U61 Enhancement Tree & Class Tweaks

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Ying

5000+ hours played
How so? QP is not great as it is and this makes it viable so not certain why "just bad" would be used to describe the change.
Previous QP formula didn't require specific gear. If you want equivalent DCs, now it does.
 

Ying

5000+ hours played
Assassin: All of the active poison attacks up the line are now +3W, use full rogue level for their DCs instead of half, and now make certain enemies that would be immune to poison, weak to poison.
  • Ice Chill = Undead
  • Heartseeker = Elementals
  • Soulshatter = Outsiders
The DCs aren't being calculated correctly on Lam. Could you just use the Assassinate DC to apply the debuff? Get rid of the INT requirement.
 

MSC

Well-known member
Previous QP formula didn't require specific gear. If you want equivalent DCs, now it does.
Previous QP formula was (at least by wiki):

DC 10 + monk level/2 + Wisdom modifier

The change makes it:

DC 10 + monk level + Highest of Dex/Wis modifier + Assassinate

How are DC's at all being decreased by this, it will only increase, unless I'm missing something massive.
 

Nandos

Active member
I am pleasantly surprised that Harper got an update after all these years! I feel it could use some further touching up in the future. I really like the small tree changes for many classes on a regular basis as opposed to one or two getting a large update a year.
 

Zvdegor

Melee Artificer Freak
The Vistani tree need only one more improvement. It is the Bleeding Damage. It has to be improved cause it's like a 1 or 2 digit damage over 30 sec (can be renewed) but basicly it has no effect on the mobs. Compared to the Acid or Cold DoT which those have 500 to 1k ticks....
it would be nice if the Bleeding Damage DoT similar to the Cold DoT would start with 20 stacks with a bigger damage and as the stacks melting off the damage decreases.

Or another option a side effect, because losing lots of blood makes anyone weaker.
Side effects can be every 5 stacks give a diferent stacking weakness effect like:
1-5: decreased fortitude saves
6-10: decreaesed reflex saves
11-15: descreased will saves
16-20: exhaustion (-50% penalty to movement speed, -6 penalty to STR and DEX, and cannot tumble)

Bleeding Damage has to be a bit more effective.

Oh yes another thing in the Vistani tree can be done.
Fan of Knives should break breakables. It would be awesome !!!

Thx
 
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Eme

Well-known member
Old forumula includes tactics bonuses from trance, fighter past lives, LD Tactics (all of which also affect Stunning Fist), but not gear. New max QP is slightly lower than existing max QP.
trance, fighter past lives, LD Tactics- so are these now not included? After all that grind I would leave the game if so :/
 

Ying

5000+ hours played
trance, fighter past lives, LD Tactics- so are these now not included? After all that grind I would leave the game if so :/
They aren't factored into the new QP formula. But they are still relevant for Stunning Fist, GMOF epic strike and Everything is Nothing.
 

Eme

Well-known member
They aren't factored into the new QP formula. But they are still relevant for Stunning Fist, GMOF epic strike and Everything is Nothing.
If this goes through like this, then, well. bye bye ddo and with the most bitter of departures possible.
Glad I didn't get the expansion, yet.
 
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Pesh

Well-known member
Quivering Palm has a new DC formula: DC 10 + monk level + highest of Dex or Wis mod + assassinate bonuses
This really needs clarification: Is this intended to be a buff or a nerf?

If it's intended to be a buff it fails miserably and invalidates a lot of work monk players have put in to buff their tactics DC.

If its intended to be a nerf then why? QP is super hard to reach an endgame DC with as is.

If there is no way to stop this at least consider adding Assassinate DC to Battle Trances.
 

Dergex

Well-known member
These are some amazing changes. Would love to see a cost reduction to metamagic reduction across the board, but overall really happy to see these changes!
 

Ying

5000+ hours played
  • Ninja Spy
    • Tier 2 and Tier 4 Dark Ki upgrades now grant +1 to hit and +2 to damage to match similar enhancement lines
  • Shintao
    • Tier 2 and Tier 4 Light Ki upgrades now grant +1 to hit and +2 to damage to match similar enhancement lines
Why not apply the same to Tempest, War Soul, Warpriest, Aasimar, Drow, Dwarf, Half-Orc, Elf and Wood Elf?
 

Xgya

Well-known member
Absolutely delighted at the tiny list of changes, none of which I disapprove of or think outright meaningless.

I'd have appreciated for Archmage to receive some more love for sure, but those changes are already very good. A proper step in the right direction, and if this balance patch is anything like the next ones, you'll see a lot more approval, at least as far as I'm concerned.
 

えらさん

New member
  • Assassin
    • All of the active poison attacks up the line are now +3W, use full rogue level for their DCs instead of half, and now make certain enemies that would be immune to poison, weak to poison.
      • Ice Chill = Undead
      • Heartseeker = Elementals
      • Soulshatter = Outsiders
I think this species-based design idea needs to be reconsidered. Currently, there are problems with Pale Master's immunity strip not working on certain undead, which combined with its remaining lack of functionality with most other enemies in the game that are immune to negative energy cripples the viability of the tree and playstyle compared to other options. I do not want to juggle this much AP when building a character to simply be intended to be able to fight certain enemies, just to then still not be able to fight constructs, etc. Especially when the implementation of this same species-based mechanic has already been shown to be flawed in the past.
 
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