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Thread: The QA Lodge

  1. #41
    Community Member Attomic's Avatar
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    Quote Originally Posted by Strakeln View Post
    Slow fall appears to ignore your tumble skill for calculating damage. I suspect it was intended to be implemented by giving you an invisible bonus to your tumble skill, but instead is *only* giving you the bonus, and disregarding the tumble score itself.

    I believe the correct route is to bug report it.
    Hmm. My monk is strength-based anyway, with not much in the way of dex. That might account for it, since my Tumble is rock bottom anyway.

    But this is the kind of thing I'm talking about - the description text is kind of vague and could use some clarification as to exactly how it works and what kind of bonus it gives/enhances.

    As for the binding dwarven thrower - devs, would it do me any good to bug report it? In other words, CAN it be fixed?
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  2. #42
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    Blocking DR without a shield seems to be a static number regardless of class or level = DR 2. Is this intentional ?
    I remember a dev post from over a year ago that explained how a character's base attack bonus plays into the DR amount for both shielded and shield-less blocking.

    The Protection from Evil spell has an extremely short casting range (last I checked), unlike other so-called Touch range spells in DDO. Intentional ?

    The Good Hope mouse-over description says it gives an Ability check bonus. What is that in DDO terms? It does not seem to be anything. Should it?

    D&D characters are allowed to simultaneously utilize Combat Expertise & Fighting Defensively & Power Attack. In DDO these toggles are mutually exclusive. Did you purposely deviate from the D&D rules or is this old game engine tech that could be fixed now?

    Some creatures display an IMMUNE message when certain weapon or spell effects are attempted against them. Other creatures demonstrate immunities (we have to guess) without showing the IMMUNE message. I think we see blue sparkles instead? I am still not sure what this sparkle means (if anything) because I've never seen an ingame TIP or contextual help about it. Why have this confusion? Could we get a consistent feedback system implemented?
    Last edited by winsom; 07-03-2008 at 06:34 AM.

  3. #43
    Founder Geriant's Avatar
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    Quote Originally Posted by Mirta View Post
    Just wondering if the Devils and Orthons being able to teleport around at will even when stoned, stunned, held, fascinated, tripped, dancing, commanded, AND paralyzed is a bug or if they're working as intended.
    Since devils teleport as an innate at will ability, as long as they are able to 'think' they can teleport. Of the list there, the only ones that might be arguable as preventing them from teleporting would be stunned and fascinated perhaps. The others simply prevent the control of your body/muscles and thus prevent physical movement.

  4. #44
    Community Member jkm's Avatar
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    Quote Originally Posted by Geriant View Post
    Since devils teleport as an innate at will ability, as long as they are able to 'think' they can teleport. Of the list there, the only ones that might be arguable as preventing them from teleporting would be stunned and fascinated perhaps. The others simply prevent the control of your body/muscles and thus prevent physical movement.
    flesh to stone makes you mindless

  5. #45
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    Quote Originally Posted by winsom View Post
    The Good Hope mouse-over description says it gives an Ability check bonus. What is that in DDO terms?
    That would mean it adds to your str/dex roll to resist trip or knockdown. However, I doubt the DDO spell really helps in that situation.

  6. #46
    Community Member The_Phenx's Avatar
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    Quote Originally Posted by Silthe View Post
    Cleave and Great Cleave only work with one weapon, per the 3.5 PHB rules and per the spirit of those Feats. Now, we've changed things before in the name of balance or just adapting them to an MMO, but I'm curious what makes you think these two feats should hit with both weapons?


    ~Silthe

    There has been some oddness with cleave/great cleave since beta.

    1st being the animation speed differences.
    I know you have access to the game. So to see what I'm talking about go get a character that has cleave or great cleave. And go through this order.
    Equip 1 handed weapon no shield.
    Equip 1 handed weapon with shield.
    Equip 2 1 handed weapons.
    Equip 1 2 handed weapon.

    Talking from memory here... but the 1 handed with the shield is smoking fast... where as the rest are all approximately the same speed, which is compatatively rather pokey. I can understand a great sword being slower due to the relative weight and length and rotating mass of the item your spinning around with. But Two weapons and Sword and board should be about the same speed. And 1 weapon with no shield should be the fastest.

    The reason I say it should strike with both weapons is two fold.
    #1 the animation. Your character spins with both weapons extended.
    #2 The number of attacks. The bare facts are... say you have 5 monsters in front of you. You can get more strikes in by just going through the regular attack chain than you can by cleaving and striking each of the monsters in front of you once. This is due to the amount of attacks a twf gets and the slow attack animation speed for twf cleave.

    So having it strike with both weapons would balance out the feat for two weapon fighters.

    My $.02... and thanks for listening.
    Last edited by The Phenx; 07-03-2008 at 10:57 AM.
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  7. #47
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    Quote Originally Posted by Geriant View Post
    Since devils teleport as an innate at will ability, as long as they are able to 'think' they can teleport. Of the list there, the only ones that might be arguable as preventing them from teleporting would be stunned and fascinated perhaps. The others simply prevent the control of your body/muscles and thus prevent physical movement.
    Incorrect. Bear in mind that mental actions are a kind of action, so that a creature who cannot take actions also cannot take mental actions.

    Stoned- a mindless, inert statue
    Stunned- can't take actions
    Held- cannot take any actions.
    Fascinated- taking no actions
    Tripped- by the D&D rules, no restriction on your actions, although some rolls are at a -4 penalty. However, DDO has empowered it so that tripped characters cannot take any actions.
    Dancing- impossible for the subject to do anything
    Commanded- equivalent to tripped/prone, above
    Paralyzed- enough said.

  8. #48
    Community Member bobbryan2's Avatar
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    What's the story with potions? And not being able to use them while under any effect that prevents spellcasting.

  9. #49
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    Is the dialog for West Threnal quest giver ever going to be fixed to prevent people from accidentally repeating it when they're about to get their end reward? (or was it fixed in a recent update without being announced?)

    Is the resistance bonus from Protection from Evil supposed to stack with resistance items?

    Same question for Holy Aura, also is Holy Aura supposed to be self-only?

    Is there a fix coming for the Abbot goggles bug? (I heard it still wasn't fixed, though I didn't try to test it...)

  10. #50
    Community Member sneakytoast's Avatar
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    With my WF monk at 15, I've invested into Monk Recovery III and WF Healer's Friend II, 30% and 20% thinking I should get full amount on heals.
    I've asked various clerics to check and they reported to get green numbers on the full heals they gave me, however in the temple of vol, a halfling rogue used a scroll and hit me for 100, yellow numbers, but hit everyone else in the party for 110.

    Is it being calculated differently than I think it is? I mean wf lose 50%, 30% + 20% = 50%....


    And when I use karmic strike, it doesn't land a hit, I know the description mentions attacking an enemy when he strikes, do I have to do anything special?
    Last edited by sneakytoast; 07-03-2008 at 01:27 PM.

  11. #51
    Community Member sneakytoast's Avatar
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    Quote Originally Posted by Attomic View Post
    2) Slow Fall on my monk just doesn't seem to work as described; if I jump or fall off the side of something, I'm getting roughly the same damage I used to get without it. And if it's supposed to work as it does in PnP (i.e., if there's a wall adjacent, the monk can use the wall to slow his fall a certain amount depending on level), how is that different from any non-Slow Fall classes sliding down walls?
    What level are you? On my monk with a 14 tumble at 15, I notice I do fall slightly slower and am virtually immune to fall damage, I jumped down in Coalescence chamber in the beginning without feather fall and took no damage.

  12. #52
    Community Member Akhad_Durn's Avatar
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    Default Toolbar locking UI option still doesn't work right.

    Been seeing this for a while, have reported it a few time, but haven't seen any comment on it. I think this bug has been around since I started playing (March 2006). Please fix this, since it has persisted for so long, it has become my number one annoyance with the UI.

    Issue:
    The 'lock toolbars' under the UI options menu doesn't work as I'd expect it should.
    Details:
    When enabled, toolbars should be totally locked, meaning that all the items in the toolbar are locked into their spots, and the toolbar is locked to a fixed screen location.

    There are a couple different ways that this seems to be a bug.
    1) Toolbars can be moved when the option is enabled. One edge of the toolbar remains selectable to drag the tool bar around. On horizontal bars this is the bottom edge. On vertical bars this in the right edge (I believe).
    2) Items in the toolbars can be moved once. If the item has been moved (mouse dragged) it becomes locked after it has been released. This is at the items origin and destination locations. These now locked locations seem to persist across multiple log-outs and log-ins and changing characters. Reloading the client resets these locked locations to unlocked.
    Wishful thinking:
    Lock the entirety of the UI, so that nothing can be moved around.
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  13. #53

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    Quote Originally Posted by Angelus_dead View Post
    Paralyzed- enough said.
    I'm confused why you would include paralyzed on this list, claim "enough said" and not link to the D&D rules on the topic which clearly state "A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions."
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  14. #54

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    Quote Originally Posted by Angelus_dead View Post
    Incorrect. Bear in mind that mental actions are a kind of action, so that a creature who cannot take actions also cannot take mental actions.

    Held- cannot take any actions.
    ...
    Paralyzed- enough said.
    Right idea, incorrect conclusions on some of them. Held makes the subject become paralyzed too:
    Quote Originally Posted by SRD
    Paralyzed
    A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions
    Last edited by vyvy3369; 07-03-2008 at 05:43 PM.
    Recently completed a very slow Completionist adventure, playing each class until I was bored. My son (Henry) randomly picked the next class from the ones I hadn't done yet.

  15. #55
    Community Member Attomic's Avatar
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    Quote Originally Posted by sneakytoast View Post
    What level are you? On my monk with a 14 tumble at 15, I notice I do fall slightly slower and am virtually immune to fall damage, I jumped down in Coalescence chamber in the beginning without feather fall and took no damage.
    5th level. I wonder how much your Tumble score has to do with it...
    Quote Originally Posted by Kreaper View Post
    If a warforged eats tinsel and he's scooting on his butt in the dungeon, does he make sparks?

  16. #56
    Community Member Puddles404's Avatar
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    From what i recall of the 3 and 3.5 rules, any at will action can be used if you are paralyzed. Thus, the freedom of movement at will SLA of some outsiders to prevent them from being held. It was effective against anything that presented a physical obstacle to moving normally ie, paralysis, slow (for that matter, technically haste), web, grease, travelling over difficult terrain. It did not affect magical compulsion ie Hold ... spells or charm spells and any kind of petrification (being as its a transmutation effect, not movement restricting). It could be used as a break paralysis.

    I remember all this because i managed to kill a Lupinal character as a DM with an advanced Carrion Crawler. I was sitting there the whole time screaming at him in my head to use his FoM, but did he do it? No he did not.

    BUT, i think the freedom of movement works differently in DDO. So this is pretty moot.

    The point i was so gloriously meandering away from, is that any at will ability *should* be usable from magical or natural paralysis, but not compulsion or transmutation effects.

    Could be worse, they could be immune to the effects. At least it works mostly like it should....
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  17. #57

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    Quote Originally Posted by vyvy3369 View Post
    Right idea, incorrect conclusions on some of them. Held makes the subject become paralyzed too:
    Yeah, but Hold Person (and therefore Hold Monster) also specifies that the target cannot take any actions. "It is aware and breathes normally but cannot take any actions, even speech."
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  18. #58

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    Quote Originally Posted by MysticTheurge View Post
    Yeah, but Hold Person (and therefore Hold Monster) also specifies that the target cannot take any actions. "It is aware and breathes normally but cannot take any actions, even speech."
    Hold Person is just a horribly worded spell, but it's clear at least that it causes the paralyzed status. Going by the strict interpretation from just the spell itself, Hold Person contradicts itself - it says you can't take any actions, but that you can attempt a saving throw as a full round action. If there's already one exception specifically listed in the spell which in this case is a "mental" action (a will save), it isn't that big of a leap to say that they intended for mental actions to be allowed.

    Either way, it's hardly a definitive answer, and since DDO implemented paralyzed & hold differently it's really a moot point anyways.
    Recently completed a very slow Completionist adventure, playing each class until I was bored. My son (Henry) randomly picked the next class from the ones I hadn't done yet.

  19. #59
    Community Member Puddles404's Avatar
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    I believe that is meant to imply that the only thing you are able to do on your turn is to make a saving throw against the spell, which is not considered an action in any of the rulesets that i've seen. The reason it is stated like that is to prevent the argument that, "I made the save at the beginning of my turn, therefore i can act this turn." It's to clarify that, whether you make the save or not, your turn is over. And it is a compulsion (enchantment) effect, which would also imply that it effects not just your body, but your mind. I dont have any rulebooks handy to check what schools other "paralysing" spells belong to, so dont quote me on that.

    The other point would be, is it a Will save or a Fortitude save to resist the effect? If its a will save you shouldnt be able take any actions as the effect should be mental as opposed to physically rooting you to the spot.
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  20. #60

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    Quote Originally Posted by Puddles404
    I believe that is meant to imply that the only thing you are able to do on your turn is to make a saving throw against the spell, which is not considered an action in any of the rulesets that i've seen...
    Except that the spell itself declares this specific saving throw to be an action...The spell states that the saving throw is an action just as clearly as it states that you can't take any actions. I can see the conversation beginning already:
    Side 1: "But you can't take any actions!"
    Side 2: "Then how can you make a saving throw that's a full round action?"
    Side 1: "Because the spell says so."
    Side 2: "But the spell also says you can't take actions, and the saving throw counts as an action."
    ...
    Edit: it seems clear that the saving throw IS intended to be allowed, which implies that mental actions in general are allowed the same as under paralyzed. The strict interpretation really just comes down to the infinite loop of whether you can make a save or not.
    Recently completed a very slow Completionist adventure, playing each class until I was bored. My son (Henry) randomly picked the next class from the ones I hadn't done yet.

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