It seems that this might actually be an issue with the Adrenaline/Adrenaline Overload abilities. See my post HERE (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5997484&viewfull=1#post5997484) for more info and some testing I did. EDIT EDIT: False-positive on my end! Apologies!
Typo: The Spellsight item property gives a bonus to the Spellcraft skill, but the descriptive text for it says it gives a bonus to 'Spellsight' instead.
Dreppo
07-17-2017, 07:06 PM
Should probably remove the "...& one new raid!" from the Official U36 advertisement (https://www.ddo.com/en/u36).
That's one heck of a "typo."
This is what's known in programming circles as an "off-by-one error". Very common actually.
Scrapco
07-17-2017, 07:36 PM
This is what's known in programming circles as an "off-by-one error". Very common actually.
Yeah, next update's either gonna have 32,767 new raids, or all the existing ones will disappear. :D
Mindos
07-17-2017, 08:37 PM
Just a couple quick reports:
Mechanic: The Overwhelming Force ability in the Fury of the Wild epic destiny doesn't work. It's supposed to grant attacks under the effects of adrenaline the ability to knock enemies down for between 2 and 10 seconds, but in reality I've never knocked anything down when using it.
Melee attacks only, right?
Gene8808
07-18-2017, 03:28 AM
Melee attacks only, right?
Correct. I just went and did a few tests and here were the results:
Bow (just in case): DID NOT work.
Unarmed attack (no handwraps): DID work once.
Sword&Board: DID NOT work.
Two-Handed Weapon (a greatsword): DID NOT work.
Why it worked once with a plain unarmed attack is beyond me. It almost seems like the ability has a saving throw/skill check associated with it, but it's not mentioned anywhere and there is no notification of it in the combat log. It's a shame since the ability would be a pretty decent way to get some guaranteed CC on a melee fighter without having to invest heavily feat-/gear-wise.
EDIT: Okay, after some further testing I think it's actually an issue with using the adrenaline/adrenaline overload them not giving you the buff they're supposed to. I just tested it and when I use the adrenaline overload I get no buff and since I don't have the buff I get no knockdown effect. Adrenaline overload seems to work sometimes (you get an actual 15 second buff from it and the knockdown seems to work), but it worked maybe 1 time out of 50 when I tested.
Mindos
07-18-2017, 07:10 AM
Correct. I just went and did a few tests and here were the results:
Bow (just in case): DID NOT work.
Unarmed attack (no handwraps): DID work once.
Sword&Board: DID NOT work.
Two-Handed Weapon (a greatsword): DID NOT work.
Why it worked once with a plain unarmed attack is beyond me. It almost seems like the ability has a saving throw/skill check associated with it, but it's not mentioned anywhere and there is no notification of it in the combat log. It's a shame since the ability would be a pretty decent way to get some guaranteed CC on a melee fighter without having to invest heavily feat-/gear-wise.
EDIT: Okay, after some further testing I think it's actually an issue with using the adrenaline/adrenaline overload them not giving you the buff they're supposed to. I just tested it and when I use the adrenaline overload I get no buff and since I don't have the buff I get no knockdown effect. Adrenaline overload seems to work sometimes (you get an actual 15 second buff from it and the knockdown seems to work), but it worked maybe 1 time out of 50 when I tested.
Remember Adrenaline is a RAGE effect, thus is blocked by defensive stances, which are typically used on board and sword builds. :)
Also I think it has to be a hit, not a grazing hit, if that helps.
Arch-Necromancer
07-18-2017, 07:15 AM
I noticed that after this update, some chests when looted turn blue (like mobs when Vorpal triggers), and large pillar of light appears from them.
What is that supposed to mean? I did not notice anything special about these chests (like some special loot in them) to explain such behavior.
Is that some new mechanism that is supposed to mark the chest as looted? But it does not appear on all chests, only some.
And it is a bad effect and makes the environment feel unnatural. If you want to graphically mark the chest as looted, just remove those white shiny stars effect from the chest when looted, not add some unnatural blue effect that ruins the environment.
Mindos
07-18-2017, 07:31 AM
I noticed that after this update, some chests when looted turn blue (like mobs when Vorpal triggers), and large pillar of light appears from them.
What is that supposed to mean? I did not notice anything special about these chests (like some special loot in them) to explain such behavior.
Is that some new mechanism that is supposed to mark the chest as looted? But it does not appear on all chests, only some.
And it is a bad effect and makes the environment feel unnatural. If you want to graphically mark the chest as looted, just remove those white shiny stars effect from the chest when looted, not add some unnatural blue effect that ruins the environment.
This is a loot bonus weekend, a chest turns blue light when someone/anyone loots a higher treasure loot from it. It may not be you, or could be one person's. Typically, the blue light is re-lit if it triggers again, and you will notice moar loot with a blue border, that is sadly still trash.
You can also buy loot boost things from the store that will have the same effect, ie, blue light from chest, not everytime mind you...
Arch-Necromancer
07-18-2017, 08:28 AM
This is a loot bonus weekend, a chest turns blue light when someone/anyone loots a higher treasure loot from it. It may not be you, or could be one person's. Typically, the blue light is re-lit if it triggers again, and you will notice moar loot with a blue border, that is sadly still trash.
You can also buy loot boost things from the store that will have the same effect, ie, blue light from chest, not everytime mind you...
Oh great! And I thought that it was some experiment gone wrong. :D
I also recently got an issue where treasure bags and ground items stay selected when picked up instead of being unselected as they should normally.
When I logged on to other character this problem was no longer present.
Gene8808
07-18-2017, 04:47 PM
Remember Adrenaline is a RAGE effect, thus is blocked by defensive stances, which are typically used on board and sword builds. :)
Also I think it has to be a hit, not a grazing hit, if that helps.
Just went back in and tested again and the stance is probably the issue I'm seeing. I'll edit my previous post. Thanks for the knowledge! :D
Niminae
07-19-2017, 03:01 AM
Full Plate of the Ringleader (http://ddowiki.com/page/Item:Full_Plate_of_the_Ringleader) is adamantine, but shows as being steel.
kbaskins
07-19-2017, 01:46 PM
The two trap boxes in the hallway leading to Grim the Rat are backwards, so the trap doors don't pop open when you disable them.
Also, the name over the rat himself is spelled "Grimm", while both the quest and the optional in the objectives panel spell his name "Grim".
Mindos
07-19-2017, 08:07 PM
Here's a great list of things that halt movement when used:
https://www.ddo.com/forums/showthread.php/488114-Battle-engineer-is-broken!!?p=5998255&viewfull=1#post5998255
kbaskins
07-19-2017, 10:20 PM
There was no single guild buff icon showing up for me when I chose to hide guild buffs. With some fabulous troubleshooting from Tikwid, it was discovered that if you're wearing Cannith Boots of Propulsion, the icon in question does not appear. Also, if you are under the influence of a jump spell, the single guild buff icon disappears for the duration of the spell.
Thanks again for the troubleshooting, Tikwid!
Spadedragon
07-19-2017, 10:39 PM
In Good Intentions I'm unable to right click on the golem to target it. Oddly enough the Q button doesn't target him either but the tab button will.
Tlorrd
07-19-2017, 10:45 PM
So the tier 1 rogue mechanic enhancement for Thunderstone currently has the wrong tooltip.
Currently on a failed save it Blinds and does not Daze.
So either the tooltip just needs updating to say Blind or the effect actually has to change to daze. Personally I suppose blindness is better so that sneak attacks are granted. However, if it's a daze like color spray which is actually a stun (thus helpless) ... then I'd like it to be WAI (just my personal preference :))
DYWYPI
07-20-2017, 06:45 AM
Lynnabel, I'm not sure if this request is within your superhuman Software Developer powers or user rights, etc? Albeit I know you're familiar with DDO, and have played all classes so will nearly undoubtedly have come across: 3 Rusty Thieves' Tools.
Just in case you need your memory re-jogging refer to the DDO wiki:
The Rusty Thieves' tools are pretty useful to any Rogue worth their salt; apart from one extremely annoying minor and trivial fact: they'll only stack to three, in a single inventory slot! :-(
http://ddowiki.com/images/3_Rusty_Thieves%27_Tools.png
What are the probabilities using your djinni magic (or summoning another DDO Developer); you can increase them to stack to 1000, like all other Thieves' tools in the game or even something remotely useful like: 50?
I don't have an issue they can be purchased from Elspeth Wright (Harbour Vendor) in stacks of three... I cannot recall off the top of my head, if any other General Vendors still sell them.
However, it is nonsensical and you [i]cannot get them to stack over three within a single inventory slot. Because they only stack to three within a single slot, they become impractical to carry in large amounts (otherwise they'd be extremely useful for academic interest and for daily trapping).
I don't require such lavishness as +5 Thieves' tools; they [+5] are mostly overkill in heroics and only useful for about two heroic outlier traps - if you have moderately useful trapping gear and an average Rogue build. :-)
It is a shame Rusty Thieves' tools aren't also sold by Dax Boon in (sunny-side) Korthos Village as it would be thematic - not as wise on snowy-side just in case a newbie doesn't buy enough. Since they only stack to three it becomes impractical to waste several slots, for a trap heavy quest. Alas, if they (Rusty Thieves' tools) stacked to say 1000, the world would be in a better place, and you'd have happier Rogue Assassins running and dancing around and killing things within DDO. (Assassin's aren't related to Dodos contrary to popular belief). ;-)
carll78
07-20-2017, 06:58 AM
http://ddowiki.com/images/3_Rusty_Thieves%27_Tools.png
Rusty Thieves' Tools also exist and can be purchased from Elspeth Wright after completing the The Lost Seekers (Waterworks) story arc. However, their maximum stack size in only 3, (not 1000) in a single inventory slot. Rusty Thieves' Tools provide: Open Lock Bonus: -2 and Disable Device Bonus -2 (the [-2] penalty is probably thematically due to their corroded state).
They have a maximum stack size of 3 on purpose. You should not be using them. Period. If you need tips on how to play a Rogue please PM me - I will be happy to help. :)
Kaisheng21
07-20-2017, 11:26 AM
/ransack lists xp penalties missing a 0; for example, The Chamber of Raiyum after being run is shown as:
The Chamber of Raiyum
- Heroic XP penalty: 0%
- Epic XP penalty: -2%
cdbd3rd
07-20-2017, 11:50 AM
Typo report:
http://i.imgur.com/7HCv82g.jpg
Also, two trap boxes in the hallway where you find Grim(m) do not change appearance after disarming.
[edit: Just noticed I'm /seconding kbaskin's report on the boxes.
And yeah, even on the Wiki the name switches back & forth between "m" & "mm", so his name in the screenie above may or may not be another typo.] :o
Scrapco
07-20-2017, 01:10 PM
Madstone:
"...a horde of maddened monster is coming through it"
ComicRelief
07-20-2017, 08:49 PM
What specifically is wrong with aggro as it stands?
Well, for one thing, when they 'fixed' the mechanic where if you range-plink one mob, all in a given radius come running after you, not just the one mob, that I've seen a cascading effect with that. Meaning, if I range-plink the closest mob to me, and everyone in a 30-ft radius of he/she/it instantly know where I am and the mob which is farthest from me manages to trigger additional mobs that are within a 30-ft radius of *he/she/it* and not the original hit mob (which is out-of-range of the additional mobs), which may trigger yet a 3rd event, etc.
Trouble is, this seems to be an intermittent issue, as it doesn't happen all of the time. How do I know it happened? Usually by a short delay from when the last 'original group mob' shows up and the first of another wave (seeing as how they have to run farther). One place I've seen it happen is "A Cry for Help" which has a couple of really long (longer than 30-ft), twisty corridors. I'm at the door, I shoot and kill what appears to be the only couple of mobs in the corridor, and then after a short delay, here comes a couple more running around the corner; I kill them, short delay, more mobs coming around the corner.
{I also maintain that a regular bluff-failure should not instantly trigger (group) aggro. Critical fail? Fine. Regular fail? No. It has ruined the bluff-pull.}
;)
I've seen quite a few people here and elsewhere talking about this. That specific change was actually a reversion to our previous shared aggro system. It is working as intended that you can no longer pull mobs by simply standing outside of their aggro range and hitting them one at a time. Monsters thematically will absolutely notice that you are shooting their friend with arrows :P
*snip*
I think you misunderstand. It's not the 'shared' aggro that's the problem, per se. I get that hitting a single mob in a group will aggro the group. BUT it should NOT aggro a completely *separate* group that is farther away. In other words, if I hit mob A located at position zero, his buddy (B) at position 30-ft is aggro'd (along with "B1", "B2", "B3"...) - I get that - but there are occasions when hitting A triggers B (as it should), but then mob C, which is located at 30-ft from B or 60-ft from A is also aggro'd (presumably because B triggers C, which IMO should not be the case, as C is in a different group from A). And D at 30-ft from C, which is 60-ft from B, which is 90-ft from A is also aggro'd. Etc. That's the 'cascading effect' that sometimes happens. At least, it's the best explanation I can come up with for what I have observed.
;)
From the "DA is Broken" (https://www.ddo.com/forums/showthread.php/488318-DA-is-broke-Please-fix-or-discard) thread:
*snip*
lets see insta alert -
i will even be so kind to describe the situation.
ww rescuing arlos - went on the upper part and started shooting the mobs on the top. had i believe every mob in the quest pulled to me. i even saw a zombie come up from underwater through the closed door through bridge that was pulled up
toee as stated
stormcleave - everythiing was dead doing opt at end - first wave of giants spawned yellow alert
stk part 1 near beginning - killed kobold dead ambush insta green alert didnt end till i got to the dropdown point
new invasion - shot a mob at beginning - red alert until right before the boss then went down to orange and stayed that way for the fight
threnal east part 3 as if it wasnt annoying enough anyway - red da! how did i trigger it? i stepped in quest. that it. i stepped in quest and it went to red alert.
lordsmarch 2 chain the kobold one - intial fight - green alert as they spawn growing to red remained red through out
i could go on but that should be a starting point.
*snip*
hence why i am agreeing that it broken
does it happen everytime? no
does it happen enough to make me remember? yes!
Red color and underlining added to help highlight EXACTLY what I was trying to convey. There is NO WAY this should happen, and yet, it does. A mob that is several rooms - or even on different floors - should NOT be aggro'd by the initially aggro'd mob. BUT the 'fixed' aggro can sometimes cause a cascading effect which DOES manage to do this. Unfortunately, it is not consistent, which makes it difficult to reproduce.
If you haven't been already, you *might* want to read the "DA is Broken" thread.
Just sayin'.
;)
Phil7
07-21-2017, 06:12 PM
Just ran Valak's Mausoleum (aka. Dead Girl's Spellbook) which supposedly received an EXP buff with U36. The Base exp in Elite is exactly the same as before the update (1,800 exp), which is also verified in the wiki (last page edit in May 2017).
After finishing the quest in R1 with +50% exp pot, voice, ship buff 5% and greater tome of learning at level 8 (with BB):
"You receive 12,527 XP."
So... what exp buff?
Another missing mob name
Whisperdoom's Spawn
(Optional) Slay 3 Whisperdoom's Daughters
Nonesuch2008
07-21-2017, 06:42 PM
In the swampy area near The Lost Thread I pulled a named forest hag encounter (her name began with a V, sorry I didn't think to write it down at the time). Her screen name just showed as a red-named 'Forest Hag' instead of her actual name, though.
Niminae
07-22-2017, 12:04 AM
Sapphires of Protection read that they "provide a +X Protection bonus to your Armor Class."
This appears to be a typo, as this Protection bonus does not stack at all with an item which has the effect "Protection +X" (or higher). The item with Protection reads that it provides a +X Deflection bonus to AC. And yes, the augment spells "Armor Class" while items abbreviate it to "AC."
DYWYPI
07-22-2017, 03:24 PM
This post is mostly off-topic but relating to my prior 3 Rusty Thieves' tools request. I agree, it probably won't have a ghost of a chance the DDO Developers placing resources into altering: 3 Rusty Thieves' tools, so they'd stack higher than three, in one single inventory slot.
They'll probably offhandedly dismiss my request [Post #892 (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5998577&viewfull=1#post5998577)] (I wouldn't blame them). The [-2] negative, I was fully aware of prior to the request. Albeit people would have more regular situational use for them. If the Inventory stack size was increased more akin to other Thieves' tools, as per Update: 25.
If a player has a "trapper" that regularly fails miserably at reaching either: Disable or Open Lock DCs. Of course they'd be better off with "regular" boosting: Thieves' tools, e.g. bonus: +1 to +5.
Though to be honest; if a "trapper" was lacking ability and thus required passé +5 Thieves' Tools, in most heroics. Then odds are they potentially would be failing or blowing boxes left, right and centre, without said crutch... of course it can be a "safety net".
Like they say: If all you have is a hammer, everything looks like a nail! The +5 Thieves' tools are a prime example of the said hammer and thus "Rusty tools" get discriminated against because most people only use hammers. :-/
Therefore it is a genuine request, but I don't really believe for one minute, the Developers' will alter the value. ;-) Regardless of whether: a maximum stack of three tools was an oversight, bug, or 'purposely' imposed (as light-heartedly suggested (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5998580&viewfull=1#post5998580)). For example; to prevent purchasing error, assuming someone wanted to buy [+2] bonus variety rather than specialist [-2]. :-)
It's possible to conclude it was 'purposeful' that the limitation is just three, (post U25) within a single inventory slot - albeit its more likely they were just neglected and forgotten about. For example; I'm sure the Jerry could tell you he didn't know Rusty Thieves' existed for several years, and he typically has chiefly only used; +5 Thieves' Tools, for nearly a decade whenever possible.
I doubt it would be an easy programming feat either altering the Rusty Thieves' Tools stack size (for the single inventory slot) assuming it can be accomplished due to it being tied to other "reward" systems. Alas the measure of intelligence is the ability to change. :-)
kkoliver
07-22-2017, 11:12 PM
This post is mostly off-topic but relating to my prior 3 Rusty Thieves' tools request. I agree, it probably won't have a ghost of a chance the DDO Developers placing resources into altering: 3 Rusty Thieves' tools, so they'd stack higher than three, in one single inventory slot.
They'll probably offhandedly dismiss my request [Post #892 (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5998577&viewfull=1#post5998577)] (I wouldn't blame them). The [-2] negative, I was fully aware of prior to the request. Albeit people would have more regular situational use for them. If the Inventory stack size was increased more akin to other Thieves' tools, as per Update: 25.
If a player has a "trapper" that regularly fails miserably at reaching either: Disable or Open Lock DCs. Of course they'd be better off with "regular" boosting: Thieves' tools, e.g. bonus: +1 to +5.
Though to be honest; if a "trapper" was lacking ability and thus required passé +5 Thieves' Tools, in most heroics. Then odds are they potentially would be failing or blowing boxes left, right and centre, without said crutch... of course it can be a "safety net".
Like they say: If all you have is a hammer, everything looks like a nail! The +5 Thieves' tools are a prime example of the said hammer and thus "Rusty tools" get discriminated against because most people only use hammers. :-/
Therefore it is a genuine request, but I don't really believe for one minute, the Developers' will alter the value. ;-) Regardless of whether: a maximum stack of three tools was an oversight, bug, or 'purposely' imposed (as light-heartedly suggested (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5998580&viewfull=1#post5998580)). For example; to prevent purchasing error, assuming someone wanted to buy [+2] bonus variety rather than specialist [-2]. :-)
It's possible to conclude it was 'purposeful' that the limitation is just three, (post U25) within a single inventory slot - albeit its more likely they were just neglected and forgotten about. For example; I'm sure the Jerry could tell you he didn't know Rusty Thieves' existed for several years, and he typically has chiefly only used; +5 Thieves' Tools, for nearly a decade whenever possible.
I doubt it would be an easy programming feat either altering the Rusty Thieves' Tools stack size (for the single inventory slot) assuming it can be accomplished due to it being tied to other "reward" systems. Alas the measure of intelligence is the ability to change. :-)
Honestly, I'd love if the rusty thieves' tools stacked. It would make determining the exact Open Lock DC much easier when editing the DDOwiki (stacking death penalties is a pain). However, in my opinion, many of the other bugs listed in this thread should be given higher priority because rusty thieves' tools only have a niche use at best. The +1 tools already perform the role of poor man's option well enough.
Stoner81
07-23-2017, 05:29 AM
This post is mostly off-topic but relating to my prior 3 Rusty Thieves' tools request. I agree, it probably won't have a ghost of a chance the DDO Developers placing resources into altering: 3 Rusty Thieves' tools, so they'd stack higher than three, in one single inventory slot.
They'll probably offhandedly dismiss my request [Post #892 (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5998577&viewfull=1#post5998577)] (I wouldn't blame them). The [-2] negative, I was fully aware of prior to the request. Albeit people would have more regular situational use for them. If the Inventory stack size was increased more akin to other Thieves' tools, as per Update: 25.
If a player has a "trapper" that regularly fails miserably at reaching either: Disable or Open Lock DCs. Of course they'd be better off with "regular" boosting: Thieves' tools, e.g. bonus: +1 to +5.
Though to be honest; if a "trapper" was lacking ability and thus required passé +5 Thieves' Tools, in most heroics. Then odds are they potentially would be failing or blowing boxes left, right and centre, without said crutch... of course it can be a "safety net".
Like they say: If all you have is a hammer, everything looks like a nail! The +5 Thieves' tools are a prime example of the said hammer and thus "Rusty tools" get discriminated against because most people only use hammers. :-/
Therefore it is a genuine request, but I don't really believe for one minute, the Developers' will alter the value. ;-) Regardless of whether: a maximum stack of three tools was an oversight, bug, or 'purposely' imposed (as light-heartedly suggested (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5998580&viewfull=1#post5998580)). For example; to prevent purchasing error, assuming someone wanted to buy [+2] bonus variety rather than specialist [-2]. :-)
It's possible to conclude it was 'purposeful' that the limitation is just three, (post U25) within a single inventory slot - albeit its more likely they were just neglected and forgotten about. For example; I'm sure the Jerry could tell you he didn't know Rusty Thieves' existed for several years, and he typically has chiefly only used; +5 Thieves' Tools, for nearly a decade whenever possible.
I doubt it would be an easy programming feat either altering the Rusty Thieves' Tools stack size (for the single inventory slot) assuming it can be accomplished due to it being tied to other "reward" systems. Alas the measure of intelligence is the ability to change. :-)
I can't seem to wrap my head around why you actually want this? +5 tools are everywhere now and far from hard to come by, add to this that just plain old regular tools are available from pretty much ANY general vendor so why would you want to use tools which have a negative impact on your skill scores? It just doesn't make sense to me at all.
Stoner81.
DYWYPI
07-23-2017, 07:01 AM
I'm not going to blow-up a Lock and I believe in diversity. Like I mentioned previously, there are probably only about a couple of traps (that I could count on one hand) in Heroics. That I can think off where I'd possibly want to equip: +5 Thieves' Tools (extremely minute probability of failure, i.e. on maybe a Roll of 1 or 2...).
Therefore I don't carry them [+5] in the majority of cases. Knowing prior within a high confidence level; I won't fail the DC value, even on a roll of one.
The premium; +5 Thieves' tools, give a hefty +7 Bonus, and have no Minimum level (at lower levels more potent than most Disable Device items you can wear).
If someone just wanted to mindlessly equip them for all possible scenarios... fine: you're using a sledgehammer to crack a nut. Presuming they had the resources to acquire them. Though little thought or skill is needed using that brute force method. ;-)
It's irrelevant that my pure Assassins are: mediocre generic builds; never fail traps; they aren't Intelligence based; they don't have the best "trapping" gear; nor do they rely upon +5 Tools in heroics to achieve that. Any fool can know. The point is to understand.
I know it goes mostly against the grain for DDO players wanting to have better (stacking in inventory) access to items that give negative bonus to most values. Kevin Oliver above [Post #903 (https://www.ddo.com/forums/showthread.php/487074-Hey-Lynnabel-please-fix!?p=5999710&viewfull=1#post5999710)] gave one concrete reason. Like me he's fairly aware about Trap and Lock DCs.
Of course I'm not going to gain some upper hand by using them, regarding the Disable or Open Lock rolls. There are many scenarios where I'd be more than happy to use them over the positively enhanced tools. Plus others where I know; it won't make one iota of a difference; easily attaining the minimum Success outcome. :D
But we are starting to digress; it is a request to allow higher Inventory stacking in one slot, nothing more, it wouldn't adversely effect anyone, and possibly its a bug the limitation is set at three.
No thief, however skilful, can rob one of knowledge, and that is why knowledge is the best and safest treasure to acquire.
Arch-Necromancer
07-23-2017, 07:52 AM
I just noticed that "Bids" tab in the Auction House now has overlapping text. Text "High bidder" on your bid row now overlaps with platinum cost of the item.
It didn't overlap before so this is a new issue.
Phil7
07-23-2017, 07:55 AM
Would like to add here, can you fix the bug in the DDO store where the 1st Monster Manual is still being offered to buy even tho every account receives it for free? We already have it there is no point in paying for it again.
Also is it possible that you can fix Drow, Favored Soul and Harper enhancements too? I have all of those unlocked in Cannith with Favor, but they still show up.
GeoffWatson
07-23-2017, 07:57 AM
Would like to add here, can you fix the bug in the DDO store where the 1st Monster Manual is still being offered to buy even tho every account receives it for free? We already have it there is no point in paying for it again.
Also is it possible that you can fix Drow, Favored Soul and Harper enhancements too? I have all of those unlocked in Cannith with Favor, but they still show up.
You can buy them for other servers, that's why they still show up.
Gemini-Dragon357
07-23-2017, 09:42 AM
I just ran Tangleroot and the quests "The Deadly Package: The Stronghold Key," and "Doom of the Witch-doctor: The Way to Zulkash" both have Slay (x) optionals without listing the monster names/types. Deadly Package should have been Avengers and Witch-doctor should have listed Glass Spiders.
The Artificer Craft Mastery feat still says it gives +1 bonus to crafting in all crafting schools. We only have 1 school now.
The Artificer spell lightning sphere says, in its description, at the bottom "D&D Dice: Electrical Orb deals 5d4 + 20 electricity damage per two caster levels." It really does 1d4 + 4 damage per two caster levels. The max damage is 5d4 + 20 damage at level 10.
thedip
07-23-2017, 10:27 AM
Please, please, please, etc. can you get someone to fix "In the Belly of the Beast". Everytime that I try it it bugs during the purple worm attack and the main NPC just stands there doing nothing; if attacked just regens if taken to zero hits. I have tried this quest many times and the same happens each time (it is a long known issue and nothing has been done to fix it ). I know that it can be completed as I have done it once in the past (1 out of 10 not bugged is not a good rate).
Krelar
07-23-2017, 12:07 PM
Please, please, please, etc. can you get someone to fix "In the Belly of the Beast". Everytime that I try it it bugs during the purple worm attack and the main NPC just stands there doing nothing; if attacked just regens if taken to zero hits. I have tried this quest many times and the same happens each time (it is a long known issue and nothing has been done to fix it ). I know that it can be completed as I have done it once in the past (1 out of 10 not bugged is not a good rate).
I haven't had nearly your bad luck, usually it goes just fine, but I have had this happen before. At least for me, it's because one of the purple worms isn't actually dead, it is still buried underground and refuses to come up. If you tab around you can usually even find where it is hiding. Some AOE attacks can damage it even when underground and if you kill it the quest will continue.
Baelorn
07-23-2017, 01:01 PM
the champ trog shamans, that cast magic missle, also do fire damage, and slash damage between the listed damage done by the magic missle, PER MISSILE. So your getting hit with 5 fire damage types, and taking 5 slashs from melee. 10 full extra hits, taken from range. Their magic missile needs to be fixed please. Its doing magic missile, then fire damage, then slash damage, 5x each. This thing hits harder than famine reapers. (Almost double). I took a 280 hp damage hit, from the monster casting 1 magic missile at me. At level 5 artificier. If i didn't have enough reap enhance pts, i woulda outright died. I know there's a few dungeons with trog shamans that do that. The pit is another.
ComicRelief
07-23-2017, 01:04 PM
Most of these apply to 3BC, but some are probably a bit more universal:
1) Boundary Issues: In "Two-Toed Tobias", apparently the bats don't know they are not supposed to fly/attack/damage players underwater, 'cuz they do. They fly through the water is if it wasn't there. (Of course, there are lots of 'boundary issues' in the game - like hires standing just in the edge of acid [and not moving] until they die; mob spells being cast through walls, doors, cage bars; mobs purposefully running into water/lava [which rubber-bands them back to their spawning point, just to do it all over again - you would think they would either navigate around if the can {e.g. underground portions of "Madstone Crater", or stop short - though my guess is this is WAI}].)
2) Paralyzed scorpions should not be allowed to burrow (and paralyzed phase-spiders should't phase and other paralyzed mobs should't slide around). (of course, same for other, similar effects, such as "stone prison"; though I'm not sure if phasing/burrowing happens, but sliding around sure does.)
3) After completing the first part of "Grey Garl", when you recall out of the wilderness, you're ported to the "Salty Wench Tavern" instead of just inside the gate (not really a big deal, but there it is anyway). (Doesn't happen when completing the 2nd half.)
4) When turning-in "Ghost of a Chance" and "Two-Toed Tobias", after collecting reward, the initial dialog boxes of the quest givers open (but I believe "close" is the only option).
Hmmm...I thought I had another, but if I did can't think of it off-hand. Oh well.
;)
Baelorn
07-23-2017, 01:24 PM
the champ trog shamans, that cast magic missle, also do fire damage, and slash damage between the listed damage done by the magic missle, PER MISSILE. So your getting hit with 5 fire damage types, and taking 5 slashs from melee. 10 full extra hits, taken from range. Their magic missile needs to be fixed please. Its doing magic missile, then fire damage, then slash damage, 5x each. This thing hits harder than famine reapers. (Almost double). I took a 280 hp damage hit, from the monster casting 1 magic missile at me. At level 5 artificier. If i didn't have enough reap enhance pts, i woulda outright died. I know there's a few dungeons with trog shamans that do that. The pit is another.
sorry, update.
If i wasn't 35's for resists. I would have taken another 175 fire damage. another 20 from slash damage via dr 4/slash. Not counting the prr/mrr. That would have come to close to 480 damage from the magic missile spell that i took off that trog shaman. See my point now? Reap 1 (lvl 4 base dungeon quest) 480 damage attack from a magic missile. That'd kill just about anyone. That's way too much for any mob at that level to be doing. Roughly 3-4x what famine reapers do with their force missiles. It definately needs to be fixed.
Baelorn
07-23-2017, 01:37 PM
Are now self healing like the light-bearer soul champs. On top of having their dodge ability.
Baelorn
07-23-2017, 01:44 PM
Not preventing webs immobilize (entangle).
tikwid
07-23-2017, 02:20 PM
Wracking shot debuff Wracked uses a "DO NOT USE" icon
https://puu.sh/wR90t.jpg
Ebondevil
07-23-2017, 04:08 PM
Bug: The Wizard Archmage (http://ddowiki.com/page/Archmage_enhancements) Core Enhancements Evocation I: Magic Missile, and Evocation III: Chain Missiles does not trigger the Favoured Soul Angel of Vengeance (http://ddowiki.com/page/Angel_of_Vengeance_enhancements) Enhancement Scourge.
Reasoning: The Archmage Enhancement Arcane Bolt does trigger Scourge, and the aforementioned Core Enhancements Trigger the Favoured Soul Angel of Vengeance Enhancement Just Reward
Kaisheng21
07-23-2017, 08:45 PM
Friends' comments are deleted on TR.
Hafeal
07-24-2017, 12:03 AM
Lynnabel -
Well this thread is getting lengthy! I cannot remember if it was here or another thread where you were hunting down incomplete quest objectives (Kill "x" <missing>). Anyway, I came across 2 more tonight:
The Enemy Within
Made to Order
I think? you said these were easy fixes but it is late and I am not searching! :p
TheOnly_LightInDark
07-24-2017, 12:12 AM
Was tying out the iconic blade pali war forged and got mugged by an unbound mining ele and taken to - 1 health and never came back up once I recovered to 73 health. Just lay on the ground. Log stated you are immune to heal to 1 (or something close). Also why is the unbound elemental able to block out elemental damage on my sword ? Hes was getting benefits of damage reduction on both my slash and the elemental damage part (two separate damage reduction) thought they couldnt reduce bane damange that or has that changed ?
Hakushi
07-24-2017, 02:20 AM
The Acid Ball from Tharaak Hounds hit players through walls, this can be experienced particularly in the VoN2 maze.
LightBear
07-24-2017, 06:16 AM
So, from this thread, what has been, or deemed as, fixed?
And what is she now working on to get fixed?
I'm asking because after update 36 went life I did an iconic tr to start from 1 as a dragonborn and noticed some things I thought where fixed.
Is there an exact list out there?
Cantor
07-24-2017, 11:57 AM
Are now self healing like the light-bearer soul champs. On top of having their dodge ability.
They've always had that as a possible buff. Did you upgrade to reaper from elite and they increase tier maybe?
Your post before the quoted one on magic missile, I'd like to see multihit spells only apply on hit effects once too but I suspect this is wai since players work that way in shiradi.
Cantor
07-24-2017, 12:03 PM
The Acid Ball from Tharaak Hounds hit players through walls, this can be experienced particularly in the VoN2 maze.
All fireball style aoe cast by players do this too. Hellball, fireball, dbf, acid blast, lightning ball, eldretch ball, maybe others?
Not that I necessarily advocate fixing it, since it is a work around when mobs get stuck in walls ( or like someone said before about worms underground).
Arch-Necromancer
07-24-2017, 05:13 PM
All fireball style aoe cast by players do this too. Hellball, fireball, dbf, acid blast, lightning ball, eldretch ball, maybe others?
I thought only Sonic Blast penetrates the walls...
Qezuzu
07-24-2017, 09:13 PM
Outsiders in The Devil's Gambit chain are universally immune to Dismissal and Banishment.
Rakshasa in all content seem to be immune to it as well (idk if there's some lore reason they should be, but they're definitely Evil Outsiders.)
Scrapco
07-25-2017, 12:12 AM
Tower of Frost:
(Dungeon Master): The leaves and branches if a nearby bush suddenly twist into motion.
Just throw me a strings export. :-D Be done by Wednesday.
Ebondevil
07-25-2017, 07:56 AM
Rakshasa in all content seem to be immune to it as well (idk if there's some lore reason they should be, but they're definitely Evil Outsiders.)
I believe Rakshasa in Eberron (http://ddowiki.com/page/Rakshasa#Rakshasas_in_Eberron)are considered to be Native Outsiders in Eberron as they were created by Khyber and thus since they are generally on their Home Plane, they can't be Banished/Dismissed. So lore reason.
Arch-Necromancer
07-25-2017, 10:25 AM
Necrotic Blast, Necrotic Bolt and probably Necrotic Touch too (Pale Master SLAs) heal enemy undead, but do not heal friendly undead.
It should either be the opposite, or should not heal both.
Chill Touch has a fear effect for enemy undead instead of damage. Maybe those Necrotic SLAs could get similar effect (some sort of debuff instead of damage for undead) and that would fix it (and slightly improve the SLAs).
Kaisheng21
07-25-2017, 12:33 PM
In the combat log, when your hireling heals someone, it instead says '... was healed by you for ... points.'
alancarp
07-25-2017, 04:18 PM
During the Cannith challenges - mostly those when you're running torches around - players talk with the foreman to pick up supplies: buy teleporters, incense torches, healing torches, more time/workers/barrels/etc.
Typically I will buy 5 workers or 5 incense torches in quick succession... but sometimes (usually when I run out of available colelcted crystals to use as currency or hit the maximum that can be purchased), the items in the menu will bounce or scroll slightly.
In such instances, in my clicking haste, I often will (for example) buy a healing torch when I was aiming for an incense torch. That's not critical, but it upsets my plan a bit and generally ends up wasting some time.
Any chance you could look at allowing enough pre-determined space for the error messages so that those foreman menus never bounce around under my frenzied mouse clicks?
Vindraxx
07-25-2017, 06:53 PM
The Epic Elite (ML 25) version of the Ironwood Khopesh only has 1.5 Weapon Dice (same as the elite version). The Epic Hard (ML 24) version has 2.5 Weapon dice.
SisAmethyst
07-26-2017, 02:06 PM
Hi,
there seem to be an ongoing dispute about th spell Shield (http://ddowiki.com/page/Shield_(spell)) which states 'Grants a +4 shield bonus to Armor Class and protects against force spells'. Contrary to the spell Nightshield (http://ddowiki.com/page/Nightshield) it however doesn't seem to protect against force missiles, so the description should be adapted or the spell corrected as described.
Qezuzu
07-26-2017, 03:41 PM
Sunbeam says its blindness is temporary, but it is actually permanent.
bracelet
07-26-2017, 03:53 PM
I think this thread is too long. I don't want to read 47 pages, but I want to ask if keeping stances on through logout has been discussed? Is it feasible? In particular I would like PowerAttack and Stalwart Defense to stay on. I rarely remember to turn them back on when I log in and always run around the first few quests gimp.
And those are not the only two. There are a significant number of stances that are turned off by logout. I am sure there are people ready to point out which ones.
And what happened with EPL Energy Criticals? That stance says it was on when you logged in, but was not. But I heard that it might actually have been doubling up with EPL Doubleshot by mistake. Is that true, and did it get fixed to do the right thing? I have no way to test it at the moment.
Moving these over here. Cant seem to delete the old posts though....
Hey Lynnabel, if you are looking for some specific ladders to play with, one comes to mind.
In "The Tide Turns" Final quest in the Sentinels arc in House Deneith. There are 2 rooms with rats on the floor (the ones with jets) where you have to do some pipe hopping to flip valves. In the second room the ladder you jump on to get to the upper half of the room. Enter room go straight to wall turn right and walk across pipe, small jump to another pipe (hit head on low hanging pipe and repeat a few times), walk to end of pipe turn left and jump. That ladder ALWAYS hitches 2-3 times before I get it. Between the low pipe and the hitching ladder I spend a full extra minute in that room every run hehe.
Second post cause I forgot to finish the other post...
First thanks for all the bug fixing you have been doing, I know others have said but all the little things really really help keep us immersed.
For other quality of life things that you may be able to fix:
I know we just fiddled with Skills and how they are listed. Is there any way to always put things with points spent first in the leveling screen, cause you are most likely to put more points where you have already spent points.
Guild Buffs. Can you exclude the Experience shrine/room from being combined into the new guild buff. For most its on a separate timer and drops when you die unlike regular guild buffs.
Ammo. Check stack sizes. some are 100 some are 1000. For example house deneith ammo and most store bought stacks to 100 in inventory and 1000 in quivers).
Cosmetic hats. Cosmetic hats override /showhelmet off. Annoying for those that need the clicks from stuff like spider cult mask.
Experience capping (not taking the next level till you've maxed it). Would be useful if there was somewhere in game to know how much exp you need to cap for your next level. Maybe a spot in your character sheet.
Elemental resistances. Would be useful if the percent based resistances showed and were explained in the character sheet.
Adventure Compendium. Automatically sort by level. and maybe take you to your current level on opening?
And for a long term stretch QoL fixes that's probably way above your pay grade,
Gear advanced information. Have duplicated buffs on gear show in blue (like if you had 2 things providing speed show both in blue or the weaker one in red and the applied stronger one in blue).
More bags. Bag to put daily experience in (banking for next life without taking up all your room). Skill and stat Tome bag (or would it be a book?). Scroll box for those less used scrolls. Potion barrel for potions. Wand belt for wands. Basically ways to free up inventory space or let us carry more utility items and keep them organized rather then just adding more tabs to your inventory. And those can all be monetized.
Anything that helps with organizing, bag maintenance, etc is a huge quality of life improvement. I would love a way to look at my other characters banks and inventories without having to log into them individually (even if that way is look but not touch).
Guess that's enough for now. And I know you can only feasibly do the first few. But those are the kind of things I would be looking for to improve life.
Tricosene
07-26-2017, 09:12 PM
Lynnabel - here's a text change for you.
Under Primal Avatar, the "Paired Parry / Symetric Strikes" (sic) multiselector description of +5 AC or +3% damage does not match up with the description on each of the individual selections, which say +7 AC for "Paired Parrying" and +5% damage for "Symmetric Strikes." Also, the multiselector has symmetric misspelled and says "Parry" vs. the individual selector which says "Parrying."
Cantor
07-26-2017, 09:19 PM
I noticed that my ivy wraps mythic +4 are not spiked and not typed to break piercing DR, like old ones do. I wanted to add this to the list of other items in druid's deep not getting all their effects.
Cantor
07-26-2017, 09:20 PM
I thought only Sonic Blast penetrates the walls...
Oh, that's the one I forgot.
Tricosene
07-26-2017, 09:22 PM
I think this thread is too long. I don't want to read 47 pages, but I want to ask if keeping stances on through logout has been discussed? Is it feasible? In particular I would like PowerAttack and Stalwart Defense to stay on. I rarely remember to turn them back on when I log in and always run around the first few quests gimp.
They've said that this is intentional. Something along the lines of it not turning back on properly upon logout / login, so the best way to make sure it resets properly is to make you manually turn it on each time.
Qezuzu
07-26-2017, 10:12 PM
The Mirror of Shadows from Through a Mirror Darkly states it has a 15 second cooldown, when instead it has a 6 second cooldown.
Asylumist
07-26-2017, 11:32 PM
I have 1 request. Allow players to expand the inventory sheet so its easier to see. There are other menus you can expand like the lfm and the favor page. But the inventory you can't. Finding stuff in your bag is always a mission even with the list style menu because of how small the text is. Idk if this is generally a ui scaling issue but if you fixed the inventory to even scale to be 20% larger I would cry more tears than the sleezebag rakshasha in A Cry for Help.
I know we just fiddled with Skills and how they are listed. Is there any way to always put things with points spent first in the leveling screen, cause you are most likely to put more points where you have already spent points.
From the U36 release notes:
In the Level Up Skill Panel, Skills with assigned ranks that are class skills sort to the top, skills with assigned ranks that are cross class are next, skills with no assigned ranks that are class skills follow, then finally skills that have no assigned ranks and are also cross-class are listed.
It's been working that way for me since the update, so if it's not doing that for you then there's a bug.
Elemental resistances. Would be useful if the percent based resistances showed and were explained in the character sheet.
Yes, even a simple tooltip for each element stating "you resist x points, and then absorb y%" would do.
brian14
07-27-2017, 12:27 PM
Not a "fix" of something broken, but a tremendous quality of life improvement which I have been asking for years:
Please provide a functionality to export one's inventory, banks, and bag contents into an external file. Just a simple .txt file will do!
Ebondevil
07-27-2017, 01:35 PM
Not sure if this is an easy fix or not
Cyclonic Blast deals damage despite making a Reflex Save with Evasion (Full damage on Failed Reflex Save despite Improved Evasion).
Player Vs Thaarak Hound:
(Combat): You attempt to save versus cyclonic blast. You roll a 17 (+37): save!
(Combat): Thaarak Hound's cyclonic blast hit you for 80 points of damage.
(Combat): You attempt to save versus cyclonic blast. You roll a 3 (+37): save!
(Combat): Thaarak Hound's cyclonic blast hit you for 73 points of damage.
(Combat): You attempt to save versus cyclonic blast. You roll a 19 (+37): save!
(Combat): Thaarak Hound's cyclonic blast hit you for 83 points of damage.
Rogue (with Improved Evasion) vs Wizard
(Combat): You attempt to save versus cyclonic blast. You roll a 9 (+25): save!
(Combat): Kepesk's cyclonic blast hit you for 79 points of damage.
(Combat): You attempt to save versus cyclonic blast. You roll a 4 (+25): save!
(Combat): Kepesk's cyclonic blast hit you for 82 points of damage.
(Combat): You attempt to save versus cyclonic blast. You roll a 2 (+17): save failure!
(Combat): Kepesk's cyclonic blast hit you for 158 points of damage.
Submitted a Bug report with more details and steps to replicate: Request #18698
dragons1ayer74
07-27-2017, 03:26 PM
Please fix last second head tunrs on breathing dragonborns :P
It would be nice to get the dragon breath fixed so when you use it comes out consistently from the front of their mouth regardless of what is targeted and never again come out at 90 degree angle to the side which misses all foes.
Jasparion
07-27-2017, 06:14 PM
Has anyone mentioned the Rest Shrine in Haunted Halls which is in the rock and you have to select then Use it? I think it should actually be out of the rock so you just have to click on it like other shrines.
If no-one has mentioned it, that.
Arch-Necromancer
07-28-2017, 05:28 AM
They've said that this is intentional. Something along the lines of it not turning back on properly upon logout / login, so the best way to make sure it resets properly is to make you manually turn it on each time.
Cordovan said in one video that the actual reason is because they would need to save this information in a character file on server and it would incease the size of character files too much. And since they have a limit on the size of character files, they can only save some information, and not all.
If that is indeed the case, then I think they need to distribute the given space more logically.
For example, Eschew Materials feat does not stay turned on, while some other metamagic feats stay on. It makes no sense bacause if you took Eschew Materials, you are going to have it on all the time. There is absolutely no reason to turn it off if you have it. On the other hand, other metamagic feats stay on even though you actually do turn them on or off depending on whether you want the damage amplification for increased SP cost or not. I usually just used Maximize for bosses, and not for regular mobs and it is impossible to keep it on all the time with current limitations in SP recovery.
Defensive fighting is also saved, and it is not some ability that you may want on all the time. It even turns off when casting a spell. Completely useless to save in a file.
So instead of saving damage boosting metamagic feats that waste much SP for extra damage and Defensive fighting (that also gives penalties), maybe we could get Eschew Materials and Stalwart/Sacred Defender saved? These abilities do not have a reason to be turned off, while maybe some other that are saved do.
TEXT BUG IN GIANTHOLD
In the Wastes of Gianthold (heroic) saga, when you ask for "details about the next quest in saga", the guy gives you the quest name and the description.
Quest name and the description have been mixed up for "A Cabal for One" and "The Crucible".
And it is not just the text that is wrong, I think that the order of quests is wrong too.
"A Cabal for One" should be in the second category (with Madstone and Prison of Planes), and "The Crucible" should be in the last one with Gianthold Tor.
Or maybe both "A Cabal for One" and "The Crucible" should be in second category.
"The Crucible" was the last quest in the line needed to be done to be able to flag for the raid (before update changed it) so it makes sense to be after "A Cabal for One" in the saga sequence.
JOTMON
07-28-2017, 07:32 AM
~snip~
Don't tell anyone but I can't fix everything :<
So far you are doing pretty well.
As Dev's you take a lot of abuse even for things you may or may not have control over and that isn't going to go away, just remember even as we vilify you we appreciate you.
U36 fixes a few annoyances that have been around for a long time, and its good to see these getting corrected.
Thanks for communicating with the players on a fairly regular basis and not becoming too jaded dealing with the 'diverse' player base..
Steelstar
07-28-2017, 08:24 AM
Please fix last second head tunrs on breathing dragonborns :P
It would be nice to get the dragon breath fixed so when you use it comes out consistently from the front of their mouth regardless of what is targeted and never again come out at 90 degree angle to the side which misses all foes.
While the VFX are attached to the Dragonborn's mouth, the detect for damage is not, and should behave as expected. In short, this bug should be visual-only.
When we have art resources to do so, we'll look into the viability of having the head stick in a consistent location despite other animation blending going on.
Tom.JonesJr
07-28-2017, 11:13 AM
Lynnabel, I think I found one for you to look into. Epic Feat - Divine Sphere - Holy Strike - 'Your weapons gain Ghost Touch.' I am a ranger and no where in my bow description does it say my bow is now ghost touched nor do my equiped arrows. The description implies that it will work on Melee, Ranged, or unarmed attacks.
dragons1ayer74
07-28-2017, 11:25 AM
While the VFX are attached to the Dragonborn's mouth, the detect for damage is not, and should behave as expected. In short, this bug should be visual-only.
When we have art resources to do so, we'll look into the viability of having the head stick in a consistent location despite other animation blending going on.
Interesting to hear but not what I and other I play with had been experiencing on a regular basis. It might not be directly related but the breath weapon misses a lot in real play. I have better success when manually targeting if I have a creature in my focus orb it like it shoots in the floor or ceiling and does nothing...similar to the SLA fireball targeting bug that misses a lot if you dont have the proper targeting.
Apparently other are having this issue:
https://www.ddo.com/forums/showthread.php/488543-Why-does-my-Dragonborn-breathe-with-a-lisp
Saaluta
07-28-2017, 12:59 PM
Not sure if this has been pointed out already, but in the gianthold quest "Trial By Fire" at one point in quest the DM text says "The troll hurls something bulky into the chasm and knocks an arrow". Knowing something about archery, that should be nocks. Just a minor error, but one that makes me cringe everytime I read it in the middle of my screen as I see it at least once a tr, and there have been a lot of those :)
Saal :)
Lynnabel
07-28-2017, 01:02 PM
Lynnabel, I think I found one for you to look into. Epic Feat - Divine Sphere - Holy Strike - 'Your weapons gain Ghost Touch.' I am a ranger and no where in my bow description does it say my bow is now ghost touched nor do my equiped arrows. The description implies that it will work on Melee, Ranged, or unarmed attacks.
Not all effects need to be visually stuck to the weapon to work. Does the ghost touch not function?
Also I deeply apologize for not being as active as I'd love to be in this thread, I am *really* busy with Ravenloft stuff. I've fixed the Reactive Heal icon, though.
Crysae
07-28-2017, 03:17 PM
Can we get some way to preview cosmetic armor kits? I'd love to buy them every time they go on sale but I have no idea what they look like and I'm not going to take a crapshoot. Obviously the old preview function broke when the store was moved out of the game. Maybe post pictures for us? Thanks.
Sqrlmonger
07-28-2017, 04:48 PM
Could someone take a look at the Optional XP ransack?
Currently if you are running a quest and you do an optional objective after quest completion the optional does not get ransack decay presumably because the last completion time was just reset to "now".
This is very frustrating when you're doing daily quests and you are about to get an optional that gives 14k XP but instead only gives 8k XP.
I don't know if just temporarily (while still in the quest) saving off a "previous completion" time when you complete the quest and using it instead of the new completion time would fix it, but there has to be something that can be done about this.
Let me know if this makes sense or if you need more information. If it helps when I say "Ransack Decay" I mean the reduction of XP penalty by 50% after enough time has elapsed without doing the quest or optional.
Hakushi
07-28-2017, 05:10 PM
The description of the Hag's Apoticary amenity on airships says it sells inexpensive potions which isn't true.
This one I think is well known, but in the rewards list, it says the last extended duration for buffs is granted at level 140 but in fact, it's granted at 125 following the actual progression from the other tiers.
Not all effects need to be visually stuck to the weapon to work. Does the ghost touch not function?
Also I deeply apologize for not being as active as I'd love to be in this thread, I am *really* busy with Ravenloft stuff. I've fixed the Reactive Heal icon, though.
If you work on Ravenloft you are forgiven, not if you work on Mordor ;-)
Lovely you do 2 expansions for the games!!
SiliconScout
07-28-2017, 07:23 PM
While the VFX are attached to the Dragonborn's mouth, the detect for damage is not, and should behave as expected. In short, this bug should be visual-only.
When we have art resources to do so, we'll look into the viability of having the head stick in a consistent location despite other animation blending going on.
You might want to look into the actual area of effect as well. Even if this is true more often than not when I use my breath weapon it doesn't score any damage on the mobs despite them being directly in front of me. I wonder if there isn't some sort of Geometry effect breaking things (kinda like thief traps)?
Just seems to me that most of the time that I use it nothing happens. It's obvious enough that, frankly, I gave up on using the enhancement.
Seikojin
07-28-2017, 10:27 PM
You might want to look into the actual area of effect as well. Even if this is true more often than not when I use my breath weapon it doesn't score any damage on the mobs despite them being directly in front of me. I wonder if there isn't some sort of Geometry effect breaking things (kinda like thief traps)?
Just seems to me that most of the time that I use it nothing happens. It's obvious enough that, frankly, I gave up on using the enhancement.
Sometimes a little bug around proximity to the caster and the spell crops up that prevents spells and effects from landing if they are soo close they can feel the color of your underwear.
nokowi
07-28-2017, 10:34 PM
Sometimes a little bug around proximity to the caster and the spell crops up that prevents spells and effects from landing if they are soo close they can feel the color of your underwear.
Who plays DDO with underwear on?
or pants for that matter...
Scrapco
07-28-2017, 10:36 PM
Hovering over the tome feats (under Special Feats) shows the text "The maximum *applied* bonus (shown on the to an ability score..."
And then I accidentally the whole bottle!
Phoenicis
07-28-2017, 11:15 PM
who plays ddo with underwear on?
Or pants for that matter...
tmi
Niminae
07-29-2017, 06:27 AM
Ammo. Check stack sizes. some are 100 some are 1000. For example house deneith ammo and most store bought stacks to 100 in inventory and 1000 in quivers).
Elemental resistances. Would be useful if the percent based resistances showed and were explained in the character sheet.
Both of these would be excellent QOL improvements.
I'm on a ranged life right now, and I have crafted bolts that only stack to 100, random drop bolts that only stack to 100, summoned Flame Arrow (Bolt) that stack to 500, and summoned bolts that stack to 1000. Improving the crafted and random arrows to 500 or 1000 would be a huge benefit, especially since you cannot swap arrows from your quiver, they have to be in your inventory. So since I love to use my Summon Bolts for breaking things, my Flame Arrow (Bolt) for killing things, and my crafted bolts for killing specific things that I am very much afraid of, I have to have all of those bolts in my inventory in able to have the ability to swap them around on the fly. And that takes a lot of inventory slots.
On Elemental Resistance, adding the non-Elemental resistances to the character sheet would be really nice. There is light resistance, poison resistance, and probably a few others that could be placed on the character sheet. And maybe on a mouse-over you could see your absorption percentage, just like you see your dodge when mousing over your AC.
Arch-Necromancer
07-29-2017, 06:57 AM
On Elemental Resistance, adding the non-Elemental resistances to the character sheet would be really nice. There is light resistance, poison resistance, and probably a few others that could be placed on the character sheet. And maybe on a mouse-over you could see your absorption percentage, just like you see your dodge when mousing over your AC.
There are only 2 numbers, resistance and absorption. There is enough room for both, one below other. Light, negative, poison resistances would be great. I think there is room for them too. Others (like force) could be put into a mouse-over list.
Sam-u-r-eye
07-29-2017, 08:03 AM
While the VFX are attached to the Dragonborn's mouth, the detect for damage is not, and should behave as expected. In short, this bug should be visual-only.
When we have art resources to do so, we'll look into the viability of having the head stick in a consistent location despite other animation blending going on.
AFAIK from lots of ingame experience this is wrong.
Unless you are rooted in place your fuz-ro-duh goes sideways and hits 1-2targets maybe... in a very big pack.
It's definitely not as good as color spray etc.
TPICKRELL
07-29-2017, 08:56 AM
The description of the travelers trunk says it has superier xp pots and greater slayer pots, but it actually has sov I xp and major slayer pots.
LrdSlvrhnd
07-29-2017, 02:29 PM
lvl 20+ quest rewards from the quest giver: Commendation of valor.
Not going into the ingredient bag where they should, can you have the bags by size, collect them when they are selected as a quest reward and placed in ones inventory please?
No baggable end reward actually goes into bags - comms of valor, Eveningstar comms (from Druid and KF chains), Shroud ings, Mystical ings (not that anybody should be taking those anymore), heart seeds, etc. They never have, and they likely never will. Honestly, at this point, I'd settle for them simply stacking lol
Who plays DDO with underwear on?
or pants for that matter...
Ahhh, but the mobs are close to your CHARACTER, not you, and they never take their skivvies off *g*
EmGreen
07-29-2017, 07:12 PM
I pulled a new Nicked Repeating Light Crossbow from the Sharn syndicate chain reward, but it won't work. The weapon will not fire when equipped. Other repeaters work fine. I've submitted a bug report too.
Lynnabel
07-29-2017, 07:18 PM
I pulled a new Nicked Repeating Light Crossbow from the Sharn syndicate chain reward, but it won't work. The weapon will not fire when equipped. Other repeaters work fine. I've submitted a bug report too.
This has been fixed internally and will go live in the next patch.
Damian
07-29-2017, 09:54 PM
Hi Lynn,
When summoning a figurine of wonderous power panther (L18), either the black or white one, the reaper XP will go down to ZERO for everyone. Even when in a quest L18 that had 500+ reaper XP listed... The second the panther appears, so does all the reaper XP.
This is a real bummer and would appreciate if you could fix this.
Thx
I got screenshots if it helps.
Aelonwy
07-29-2017, 10:54 PM
Hi Lynn,
When summoning a figurine of wonderous power panther (L18), either the black or white one, the reaper XP will go down to ZERO for everyone. Even when in a quest L18 that had 500+ reaper XP listed... The second the panther appears, so does all the reaper XP.
This is a real bummer and would appreciate if you could fix this.
Thx
I got screenshots if it helps.
I don't know much about Reaper, I've dipped my toes in it just enough to go Nope, not for me, bye bye now, however, I do know the Figurines of Wondrous Power summon a level 20 hireling, that acts just as any other Gold Seal that as I understand it means:
You can summon Gold Seal hirelings at a lower level than plat hires
Gold Seal hirelings affect dungeon scaling less than plat hires
You may summon as many Gold Seal hirelings as you have open party slots
I suspect the actual level of the panther (20) is negatively affecting your Reaper XP. I'm not sure why that should remove all your Reaper XP though.
Damian
07-30-2017, 12:02 AM
I don't know much about Reaper, I've dipped my toes in it just enough to go Nope, not for me, bye bye now, however, I do know the Figurines of Wondrous Power summon a level 20 hireling, that acts just as any other Gold Seal that as I understand it means:
You can summon Gold Seal hirelings at a lower level than plat hires
Gold Seal hirelings affect dungeon scaling less than plat hires
You may summon as many Gold Seal hirelings as you have open party slots
I suspect the actual level of the panther (20) is negatively affecting your Reaper XP. I'm not sure why that should remove all your Reaper XP though.
You are correct in the fact that it should have scaled the reaper XP -20% since base quest level was 19 (House C quest) and highest level in group was 18. I tested it afterwards in another quest, killed 10 mobs, saw the reaper XP appear and the second I spawn a panther, zero reaper XP.
Hobgoblin
07-30-2017, 12:02 AM
I don't know much about Reaper, I've dipped my toes in it just enough to go Nope, not for me, bye bye now, however, I do know the Figurines of Wondrous Power summon a level 20 hireling, that acts just as any other Gold Seal that as I understand it means:
You can summon Gold Seal hirelings at a lower level than plat hires
Gold Seal hirelings affect dungeon scaling less than plat hires
You may summon as many Gold Seal hirelings as you have open party slots
I suspect the actual level of the panther (20) is negatively affecting your Reaper XP. I'm not sure why that should remove all your Reaper XP though.
well if they are doing a level 16 quest and summon a level 20 - thats four levels of drain on rxp so minus 80%
sirgog
07-30-2017, 02:41 AM
Hi Lynn,
When summoning a figurine of wonderous power panther (L18), either the black or white one, the reaper XP will go down to ZERO for everyone. Even when in a quest L18 that had 500+ reaper XP listed... The second the panther appears, so does all the reaper XP.
This is a real bummer and would appreciate if you could fix this.
Thx
I got screenshots if it helps.
This would be working as intended.
Level 20 characters are not able to enter Reaper mode on heroic dungeons. By summoning a level 20 (i.e. epic) hireling, you thus brick the dungeon.
Typo from Desire in the Dark when you search the Pile of Gold.
http://i.imgur.com/7rN1tTB.jpg
MarcusCleardawn
07-30-2017, 04:26 AM
Make the DDO Store a reliable way to actually receive what you have purchased. Personally, I think this should have been the number one priority of SSG ahead of the new expansion or anything else other than paying employees and keeping the lights on.
mrtreats
07-30-2017, 11:29 AM
Any way you could fix the icon for the deep Gnome past life toggle i think its the one its the same as Shadar-Kai and drives me nuts when looking to find it also the warlock past life icon is purple all the rest are gold any way to make it like the rest not just steal the icon from a ability use the actual race icon like the rest of them
LordDunmore
07-30-2017, 02:33 PM
In the quest Skyros' Jewell out in Ataxaria.
Just past the only shrine, as you are walking up the corridor after unlocking the cage door, there is a DM Voice Trigger: "The deadly water spider Deluge springs and attacks." The trigger point is at:
r1 lx80 ly96 i2049 cInside ox-9.79 oy-1.46 oz-313.89 h85.8 Q:0x70007C14
Deluge is actually up a bit further where the passage opens into a bigger room, and through a door to the right. Nowhere close to the DM voice over point.
Lynnabel
07-30-2017, 02:35 PM
the warlock past life icon is purple all the rest are gold any way to make it like the rest
This was fixed in U36. Check again :)
FuzzyDuck81
07-30-2017, 04:37 PM
minor thing that's been bugging me on item descriptions with the appropriate enhancements
Critical threat range - that's fine, it's an accurate description
Critical threat multiplier - surely, critical *damage* multiplier?
Mindos
07-30-2017, 08:02 PM
I noticed while doing Legendary Shroud a minute ago, that the buffs and debuffs keep moving around on mobs/portals.
For example, a NEGATIVE from the mobs perspecive, such as destruction, occasionaly moves from the second row, to the top row, then back to the second row.
Now multiply this by all the possible debuffs, times all the monsters on the server being debuffed, times... well, you get the picture. (insert google images picture of lag here)
You're welcome.
LrdSlvrhnd
07-30-2017, 08:37 PM
I noticed while doing Legendary Shroud a minute ago, that the buffs and debuffs keep moving around on mobs/portals.
For example, a NEGATIVE from the mobs perspecive, such as destruction, occasionaly moves from the second row, to the top row, then back to the second row.
Now multiply this by all the possible debuffs, times all the monsters on the server being debuffed, times... well, you get the picture. (insert google images picture of lag here)
You're welcome.
This makes perfect sense if both you and another party member are giving the same debuff to a mob. You give it Destruction and it moves down to the bottom row showing your negative effects; the other person hits it and it moves back up to the top row because now he's the most recent person to give it; then you hit it again and now *you're* the most recent person; etc. I can't think what they could do with this other than remove the "your debuffs" row, but it would still be jumping around to the end of the debuff row every time it gets reapplied so that wouldn't really help a whole lot.
cebgamer06
07-30-2017, 10:01 PM
I noticed a typo with Glitter of Fame from the Fatesinger Epic Destiny. In buff bar and buffs in the character window, its says:
"As long as you are above 10% HP or more, gain +1 to all Ability scores except Charisma and Constitution"
but in the description of the Epic Destiny itself it says:
"Passive: +1 Charisma, +1 Constitution, and +1 to hit. As long as you are above 10% Health, you radiate confidence: gain +1 to all Ability scores except Charisma.
Shouldn't that last part say
"Passive: +1 Charisma, +1 Constitution, and +1 to hit. As long as you are above 10% Health, you radiate confidence: gain +1 to all Ability scores except Charisma and Consitution
Mindos
07-30-2017, 11:18 PM
any chance of fixing LGS? Oppo needing to be alone?
https://www.ddo.com/forums/showthread.php/481349-LGS-Opposition-HP-bonus-not-applying?p=5903969#post5903969
Kantia
07-31-2017, 01:28 AM
If you're looking for a few typos to fix, how about the titles of the Champions?
https://www.ddo.com/forums/showthread.php/488507-Do-Champion-titles-have-typos
Archeron --> should be Acheron
Styxian --> should be Stygian
Aboreian --> should be Arborean
Souless --> should be Soulless
OzDrew
07-31-2017, 02:32 AM
I realize the fixing the AI ship has sailed but could some adjustment be made so they go back to following and standing a few metres behind the summoner instead of standing right on top of you, or even worse, gazing adoringly into your eyes, back to the fight, stuffing up targeting?
Phoenicis
07-31-2017, 06:08 AM
Saw this while running this weekend:
https://drive.google.com/open?id=0B77Cwmql49h5b1o0UHJ4VktPOGs
was kinda busy and it only popped up briefly so I didn't get my mouse over it in time to catch the tool tip.
Grrrr, can't get it to show as an image.
Anyway, there is an icon on the buff bar that has a 'DO Not Use' message in it.
Saekee
07-31-2017, 06:35 AM
Saw this while running this weekend:
https://drive.google.com/open?id=0B77Cwmql49h5b1o0UHJ4VktPOGs
was kinda busy and it only popped up briefly so I didn't get my mouse over it in time to catch the tool tip.
Grrrr, can't get it to show as an image.
Anyway, there is an icon on the buff bar that has a 'DO Not Use' message in it.
I think that is the timer for Everything is Nothing in GMoF?
Arch-Necromancer
07-31-2017, 07:16 AM
Can you make Guild Renown from chests to be picked up (put into inventory) first when you "loot all" items from the chest.
Right now it is the last item that is looted from the chest.
The problem is if you are low on inventory space, you are then unable to pick it up because it requires a free inventory slot, even though it disappears after it enters the inventory.
Phoenicis
07-31-2017, 07:42 AM
I think that is the timer for Everything is Nothing in GMoF?
Nope, the toon was lvl 17 at the time.
Keladon
07-31-2017, 08:44 AM
Could you please check what's going on with the XP ransack penalty from optional objectives never going down or resetting over time?
The completion xp ransack penalty goes down correctly each day, but for the exact same quests I have optionals that are at -100% xp...
And it's completely random too, some optionals are at -100%, others are stuck at different values and some even seem to reduce just fine.
From what I can find in about a dozen related threads, this bug has been around since 2013. (Probably ever since the Quest Ransack mechanic was introduced)
Lynnabel
07-31-2017, 09:14 AM
Nope, the toon was lvl 17 at the time.
Oh, I recognize that DO NOT USE! It's Reactive Heal!
Already fixed internally :)
Dandonk
07-31-2017, 10:01 AM
My personal pet peeve is the Wheeps. They're... inconsistently incorporeal. They do not seem to be affected by incorporeal bane, even when I get "incorporeal" messages when attacking them without ghost touch.
(apologies if this has been brought up before, in this by now rather lengthy thread)
Kylstrem
07-31-2017, 10:09 AM
Web targetting seems to have been changed at some point in the recent past.
On my Warlock, I'll have something targeted, hit tab to target a new creature, then hit Web really quick.
Instead of casting web on the new creature I just targeted, the Web gets cast on the previous creature (and that creature is BEHIND ME, i.e. web was cast successfully in the opposite direction I was looking). I'm pretty sure Web has always need to be cast in front of you.
In a similar vein, I won't have anything targeted sometimes (i.e I want to cast web on the ground in front of me) and I will get a "Not in range" error... same for D-door.
Ebondevil
07-31-2017, 10:39 AM
Web targetting seems to have been changed at some point in the recent past.
On my Warlock, I'll have something targeted, hit tab to target a new creature, then hit Web really quick.
Instead of casting web on the new creature I just targeted, the Web gets cast on the previous creature (and that creature is BEHIND ME, i.e. web was cast successfully in the opposite direction I was looking). I'm pretty sure Web has always need to be cast in front of you.
In a similar vein, I won't have anything targeted sometimes (i.e I want to cast web on the ground in front of me) and I will get a "Not in range" error... same for D-door.
I think that's just targeting in general, I'll frequently be firing a repeater on an Artificer, tab to a new target and the next round of shots will hit my previous target.
Aelonwy
07-31-2017, 10:51 AM
I think that's just targeting in general, I'll frequently be firing a repeater on an Artificer, tab to a new target and the next round of shots will hit my previous target.
That has to be the most annoying aspect of a repeater build. IMHO.
Aelonwy
07-31-2017, 10:55 AM
I don't know if this exactly qualifies as a bug but if not I'm not sure what is an appropriate label. This appears to me to be a missing or perhaps mislabeled art file. I'm going to use images to demonstrate this issue as I can think of no way to verbally explain it with enough detail.
http://i.imgur.com/5rtVDR5.jpg
What you see in the top image is exactly what it should be, a randomly generated outfit (in this case +3 Insulated 10 Outfit of Fire Resistance 3) and appropriately the outfit's appearance on the character, it's image in the examination orb, and its icon all match. So far so good.
However, in the lower image another randomly generated outfit (+3 Damping 10 Outfit of Solar Guard 1) has an incorrect appearance on the character but a matching icon and examination orb image. There are a few named outfits in the game with the appearance of the icon and examination orb so I'm fairly sure the art must exist but obviously something has gone wrong.
Every single random generated outfit with this blue icon has the wrong appearance when equipped on the player character. Specifically every single BLUE ICON outfit has this particular orange and cream with claws or fangs appearance.
Please fix. This has peeved me for ages.
posting this here with hope
Thunder-Monkey
07-31-2017, 12:54 PM
Hi Lynnabel,
Hopefully an easy fix for you, there appears to be no on-hover tooltip for 'Scroll of Gust of Wind'. A minor inconvenience but it would be nice to see my Chance to Activate as I level up, I use these a lot for cloud dispersal.
Checking through the vendors, 'Scroll of Hold Person' appears to be missing it's tooltip too.
Thanks
TM
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