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Scheduled Server Downtime: 7:00 AM - 12:00 PM Eastern (-4 GMT) Wednesday, June 11th

Dev Posts - Mon, 06/09/2014 - 17:56
The DDO Game Servers will be brought down on Wednesday, June 11th from 7:00 AM - 12:00 PM Eastern (-4 GMT) to launch Update 22: Pirates of the Thunder Sea. Thanks for your patience, and we'll see you back in the game soon!

DDO Screenshot of the Week #176!

Dev Posts - Mon, 06/09/2014 - 17:44
Synfulmoon fights mephits in our *176th DDO Screenshot of the Week!* (

DDO Screenshot of the Week #176!

Announcements - Mon, 06/09/2014 - 17:44
Synfulmoon fights mephits in our *176th DDO Screenshot of...

Cigarette Butts....Really?

Recent Discussions - Mon, 06/09/2014 - 17:23
---Quote (Originally by Miow)--- It's disgusting and yes...

Epic Necro 4

Recent Discussions - Mon, 06/09/2014 - 17:03
---Quote (Originally by axel15810)--- Dev post from the...

BF reconstruct SLA, some question

Recent Discussions - Mon, 06/09/2014 - 16:48
regarding the maybe: -At level 15, my BF character...

Thanks to the GMs and problems communicating with them

Recent Discussions - Mon, 06/09/2014 - 16:38
You can disable chat from various channels - maybe for some...

Paladin Changes

Recent Discussions - Mon, 06/09/2014 - 16:25
---Quote (Originally by Severlin)--- ~ The Paladin gains...

Dumb question about Open Lock and Disable Device

Recent Discussions - Mon, 06/09/2014 - 16:20
Oh, sweet! Thank you for that information.

server full, cannith

Recent Discussions - Mon, 06/09/2014 - 16:10
getting "server full" error again. can log in to any other...

Please change system to not reset raid completion counters when TR'ing

Recent Discussions - Mon, 06/09/2014 - 16:07
Agreed! I skip just about every raid In my years of...

Paladin Changes

Dev Posts - Mon, 06/09/2014 - 14:28
Greetings, We have been going through player feedback and one of the concerns is that there is no compelling reason to level a Paladin past the early levels. While we hope the changes to armor and shield will help with this, we are looking for feedback on additional changes to make the class more compelling at higher levels. The changes: ~ At 7th level the Paladin gets the Armor of Light ability. The Paladin gains 25 temporary hit points (non-stacking) each time they use Smite Evil, Lay on Hands, Cure Disease or Turn Undead. This ability provides 50 temporary hit points at 13th level, and 75 temporary hit points at 19th level. ~ The Paladin gains Weapon of Light starting at 8th level and increasing at 11th, 14th, 17th and 20th. At 8th level the Paladin gains Weapon of Light. While this toggle is activated each weapon attack they make also cause 1d6 of Light damage. This damage is increased to 2d6 for two handed weapons and for shield bash attacks. At 11th level the Weapon of Light damage bursts in a 10’ radius when the Paladin rolls a 20 on an attack roll with a weapon. At 14th level the Weapon of Light increases to 2d6, or 4d6 with a two handed weapon or a shield bash. At 17th level the damage of a Weapon of Light burst (when you roll a 20) is doubled. At 20th level the Aura of Light increases to 3d6, or 6d6 with a two handed weapon or a shield bash. We are also considering a controversial change as well: Divine Grace is now limited to 2 + (3 x Paladin Level) for the total Charisma bonuses it will add to saving throws. We want good saving throws to be a class feature of Paladins and a reason to go to higher level in the class. At the same time we don't want players to feel that there is no reason to increase your Paladin level beyond two or three. This change will provide an excellent +8 to all saving throws for a two level splash into Paladin and allow that saving throw bonus to increase as the Paladin levels. The updated class table will look like this: 1st +1/+1/+6 +2 +0 +0 Aura of good, Smite evil (1/rest), Follower of (your faith) 2nd +2/+2/+7 +3 +0 +0 Divine grace, Lay on hands (1/rest) 3rd +3/+3/+8 +3 +1 +1 Aura of courage, Divine health, Fear Immunity 4th +4/+4/+9 +4 +1 +1 Turn undead 5th +5/+5/+10/+15 +4 +1 +1 Smite evil (2/rest) 6th +6/+6/+11/+16 +5 +2 +2 Remove disease (1/rest), Deity-based feat 7th +7/+7/+12/+17 +5 +2 +2 Armor of Light (25) 8th +8/+8/+13/+18 +6 +2 +2 Weapon of Light (1d6) 9th +9/+9/+14/+19 +6 +3 +3 Remove disease (2/rest) 10th +10/+10/+15/+20 +7 +3 +3 Smite evil (3/rest) 11th +11/+11/+16/+21 +7 +3 +3 Weapon of Light (Burst on 20) 12th +12/+12/+17/+22 +8 +4 +4 Remove disease (3/rest) 13th +13/+13/+18/+23 +8 +4 +4 Armor of Light (50) 14th +14/+14/+19/+24 +9 +4 +4 Weapon of Light (2d6) 15th +15/+15/+20/+25 +9 +5 +5 Remove disease (4/rest), Smite evil (4/rest) 16th +16/+16/+21/+26 +10 +5 +5 - 17th +17/+17/+22/+27 +10 +5 +5 Weapon of Light (Burst x2) 18th +18/+18/+23/+28 +11 +6 +6 Remove disease (5/rest) 19th +19/+19/+24/+29 +11 +6 +6 Armor of Light (75) 20th +20/+20/+25/+30 +12 +6 +6 Weapon of Light (3d6), Smite evil (5/rest) We'd like feedback on both the good changes and possibility of a Divine Grace change which is more restrictive. Sev~

Armor and Mitigation Changes

Recent Discussions - Mon, 06/09/2014 - 14:26
Definitely some good ideas and a step in the right...

Odd Issue with Deathwrym Raid

Recent Discussions - Mon, 06/09/2014 - 14:21
I have been having an odd occurance during the deathwyrm...

Armor and Mitigation Changes

Dev Posts - Mon, 06/09/2014 - 14:16
Greetings. I wanted to jump in and talk about some upcoming changes we are working on. We have been looking at player feedback and we wanted to make changes to the game to open up more templates and character types. We are currently fairly happy with the high end potential of casters and characters who wear no armor or light armor and use Evasion. These characters can kite and use magic to do fairly well in our content. The characters that seem to be falling behind are the heavily armored characters. Part of the problem is that they can’t use Evasion, and part of the problem is that armor doesn’t really offer that much more armor class than robes or light armor. We have been discussing this a lot lately. We don’t want to hurt Evasion builds. We would rather bring the mitigation of armor and shields to those levels. Our only caveat is we don’t want Evasion builds to be able to reach the highest levels of physical mitigation on top of their existing defenses. Here are some of the changes we are considering. *Physical Resist Rating* The first change is to prepare Physical Resist Rating for use in the armor changes. The formula for the rating will change to the following formula, with the resulting multiplier applied to all physical damage. 150 / (150 + PRR) This progression follows the current formula very closely out to 300 and then this formula is more generous at those higher end values. As examples, a PRR of 50 would offer a damage multiplier of 0.75, a PRR of 100 would offer a damage multiplier of 0.6, and a PRR of 200 would offer a damage multiplier of 0.4285. *Magical Resist Rating* In addition, we are adding a new value called Magical Resist Rating. The formula for the rating will be the same as for PRR, with the resulting multiplier applied to all magical damage. 150 / (150 + PRR) This new rating will apply to most non-physical damage sources including spells, elemental damage, poisons, lingering damage, and similar effects. It is our intention that existing magical items that provide PRR would also provide MRR. *Armor and Ratings* Armor now has a base level of mitigation through these ratings. Unenchanted armor has Physical Resist Rating as part of its mitigation, and once armor has an enchantment of at least +1 value it also gains Magical Resist Rating. The value armor depends on the class of the armor. Robes or Outfits: No PRR, no MRR Light Armor: 15 PRR, 15 MRR if armor has enchantments. Medium Armor: 30 PRR, 30 MRR if armor has enchantments. Heavy Armor: 45 PRR, 45 MRR if armor has enchantments. Shields will give additional PRR and, if enchanted, MRR. Buckler: None Light Shield: 5 PRR, 5 MRR if shield has enchantments. Heavy Shield: 10 PRR, 10 MRR if shield has enchantments. Tower Shield: 15 PRR, 15 MRR if shield has enchantments. In addition, characters who are proficient with shields can also use the larger shields for defense against magical attacks that would normally require a Reflex saving throw. Instead of (or in addition to) using your Reflex saving throw to mitigate the damage you can deflect the damage off your shield. This is represented by increasing your Physical and Magical Resist Ratings against those types of attacks when using a shield. Note that you gain this additional mitigation whether you make your Reflex saving throw or not. Physical and Magical Resist Rating multiplier against magical attacks that normally allow a Reflex saving throw. Buckler: 1.0 (no additional mitigation) Light Shield: 1.0 (no additional mitigation) Heavy Shield: 2.0 Tower Shield: 2.0 This means that characters with heavier armor and/or heavy or tower shields have an alternate mitigation against large area of effect attacks to help them compete in high level content with characters who use Evasion. As an example, let’s take the case of a character built today to use heavy armor and tower shield and maximize PRR. Assuming a character had a PPR rating of 200 previously they would have a damage multiplier of ~ .4370 to physical damage. While this mitigation is decent, characters built this way tend to die quickly once effects like Fireballs and dragon’s breath are flying around the battlefield. Under the new system they would have a PRR and MRR of 260 which would translate to a damage multiplier of .4285 for both physical and magical damage. Against area of effect attacks (magic requiring a Reflex saving throw) this would be increased to 520, which translates to .2238. In this example, when the heavily armored and shielded character is hit by dragon’s breath for 500 damage it would be reduced by his/her enchanted armor and shield down to 112. Meanwhile characters in light or no armor could use Evasion to attempt to negate the damage entirely. *Resist Rating Caps, Dodge Caps, and Evasion* In addition, there are new or changed caps on certain scores based on the armor you are wearing. Dodge Cap for armor and shields Robes or Outfit: 25% Light Armor: 20% Medium Armor: 10% and no Evasion feat Heavy Armor: 5% and no Evasion feat These cap values can be increased with abilities or enhancements as they can today. Buckler: None Light Shield: None Heavy Shield: No Evasion feat Tower Shield: No Evasion feat PRR and MRR Cap for armor Robes or Outfit: 100 Light Armor: 200 Medium Armor: No cap Heavy Armor: No cap Note that we have designed this so characters cannot gain both Evasion and the shield bonus coupled with high levels of resistance rating. This is intentional. If you see a hole in our design that allows for this please warn us! *But DPS is terrible when using a shield!* We intend to give characters who use weapon and shield additional options. ~ The Stalwart Defender and the Sacred Defender will no longer be shield based trees. Instead, the enhancements that current require shields will be changed to require medium or heavy armor. ~ The Paladin class has fallen behind beyond the second level so we plan to look at some more compelling reasons to advance in that class. ~ We plan to introduce two new trees for shield use. The Vanguard tree will be focused on DPS while using a weapon and shield. This DPS will come from a combination of weapon damage and shield bashes. The Shieldbearer tree will be a mitigation tree that will focus on heavy armor and shield. This will also offer ways to counter enemies with active mitigation such as stuns, knock downs, and the like. These trees would be available to Fighter, Paladin and perhaps even a new class that supported heavy armor and martial abilities. *What other changes do you plan?* ~ The to hit values of creatures in Epic Elite content would be rebalanced so high Armor Class builds will have some mitigation. Sev~

to damn high!

Recent Discussions - Mon, 06/09/2014 - 14:15

MAP: individual ID colors for better group tactics

Recent Discussions - Mon, 06/09/2014 - 14:13
If one could identify by sight (not mousing over a moving...

Officers can't buy airship amenities?

Recent Discussions - Mon, 06/09/2014 - 14:02

Disjunction should not affect masterful crafting and wondrous crafting

Recent Discussions - Mon, 06/09/2014 - 13:25
---Quote (Originally by kmoustakas)--- Haha Abbott was...

Gear help

Recent Discussions - Mon, 06/09/2014 - 12:52
Looking for some help in gearing out my first life wizard. ...


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