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  1. #1

  2. #2
    Community Member Crazeyred's Avatar
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    Thumbs down

    They have a CS system out side of Game and sorry but the Forums isn't it..

  3. #3
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    Quote Originally Posted by Crazeyred View Post
    They have a CS system out side of Game and sorry but the Forums isn't it..
    Customer service? I don't think they can address the issue of a bug.

    And last time I checked, they didn't seem to be addressing anything at all …

  4. #4
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    Quote Originally Posted by Crazeyred View Post
    They have a CS system out side of Game and sorry but the Forums isn't it..
    I have already reported the bug the way you are saying and I only got an automatic message.

  5. #5
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    Incoming description change in 3 .. 2 ..
    =)

  6. #6
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    Updating post.. The bug still exist. It has changed a bit though, now I always get a flat 20hp. It used to give me temporary hp(amplified with melee power) just once, when i first trained the enhancement.

  7. #7
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    Quote Originally Posted by MeleeAddicted View Post
    Updating post.. The bug still exist. It has changed a bit though, now I always get a flat 20hp. It used to give me temporary hp(amplified with melee power) just once, when i first trained the enhancement.
    I will keep updatiing the post till i get an answer and a fix at last.

    The bug still exist.

    I also figure out that the feedback(vicious strike) does nothing when the enemy cast a spell. The debuff that i see in-game is also wrong, it says it does 10d10 damage on spellcast.

    From in-game description:
    Vicious Strike:
    Melee Attack: Deals +1/+3/+5[W] damage and inflicts Feedback on the enemy for 6/12/18 seconds. (Cooldown: 12 seconds)
    Feedback - On Spellcast: Caster suffers 6-60 force damage. This damage is increased by the target's Spell Power.
    Last edited by MeleeAddicted; 11-18-2019 at 02:20 PM.

  8. #8
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    Quote Originally Posted by MeleeAddicted View Post
    I will keep updatiing the post till i get an answer and a fix at last.

    The bug still exist.

    I also figure out that the feedback(vicious strike) does nothing when the enemy cast a spell. The debuff that i see in-game is also wrong, it says it does 10d10 damage on spellcast.

    From in-game description:
    Vicious Strike:
    Melee Attack: Deals +1/+3/+5[W] damage and inflicts Feedback on the enemy for 6/12/18 seconds. (Cooldown: 12 seconds)
    Feedback - On Spellcast: Caster suffers 6-60 force damage. This damage is increased by the target's Spell Power.


    Updating post... The bugs still exist. Still no reply from anyone.

  9. #9
    Community Member SpartanKiller13's Avatar
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    Quote Originally Posted by MeleeAddicted View Post
    Thanks a lot!!! I really hope, you are getting the same customer service anywhere.
    Still faster than Comcast.
    -Khysiria of Cannith
    Quote Originally Posted by zehnvhex View Post
    Warlock is basically a ghetto Shiradi Sorc. You gives up some of the damage and self sustain for the ability to just hold down left click and yolo blast your way to victory.
    Quote Originally Posted by Lynnabel View Post
    It's DDO. There are probably 6 different types of Evil damage.

  10. #10
    Staggering LightBear's Avatar
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    I'm just pleased that one member of the dev team finds it fun to figure out what the heck is going on rules wise in the "sources" of DDO.
    And is vocal enough to share it with the community when she spots something off plus has enough power to make changes how she sees fit.

  11. #11
    Community Member MistaMagic's Avatar
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    Ok I have to ask that "What makes you so Special" that the Dev team have to drop everything to sort your bug, loads of people have things that are bugged but I do not see them repeatedly whining
    Ozzgood 42, 36, 15, 36, 80. Ozzbad 35, 36, 14, 36, 77. Ozzugly 42, 48, 21, 36, 108. EvilOzz 33, 47, 6, 27, 83. Ozzistheworst 31, 32, 10, 1, 19. and Alts on Khyber
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  12. #12
    Community Member TitusOvid's Avatar
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    Well, he found a bug and reported it. Is it unreasonable to think that bugs get fixed? A lot of players just don't care anymore or don't expect anything faster because we gave up or we are fed up with the bug fixing. Doesn't mean SSG could do a better job.

    Cheers,
    Titus.
    Beste, Titus. | playing since 2009 | Don't do the fun wrong | New to Orien? Join the ingame Titan Channel | Soko Irrlicht freut sich immer über neue Mitglieder | Deutscher Discord | Orien Raiding Discord Toons: Titusovid , Bruder, Upload, Zzed, (Rubbel)

  13. #13
    Community Member janave's Avatar
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    There is a patch coming with some decent fixes.

    I have a strong feeling that your frustration is misdirected, and likely you may wanna consider to let the production/management know to raise the priority on fixing existing stuff, and that they may want more Q/A personnel, or find a way to clone Lynnabel + Steelstar + Coco, whichever they find feasible.


    In-development things take precedence, they probably should for best results, however..

    IMO, a good practice would be every year to release one major bug fixing patch, yup all fixes, including items, enhancements and quests, and hopefully large improvements for storage systems. DDO occasionally is heavy on sideways production, a patch focusing on the core values, and quality perception would serve a ton of good long term. Maybe it is harder to measure but players taking fewer and smaller breaks from the game is also money!


    Developers often have to sacrifice a ton of their own times to get around these bugfixes, that is a lot to ask honestly directly from someone who gets paid for the same office hours, outside the developer culture people often underestimate the mental space used up for "looks tiny on the surface" bug type stuff :d.



  14. #14
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    Quote Originally Posted by MistaMagic View Post
    Ok I have to ask that "What makes you so Special" that the Dev team have to drop everything to sort your bug, loads of people have things that are bugged but I do not see them repeatedly whining
    Nothing makes me special. This bug exist from update 19 and as it seems to me, it will never be fixed. However, a reply would be worthy from them, to let me know that they will fix it when they have the time to do it. All the other games I have played (that i pay for the game) they dont want to have any bugs and they keep chasing for any new bugs that may occur. I am not saying is easy to do on a 13-14 year old game with lots of different programmers.

  15. #15
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    This game has dozens, if not hundreds of bugs. Some of them (for example guard items not doing their correct amount of damage) have been unfixed for literally years.

    Yes, it's annoying and frustrating, but if you think they're suddenly going to drop everything else and fix your particular bug if you just spam the forums enough times, I'm afraid you have some very unrealistic expectations of how this particular game is developed.

  16. #16
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    Quote Originally Posted by LiquidZombie View Post
    This game has dozens, if not hundreds of bugs. Some of them (for example guard items not doing their correct amount of damage) have been unfixed for literally years.

    Yes, it's annoying and frustrating, but if you think they're suddenly going to drop everything else and fix your particular bug if you just spam the forums enough times, I'm afraid you have some very unrealistic expectations of how this particular game is developed.

    I wanted to ask a question because my mathematics skill is not as good as I thought. This will help me stop re-posting every update. I was trying to figure out how many temporary hit points I would get if the skill was working.


    Vampiric Bond: At Weapon Bond 100+, your weapon provides you 20 temporary hitpoints when you damage an enemy. These Temporary hit Points scales with 200% Melee Power. This can trigger at most once every 12/9/6 seconds.



    The question is how many I would get if I had 250 melee power.

    Could someone do the mathematics for me and explain to me how?
    Thanks in advance.

  17. #17
    Community Member Satyriasys's Avatar
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    Living with countless bugs, design flaws and overall jankyness is a consequence of playing a game from a small studio.
    Join Date: Nov 2009

  18. #18
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    Quote Originally Posted by MeleeAddicted View Post
    Vampiric Bond: At Weapon Bond 100+, your weapon provides you 20 temporary hitpoints when you damage an enemy. These Temporary hit Points scales with 200% Melee Power. This can trigger at most once every 12/9/6 seconds.

    The question is how many I would get if I had 250 melee power.

    Could someone do the mathematics for me and explain to me how?
    Generally, the formula for melee power scaling is the following:
    Damage = baseDamage * (100 + MeleePower)/100

    In your case with 250 MP,
    Damage = baseDamage*(100+250)/100
    => Damage = baseDamage*3.5
    => Each hit does 3.5x the base damage

    Vampiric bond is similar, except that it grants temp HP. If it had normal scaling, you'd get 20 * 3.5, or 70, temporary HP per proc.

    Instead, it scales with 200% melee power, so the formula (as far as I know) becomes the following:
    TempHP = baseTempHP * (100 + 2*MeleePower)/100.

    Plugging in for baseTempHP and MeleePower...
    TempHP = 20 * (100 + 2*250)/100
    => TempHP = 20 * (100 + 500)/100
    => TempHP = 20 * 600/100
    => TempHP = 20*6
    => TempHP = 120

    I don't have a Barbarian with access to that skill at the moment, so I can't confirm that this equation is correct or that the scaling is working as intended. If you're getting a different number, please let me know and I'll try to figure out what's happening
    Last edited by Discpsycho; 12-07-2019 at 03:04 PM.

  19. #19
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    Quote Originally Posted by Discpsycho View Post
    Generally, the formula for melee power scaling is the following:
    Damage = baseDamage * (100 + MeleePower)/100

    In your case with 250 MP,
    Damage = baseDamage*(100+250)/100
    => Damage = baseDamage*3.5
    => Each hit does 3.5x the base damage

    Vampiric bond is similar, except that it grants temp HP. If it had normal scaling, you'd get 20 * 3.5, or 70, temporary HP per proc.

    Instead, it scales with 200% melee power, so the formula (as far as I know) becomes the following:
    TempHP = baseTempHP * (100 + 2*MeleePower)/100.

    Plugging in for baseTempHP and MeleePower...
    TempHP = 20 * (100 + 2*250)/100
    => TempHP = 20 * (100 + 500)/100
    => TempHP = 20 * 600/100
    => TempHP = 20*6
    => TempHP = 120

    I don't have a Barbarian with access to that skill at the moment, so I can't confirm that this equation is correct or that the scaling is working as intended. If you're getting a different number, please let me know and I'll try to figure out what's happening
    First of all thanks a lot for the reply. I could not find a way to do it myself...

    This skill is currently unavailable due to bug, but I always had the curiosity on how many temp hp I would get.

    Since you helped with calculations, I am pretty sure it is not worth all the spam I did...

    Probably a rework but who knows only developers may do...

    Thanks again!

  20. #20
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    They don't patch anything anymore. Probably don't even have a dev team (for bugs) nowadays...
    The problem with focusing on the most extreme of players is that that group will only get smaller and smaller... Oof
    You know you have a problem when a virtual fantasy game ruins your concept of real world money and its value.

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