Lamannia U73.4 Overview

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Sylvanush

Well-known member
Removing the rune arm for the inquisitive will balance a bit. Reloading with two crossbows takes time, and doing so with no penalty is unreal.
 

rabidfox

The People's Champion
NHB has been neutered to a Haste boost with a shorter duration than other Haste boosts.
From my testing on lam. Seems like it's a lot stronger than haste boost for me. What are your numbers?

Inquis (based off lam 73.4 changes) for bolts fired:
Light:
20s 42 (2.1 per second)
20s haste 46 (2.3 per second)
18s NHB 64 (3.2 per second)

Heavy:
20s 40 (2 per second)
20s haste 42 (2.1 per second)
18s NHB 64 (3.2 per second)

LD Carry On 10% action boost haste made no difference in numbers seen.
 

Abramax

Emerald Archer
maybe differentiate between shotbow (fastest), longbow (faster than current), and add in greatbow for current attack speed with bigger numbers?
Yea that s a good idea players are talking for years.

Given that there are different gameplay styles for crossbows — we have dual crossbows, repeater crossbows, and great crossbows — each has its own particularities, gameplay style, advantages, and disadvantages. Obviously, they are not all on the same power level, and we can agree that great crossbows would benefit from additional features and a stronger gameplay identity.


There are already some good suggestions to improve great crossbows, notably the idea of giving them armor penetration via a reduction in enemy fortification — for example, a natural 25% fortification bypass when using great crossbows. This bonus could go up to 50% with the Mechanic enhancement tree. And give them a % stat mod adjustment too.


I believe it would be smart and appropriate — even necessary — to take inspiration from the differences between crossbow types to bring similar customizations and gameplay diversity to bows.


Shortbows could become the bows with the fastest attack speed, making them the preferred choice for imbue builds, offering more chances to proc effects. Shortbows should be ideal for hybrid builds focusing their stats for spellcasting characteristics, and giving bonuses to imbue dice.


Longbows could be associated with physical damage builds using sneak attacks, and would have a standard attack speed.


Greatbows would logically have a slower attack speed, but in return would offer higher base damage, along with a higher critical multiplier and critical range (and fortification bypass ?)


With these adjustments in place, we could imagine that Manyshot could be adapted to the type of bow and its associated gameplay. For example, the cooldown of Manyshot could vary depending on the bow type, or perhaps the number of arrows fired could change — for example:
  • 4 arrows with a shortbow,
  • 3 arrows with a longbow,
  • 2 arrows with a greatbow.

Finally, to support these changes, the ideal solution would be to have an NPC who could convert bow types, allowing players to transform for example a longbow into a shortbow or a greatbow, and vice versa. That way, there would be no need to create new named items — players could simply convert the bow type they need for their build through this NPC.
 
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Marshal_Lannes

Well-known member
Longbows - More is needed. If they are supposed to be the THF of ranged, then they should have something akin to strikethrough. The ROF is too slow. Horizon Walker needs a revamp. Scattershot needs to be on its own cooldown not sharing one with Manyshot. Just make Scattershot an active attack that has a 10 second cooldown with no charges. Horizon Walker needs imbues put into the tree.

Shortbows - there needs to be a reason to have them in the game. Allow them to be a swashbuckling weapon.

Inquisitive - this change doesn't do enough. Shooting two crossbows should nullify the chance to use a rune arm. Remove some of the doubleshoot repeating crossbows have. Reduce the imbue damage die in the Inquisitive tree to what all other trees have.

Excellent changes on the cosmetic toggles.
 

Smokewolf

An Excited Member
Well this is certainly nice for my arcane archer. If I may be a bit greedy, I'll ask that the Arcane Archer capstone be a multiselector for +4 dex or wis. My arcane archer has the lowest stat mod of all my builds, making it harder to get full use of this change, and my capstone boosting the wrong stat is definitely one of the reasons why. It's clear that when the AA capstone was designed, wis to hit/damage didn't exist yet and players were expected to invest in both dex for damage and wis for imbues, but that time is long past now...
Would rather see the entire tree reworked to something better supporting it's "Arcane" aspects. Example: https://forums.ddo.com/index.php?th...or-a-day-this-is-what-id-do.18300/post-235829
 

Haphazard

Sock Puppet
Longbows - More is needed. If they are supposed to be the THF of ranged, then they should have something akin to strikethrough. The ROF is too slow. Horizon Walker needs a revamp. Scattershot needs to be on its own cooldown not sharing one with Manyshot. Just make Scattershot an active attack that has a 10 second cooldown with no charges. Horizon Walker needs imbues put into the tree.
Agree Longbows need more power. The only time bows feel 'right' to me is when you're one-shotting enemies. Its incredibly satisfying but too inconsistent and requires the use of special attacks the majority of the time (which means its not AOE). Maybe reduce the IPS damage penalty for bows or make it +20%?

Scattershot should definitely be an active attack on a separate timer. Leave multishot to itself - that's pretty much what I do anyway.

Hap
 

Sylvanush

Well-known member
I agree; bows need a bit more love, but it's a good thing this is the beginning. Thanks for the changes, Torc. It's fantastic. It would be more fantastic if Arcane Archer got reworked. There is more talk about bows in this forum, and many people are excited about bow changes, presenting new ideas that show the need for the latest changes. Smokewolf is right everyone want a Arcane Archer reworked. Too many useless abilities in the tree are costing too many action points for no reason. Also, a good action boost is needed because +30 energy resistance or +4 to hit is useless for the points spent. Maybe adding a trance and/or the abilities score multiselector, be int/dex/wis. Same with the DC for the abilities to be highest of Dex/Int/Wis.
 

Smokewolf

An Excited Member
Well this is certainly nice for my arcane archer. If I may be a bit greedy, I'll ask that the Arcane Archer capstone be a multiselector for +4 dex or wis. My arcane archer has the lowest stat mod of all my builds, making it harder to get full use of this change, and my capstone boosting the wrong stat is definitely one of the reasons why. It's clear that when the AA capstone was designed, wis to hit/damage didn't exist yet and players were expected to invest in both dex for damage and wis for imbues, but that time is long past now...
Would rather see the entire tree reworked to something better supporting it's "Arcane" aspects. Example:
I agree; bows need a bit more love, but it's a good thing this is the beginning. Thanks for the changes, Torc. It's fantastic. It would be more fantastic if Arcane Archer got reworked. There is more talk about bows in this forum, and many people are excited about bow changes, presenting new ideas that show the need for the latest changes. Smokewolf is right everyone want a Arcane Archer reworked. Too many useless abilities in the tree are costing too many action points for no reason. Also, a good action boost is needed because +30 energy resistance or +4 to hit is useless for the points spent. Maybe adding a trance and/or the abilities score multiselector, be int/dex/wis. Same with the DC for the abilities to be highest of Dex/Int/Wis.
What tier are Trances normally? I could look to see if my write-up could accommodate one.
 
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Abax11

Well-known member
I wound't mind if some toggles use Dex instead of Wis/Int now that would be more worthwhile to invest points there.
 

Pilgrim

Active member
Since everyone is tossing around suggestions I thought i would add mine:

*Assumptions:
(1) Dev's want inquisitive style to go down in damage.
(2) Dev's want Bow style to go up in damage and play a bit more like 2hf.


Inquisitive reductions:
(1) Lower imbue damage from 1d10 to 1d6
(2) remove access to rune arm (thus they become the handwraps of ranged)

Bow Improvements:
(1) increase damage by 50% stat mod
(2) increase bow profile to be 1d8+4 (or +6 for raid bows) - its currently 1d8+2
(3) Allow improved Precise Shot and Precise shot to be active at the same time and remove the -20% damage from using IPS for bows.
*note* This will allow bows to do bigger damage per hit then other styles and allow them to play differently with a focus on IPS. It will up the damage but not close the gap giving them a different use then inquisitive but still remain a viable play style.

Other Ranged improvements/changes:
These are past the scope of this discussion but are slightly relevant.
(1) Repeaters: Keep repeaters the same and make them the only style that lets them use rune arm (along with greater xbow).
(2) Greater Xbow: Defiantly the style that needs the most assistance. At the minimum add the bow changes to greater xbow.
(3) Shurikin: Change the monk ability -Meditation - from a channeled ability to a clicky that recovers Ki instantly, up the ki from 35 to 50. (Ki regeneration really harms shurikin enjoyment and play-ability)

Thanks for reading!
 

Sylvanush

Well-known member
Would rather see the entire tree reworked to something better supporting it's "Arcane" aspects. Example:

What tier are Traces normally? I could look to see if my write-up could accommodate one.
Well, reasonable trances are tier 3 and cost at least 10 AP, but it depends. Know that angles is a tier 2 and cost 6 AP to gain access only for an intelligence trance. Favored soul War soul has a Tier 1 trance and has Wis or Cha trance as an option, costing 1 AP to access and lv 1.
 

Smokewolf

An Excited Member
Well, reasonable trances are tier 3 and cost at least 10 AP, but it depends. Know that angles is a tier 2 and cost 6 AP to gain access only for an intelligence trance. Favored soul War soul has a Tier 1 trance and has Wis or Cha trance as an option, costing 1 AP to access and lv 1.
I could dump Conjure Arrows at Tier One and make something useful there. Other tiers are pretty full of abilities that are AA signature abilities, and thus would be missed.

Could use a multi-selector for Int / Wiz / Cha with a fixed number of usage charges. Which have a small chance to recharge on offensive spell-cast.

BTW I don't suggest Dex, as this is Arcane Archer, and thus the tree should support caster hybrids. Not dedicated Rangers that already have a solid ranged tree. Not to forget that Rangers have access to Horizon Walker for a Dex trance.
 
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Sylvanush

Well-known member
I could dump Conjure Arrows at Tier One and make something useful there. Other tiers are pretty full of abilities that are AA signature abilities, and thus would be missed.

Could use a multi-selector for Int / Wiz / Cha with a fixed number of usage charges. Which have a small chance to recharge on offensive spell-cast.

BTW I don't suggest Dex, as this is Arcane Archer, and thus the tree should support caster hybrids. Not dedicated Rangers that already have a solid ranged tree. Not to forget that Rangers have access to Horizon Walker for a Dex trance.
What about core 1? If it grants you the ability to conjure arrows automatically, you don't need to dump it.
 

Smokewolf

An Excited Member
Maybe something like this...

Higher Learning (AP 1 / Ranks 3): You gain an Insight bonus to hit and damage equal to 1/2 of your Intelligence modifier for 30/60/120 seconds. Each offensive spell cast has a chance to reset 1 charge. Cooldown: 20 seconds, 3 Charges per rest. Requires Longbow or Shortbow.
 
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Smokewolf

An Excited Member
What about core 1? If it grants you the ability to conjure arrows automatically, you don't need to dump it.
Anyone with good UMD can cast summon arrows / bolts via scrolls / wands. Both are so cheap that it's a crime to blow AP for the ability.
 
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Sylvanush

Well-known member
Casters like Wizards can cast summon arrows / bolts via scrolls / wands. Both are so cheap that it's a crime to blow AP for the ability.
Yeah, that's why I suggest putting in core 1: You need to take it anyway, and it's a must to access the tree :LOL: .
 

Xgya

Well-known member
But consider that no one uses Summon Arrows once they discover scrolls and wands. The Trance would be far better than an outdated summon ability.
Please don't.
The summoned arrows are huge QoL for newbies.
It took me at least 5 past lives before I understood getting UMD on classes without it as a class skill.
Even then, on a first-lifer without any incentive to increase Charisma, this is very painful.
Running out of arrows mid-combat is a horrible experience. Running out and having your only way to get new ones work less than half the time is that much worse.
I'd rather see all arrows be 100% returning forevermore.
Or allow bows to fire infinite "normal" arrows when none are in a quiver, to let the "special" arrows keep their special spot.
 
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