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  1. #901
    Community Member Niminae's Avatar
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    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."

  2. #902
    Community Member DYWYPI's Avatar
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    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] (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). 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. :-)
    Last edited by DYWYPI; 07-22-2017 at 03:49 PM. Reason: Beware of traps!

  3. #903
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    Default Rusty Theives' Tools

    Quote Originally Posted by DYWYPI View Post
    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] (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). 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.

  4. #904
    Community Member Stoner81's Avatar
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    Quote Originally Posted by DYWYPI View Post
    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] (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). 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.

  5. #905
    Community Member DYWYPI's Avatar
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    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] 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.
    Last edited by DYWYPI; 07-24-2017 at 05:46 AM. Reason: Grammar. The robb'd that smiles, steals something from the thief; He robs himself that spends a bootless grief.

  6. #906
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    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.

  7. #907
    Community Member Phil7's Avatar
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    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.

  8. #908
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    Quote Originally Posted by Phil7 View Post
    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.

  9. #909
    Community Member Gemini-Dragon357's Avatar
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    Default A few things...

    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.
    Last edited by Gemini-Dragon357; 07-23-2017 at 09:44 AM. Reason: typo

  10. #910
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    Default In the Belly of the Beast

    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).

  11. #911
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    Quote Originally Posted by thedip View Post
    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.

  12. #912
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    Default reap diff - trog shamans (magic missle bug)

    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.

  13. #913
    Hero, Mo Bro H'ro, & MB Super-H'ro ComicRelief's Avatar
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    Default Laundry List

    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.
    "...At least it tells us they understand our language; they're just not willing to speak to us in it. -Who knew they were French?"

  14. #914
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    Quote Originally Posted by Baelorn View Post
    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.

  15. #915
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    Default Hero soul champs.

    Are now self healing like the light-bearer soul champs. On top of having their dodge ability.

  16. #916
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    Default Eternal flask of free movement.

    Not preventing webs immobilize (entangle).

  17. #917
    Community Member tikwid's Avatar
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    Default Wracked "Do not use"

    Wracking shot debuff Wracked uses a "DO NOT USE" icon

    I'm still new at this "helping" stuff.

    Amanita

  18. #918
    Community Member Ebondevil's Avatar
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    Bug: The Wizard Archmage Core Enhancements Evocation I: Magic Missile, and Evocation III: Chain Missiles does not trigger the Favoured Soul Angel of Vengeance 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

  19. #919
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    Default

    Friends' comments are deleted on TR.

  20. #920
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    Default 2 more

    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!
    The evolution of DDO: Stormreach to Eberron Unlimited to Dungeons & Dragons Online
    -1- -2- -3- -4- -5- -6- -7- -8- -9- -10 - -11- -12!! years & still spawning kobolds
    From Turbine to SSG, who are the devs anyway? DDO Peeps Tracker


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