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  1. #1
    Associate Producer Cocomajobo's Avatar
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    Default U46 Patch 2 Preview

    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Hello, all! A preview of Update 46 Patch 2 is open! It is expected to remain open until sometime in the late afternoon (Eastern) of Thursday May 21st.

    This preview contains the following features:



    In addition to those primary features it also contains the following miscellaneous changes and bugfixes:

    Character
    • Alchemists' spellbooks are now retained on Lesser Reincarnation, like Wizards' and Artificers'.
    • Epic Destinies: Divine Crusader: Confront Any Foe now properly enforces its 2-second cooldown.
    • Druid: Nature's Protector: Killer Instinct visual marks are no longer obscured by the body of the Bear.
    • The Feat Slicing Blow has been changed to the following: Tactical Melee Attack: Using this attack, you deal 1 point of Constitution damage to your target and deal 1 to 6 additional damage every 2 seconds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every 3 Character Levels. This damage scales with 100% Melee Power and can stack 3 times. Some creatures may be immune to the bleeding or wounding effect.
    • Panacea and Panacea Poultice will once more heal hitpoint damage.
    • Warlock: Hurl Through Heck and Create Thrall have had their base DC changed from 10 to 15.
    • The Insightful bonus to Stunning DC's granted by Divine Might now are correctly typed as Insightful.
    • Ranger: Deepwood Stalker: Heavy Draw will no longer erroneously apply an old penalty.
    • Fighter: Kensai: Keen Edge now works with Handwraps.
    • Wizard: Pale Master: Shroud of the Zombie has been changed to the following: Shroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Zombie. While in this form, you hunger for brains and gain +4 Constitution, +10 Melee Power, +3 Physical and Magical Resistance Rating, and attack 10% slower. You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light. You are considered Undead rather than your original type for the purposes of most effects.
    • Wizard: Pale Master: Ascendant Shroud the benefit to Shroud of the Zombie has been changed to the following: While in Shroud of the Zombie, you gain an additional +30 Melee Power and +10 Physical Resistance Rating, and your attacks deal +10% more damage. You also benefit from a 10% Profane Bonus to Maximum Hit Points.


    Items
    • Glass Shards Item Effect: Fixed an issue where glass shards wouldn't do damage because the attack was reapplying it to quickly. Effect can now only apply once every 3 seconds allowing the DOT to tick before a new stack applies. Increased the damage from 2d10 to 5d10, stack sized decreased from 100 to 15. Each Player can now their own copy of the DOT effect on the target.
    • The Heroic Coat of the Traveler has had it's Armor Class reduced from to more appropriately match other armors of it's minimum level.
    • Diamonds of Festive Wisdom/Intelligence no longer incorrectly spell Diamond when in stacks larger than 1.
    • Sapphire of Crushing Wave Guard and Globe of Imperial Blood now enforce their proper minimum levels.


    Quests
    • The Korthos landscape has had some cosmetic improvements.
    • The Searing Heights landscape has had some cosmetic improvements.
    • Slimes in The Sacred Bounty now spit acid occassionally.
    • Fixed an issue with "Assault on the Aerie of the Slave Lords" where if you clicked on the exit door it would send you to the exit location for Temple of Elemental Evil.
    • Multiple performance issues have been addressed in Soul Survivor
    • Fixed a bug that causes the named item reward chest not to spawn in Patriach's Crypt.


    UI
    • Strength Scores in the triple digits no longer get cutoff in the Character Sheet UI


    Miscellaneous
    • Reaper tree optimizations have been added so certain actions like weapon swapping will be more efficient.
    • Text that still pointed players towards the Hall of Heroes to find Gatekeeper NPC's have been updated to direct players to the correct location.
    • There is now a general vendor in the Gatekeeper's Grove
    • Gatekeeper's Grove is now a destination for a standard Teleport.
    • The map in Gatekeeper Grove is now larger and has a prettier border.
    • Some NPC's in the Marketplace that would jostle players are now ethereal.
    • Aubern the Argonessen now says his action dialogue at the correct time.
    • Doors that are breakable with melee strikes can now be broken with ranged attacks.
    • UI Skinning has returned to DDO. Visit https://www.lotrointerface.com/downloads/cat40.html for developer utilities
    Last edited by Cocomajobo; 05-19-2020 at 12:24 PM.
    Tell me about any and all bugs you encounter by clicking here!


    NOTE: Submitting a bug in this manner is not a quick fix for past occurrences; it is instead a means of bringing issues to our attention to prevent future occurrences for both you and others. Providing detailed information, especially specifics about your account and character as well as what steps you took leading up to the issue, are critical to us being able to pinpoint the cause of any problems you have encountered.

  2. #2
    Community Member HungarianRhapsody's Avatar
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    Default

    Quote Originally Posted by cocomajobo View Post
    doors that are breakable with melee strikes can now be broken with ranged attacks.
    i love this update!!!!!!!!!
    No one in the world ever gets what they want
    And that is beautiful
    Everybody dies frustrated and sad
    And that is beautiful

  3. #3

    Default

    Quote Originally Posted by Cocomajobo View Post
    [*]Reaper tree optimizations have been added so certain actions like weapon swapping will be more efficient.
    To address lag, correct? If so, you may want to lead with that.
    Khyber: Kobeyashi | Ying. R10 or bust.

  4. #4
    Chaotic Evil Mindos's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    • Epic Destinies: Divine Crusader: Confront Any Foe now properly enforces its 2-second cooldown.
    • The Feat Slicing Blow has been changed to the following: Tactical Melee Attack: Using this attack, you deal 1 point of Constitution damage to your target and deal 1 to 6 additional damage every 2 seconds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every 3 Character Levels. This damage scales with 100% Melee Power and can stack 3 times. Some creatures may be immune to the bleeding or wounding effect.
    • Warlock: Hurl Through Heck
    • Wizard: Pale Master: Shroud of the Zombie has been changed to the following: Shroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Zombie. While in this form, you hunger for brains and gain +4 Constitution, +10 Melee Power, +3 Physical and Magical Resistance Rating, and attack 10% slower. You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light. You are considered Undead rather than your original type for the purposes of most effects.
    • Wizard: Pale Master: Ascendant Shroud the benefit to Shroud of the Zombie has been changed to the following: While in Shroud of the Zombie, you gain an additional +30 Melee Power and +10 Physical Resistance Rating, and your attacks deal +10% more damage. You also benefit from a 10% Profane Bonus to Maximum Hit Points.


    Items
    • Glass Shards Item Effect: Fixed an issue where glass shards wouldn't do damage because the attack was reapplying it to quickly. Effect can now only apply once every 3 seconds allowing the DOT to tick before a new stack applies. Increased the damage from 2d10 to 5d10, stack sized decreased from 100 to 15. Each Player can now their own copy of the DOT effect on the target.


    • Gatekeeper's Grove is now a destination for a standard Teleport.
    • Doors that are breakable with melee strikes can now be broken with ranged attacks.
    • UI Skinning has returned to DDO. Visit https://www.lotrointerface.com/downloads/cat40.html for developer utilities
    Confront any foe, we knew this fix was coming

    Slicing Blow changes: It's nice to see some older feats getting looked at!

    Hurl through Heck. Funny how we gotta censor ourselves as we talk about the game on the game's own forums. But nicely done, way to think ahead of the word censor.

    Zombie Shroud: Does this mean that IPS can get back it's 20 percent damage you took away? I never understood why zombie got this huge 20 percent damage boost before, with an attack speed decrease that was ineffective. Who thought this much power was a good idea? And who doesn't understand alacrity caps in the game? This needed to be changed, and I'm glad it did. Moving to T5 with 10 percent increase plus more melee power is a good move, imho. But I still want that 20 percent damage back for IPS. At least for bows.

    Glass Shards: It did zero before. Sooooo, I like it! It finally does something. (and I apologize for my harshness about this issue) Now, keeping in mind that ANYTHING is better then the ZERO it was before, my napkin math shows it changing to an average of 412.5 damage at full stacks, down from an average of 1100 before. Stacks used to max at 100 instantly before (which is what broke it of course) but now stack at 15 which takes 45 seconds to achieve. So a previous max damage of 2000 reduced to max damage of 750. So it got nerfed. But its not really a nerf (not counting its original version which worked) because it wasn't working right since it got nerfed the first time because the original version was double uber. Hmmm, but now each person can put their own stack on. So if just two people have the effect, we would see an average damage after 45 seconds of 825. So would need at least 3 people to exceed the previous damage, with a 45 second instead of instant time. Hmmm, what if 12 people in a raid had and used this.... 4950 damage a tick. One last question: How does this effect linger? It was broken when it did work before this lammania patch, stacks would clear completely after a few seconds. Has that part been fixed? Will the 15 stacks clear one at a time?

    Gatekeepers teleport: Finally. Been using the Hostel giver with teleport to Harbor. Thank you, this is a great quality of life.

    Doors can be broken with ranged damage now. WOW. This was one of the big problems that could never get solved if I remember correctly. I would love to have a wall of text from Lynn or whomever worked on this about what it took to make this work!

    UI Skinning!!!!! WOW WOWO WOWO Wooooo Just holy wow. !!!111!!!

  5. #5
    Community Member
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    Default

    Quote Originally Posted by Cocomajobo View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Hello, all! A preview of Update 46 Patch 2 is open! It is expected to remain open until sometime in the late afternoon (Eastern) of Thursday May 21st.

    This preview contains the following features:



    In addition to those primary features it also contains the following miscellaneous changes and bugfixes:

    Character
    • Alchemists' spellbooks are now retained on Lesser Reincarnation, like Wizards' and Artificers'.
    • Epic Destinies: Divine Crusader: Confront Any Foe now properly enforces its 2-second cooldown.
    • Druid: Nature's Protector: Killer Instinct visual marks are no longer obscured by the body of the Bear.
    • The Feat Slicing Blow has been changed to the following: Tactical Melee Attack: Using this attack, you deal 1 point of Constitution damage to your target and deal 1 to 6 additional damage every 2 seconds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every 3 Character Levels. This damage scales with 100% Melee Power and can stack 3 times. Some creatures may be immune to the bleeding or wounding effect.
    • Panacea and Panacea Poultice will once more heal hitpoint damage.
    • Warlock: Hurl Through Heck and Create Thrall have had their base DC changed from 10 to 15.
    • The Insightful bonus to Stunning DC's granted by Divine Might now are correctly typed as Insightful.
    • Ranger: Deepwood Stalker: Heavy Draw will no longer erroneously apply an old penalty.
    • Fighter: Kensai: Keen Edge now works with Handwraps.
    • Wizard: Pale Master: Shroud of the Zombie has been changed to the following: Shroud Toggle: You shroud yourself with Negative Energy and assume many of the traits of a Zombie. While in this form, you hunger for brains and gain +4 Constitution, +10 Melee Power, +3 Physical and Magical Resistance Rating, and attack 10% slower. You have +100% critical hit resistance, are healed by Negative Energy, take 50% healing from Positive Energy, and take double damage from Light. You are considered Undead rather than your original type for the purposes of most effects.
    • Wizard: Pale Master: Ascendant Shroud the benefit to Shroud of the Zombie has been changed to the following: While in Shroud of the Zombie, you gain an additional +30 Melee Power and +10 Physical Resistance Rating, and your attacks deal +10% more damage. You also benefit from a 10% Profane Bonus to Maximum Hit Points.


    Items
    • Glass Shards Item Effect: Fixed an issue where glass shards wouldn't do damage because the attack was reapplying it to quickly. Effect can now only apply once every 3 seconds allowing the DOT to tick before a new stack applies. Increased the damage from 2d10 to 5d10, stack sized decreased from 100 to 15. Each Player can now their own copy of the DOT effect on the target.
    • The Heroic Coat of the Traveler has had it's Armor Class reduced from to more appropriately match other armors of it's minimum level.
    • Diamonds of Festive Wisdom/Intelligence no longer incorrectly spell Diamond when in stacks larger than 1.
    • Sapphire of Crushing Wave Guard and Globe of Imperial Blood now enforce their proper minimum levels.


    Quests
    • The Korthos landscape has had some cosmetic improvements.
    • The Searing Heights landscape has had some cosmetic improvements.
    • Slimes in The Sacred Bounty now spit acid occassionally.
    • Fixed an issue with "Assault on the Aerie of the Slave Lords" where if you clicked on the exit door it would send you to the exit location for Temple of Elemental Evil.
    • Multiple performance issues have been addressed in Soul Survivor
    • Fixed a bug that causes the named item reward chest not to spawn in Patriach's Crypt.


    UI
    • Strength Scores in the triple digits no longer get cutoff in the Character Sheet UI


    Miscellaneous
    • Reaper tree optimizations have been added so certain actions like weapon swapping will be more efficient.
    • Text that still pointed players towards the Hall of Heroes to find Gatekeeper NPC's have been updated to direct players to the correct location.
    • There is now a general vendor in the Gatekeeper's Grove
    • Gatekeeper's Grove is now a destination for a standard Teleport.
    • The map in Gatekeeper Grove is now larger and has a prettier border.
    • Some NPC's in the Marketplace that would jostle players are now ethereal.
    • Aubern the Argonessen now says his action dialogue at the correct time.
    • Doors that are breakable with melee strikes can now be broken with ranged attacks.
    • UI Skinning has returned to DDO. Visit https://www.lotrointerface.com/downloads/cat40.html for developer utilities
    And where is the nerf to Alchemists? Selff heal reasonably well even in high reaper, they have 150+ reflex save, evasion and mass CC+ mass dps better than any melee build... REALLY????!!!!!
    And do you really think that +40 melee power will make people play zombie??? lol.
    I know it is hard to balance classes because if you go in favor of players just a tiny bit, they will abuse the heck out of whatever you create. We are aware of that but on the other hand would you please be fair to all the classes? Pleaes don't create something that looks cool but actually does not have any use at end game when people running reaper builds.

    You guys are unfair! period.

    Melee always at the end of the line to get something good.

  6. #6
    Movember supporter IsFrosty99's Avatar
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    Default Soul Survivor Open?

    Any news on when this quest is going to open again?

  7. #7

    Default

    Quote Originally Posted by Cocomajobo View Post
    [*]UI Skinning has returned to DDO. Visit https://www.lotrointerface.com/downloads/cat40.html for developer utilities
    Update 7 UI Skin Art Pack: These are the final compiled assets that are skinnable in the UI. These assets are considered beta and will not (completely) work in the Live DDO environment.
    Um, yeah. Not exactly a confidence builder.
    Khyber: Kobeyashi | Ying. R10 or bust.

  8. #8
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    This is good stuff. Thanks for sharing!

    Bringing up here again. I hate to be a broken record, but would you mind taking a look again at unarmed Whirlwind Attack? Below is the thread that has speed comparisons. Its literally broken for handwrap monks.

    Thanks!
    Nico

    https://www.ddo.com/forums/showthrea...24268&posted=1

  9. #9
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    Default

    Quote Originally Posted by Cocomajobo View Post
    Disclaimer [INDENT][I][*]Epic Destinies: Divine Crusader: Confront Any Foe now properly enforces its 2-second cooldown.
    [/LIST]
    Just please make sure that the Confront Any Foe is not more than 2 seconds or it will be useless again.
    Cheers.

  10. #10
    Community Member QueenOfTheHook's Avatar
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    "UI Skinning has returned to DDO. Visit https://www.lotrointerface.com/downloads/cat40.html for developer utilities"

    These are the same files that have been available for 10 years. Are you guys going to put out the ones that are actually still in use in a more user friendly way or are we still trying to pull out the right files from the jumbled mess?

  11. #11
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    Default Add some ranged love to Eldritch Knight

    Is it possible down the line some ranged equivalents be added to Eldritch Knight? It was done recently to Knight of the Chalice for Paladins and I think it's only fair. Add for example a ranged version to Eldritch Strike, Eldritch Tempest and eldritch power proc as well as doubleshot along with the already available doublestrike. Any thoughts?

  12. #12
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    The Zombie changes are intriguing. Moving more to T5 is a good idea, it was a little front loaded, though now it might be a bit light on the front side. 10% plus more power is nice, not quite as good endgame as 20%, but it should still be feasible.

    I still don't think T5 Zombie quite competes with T5 EK, but while Zombie was completely front loaded there wasn't any reason to even consider going T5 Zombie. To be fair PM isn't really a melee tree, so the reason it doesn't compete is because it doesn't have any +threat/crit multiplier or any big melee attacks, items which are primarily buried in T5 EK.
    Last edited by Fauxknight; 05-19-2020 at 01:40 PM.

  13. #13
    I <3 DDO rfachini's Avatar
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    So gatekeepers' grove map is "now larger". Why not just make that sizeable like you did with the guild ship so it doesn't resize your map?
    Ghallanda (36): Vilas, Alphon, Whelm, Thaylan, Tyclmi, Amgine, Talc, Dedlee, Payle, Darell, Talenta, Zhen, Thrane, Arrith, Durdyn, Magefyre, Necrophil, Tulgey, Borogove, Hasugi, Shawal, Hailestorm, Branthan, Lightningbug, Bettercall, Elecktric, Zardu, Zergworthy, BrotherOf, Missadventer, Bytemy, Demogeorgia, Tizen, Warrcore, Permadeaf, Fullmettle

  14. #14
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    Quote Originally Posted by Mindos View Post
    Glass Shards: It did zero before. Sooooo, I like it! It finally does something. (and I apologize for my harshness about this issue) Now, keeping in mind that ANYTHING is better then the ZERO it was before, my napkin math shows it changing to an average of 412.5 damage at full stacks, down from an average of 1100 before. Stacks used to max at 100 instantly before (which is what broke it of course) but now stack at 15 which takes 45 seconds to achieve. So a previous max damage of 2000 reduced to max damage of 750. So it got nerfed. But its not really a nerf (not counting its original version which worked) because it wasn't working right since it got nerfed the first time because the original version was double uber. Hmmm, but now each person can put their own stack on. So if just two people have the effect, we would see an average damage after 45 seconds of 825. So would need at least 3 people to exceed the previous damage, with a 45 second instead of instant time. Hmmm, what if 12 people in a raid had and used this.... 4950 damage a tick. One last question: How does this effect linger? It was broken when it did work before this lammania patch, stacks would clear completely after a few seconds. Has that part been fixed? Will the 15 stacks clear one at a time?
    I have to agree. The chance to Glass Shards is too weak. With such a slow rate of application the 5d6 should probably be more like 15d6. Please reconsider.
    Danskerne
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  15. #15
    The Top Side GoldyGopher's Avatar
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    What actually was done in Korthos Island, I am stumped.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  16. #16
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    Quote Originally Posted by rfachini View Post
    So gatekeepers' grove map is "now larger". Why not just make that sizeable like you did with the guild ship so it doesn't resize your map?
    Please. This.
    And ideally also increase the size by 50-100%. Stuff is too cramped on the map. Social distancing please...

  17. #17
    Community Member lain5246's Avatar
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    Quote Originally Posted by Fauxknight View Post
    The Zombie changes are intriguing. Moving more to T5 is a good idea, it was a little front loaded, though now it might be a bit light on the front side. 10% plus more power is nice, not quite as good endgame as 20%, but it should still be feasible.

    I still don't think T5 Zombie quite competes with T5 EK, but while Zombie was completely front loaded there wasn't any reason to even consider going T5 Zombie. To be fair PM isn't really a melee tree, so the reason it doesn't compete is because it doesn't have any +threat/crit multiplier or any big melee attacks, items which are primarily buried in T5 EK.
    I don't know if I can agree, the undead forms replace the different melee buff trees by giving you more flexibility, for example zombie is a replacement for stalwart/sacred/natures protector, albeit weaker over all. to be honest I am greatly disappointed in ek. I would like to see a bit more defender/war treatment. why aren't wizards using negative energy in their atks? why would sorcs use ek the same way as wiz? look at war soul and war priest, there are just enough changes that they seem like they reflect the different ways that the classes would want to use them. same with sacred and stalwart. also vanguard should be a universal tree.

  18. #18
    Hatchery Founder Ganak's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    [*]Glass Shards Item Effect: Fixed an issue where glass shards wouldn't do damage because the attack was reapplying it to quickly. Effect can now only apply once every 3 seconds allowing the DOT to tick before a new stack applies. Increased the damage from 2d10 to 5d10, stack sized decreased from 100 to 15. Each Player can now their own copy of the DOT effect on the target.


    I love you Lynnabel.



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    Ganak Goblinjuicer ~ Xanak the Irregular

  19. #19

    Default

    Quote Originally Posted by GoldyGopher View Post
    What actually was done in Korthos Island, I am stumped.
    Cant see any changes to Korthos at all

    Could so with more ground clutter grass etc, and please get rid of some of those 90 degree angles for cliffs that's one of my pet hates and the big difference between new and old areas, get the chisel out. Please add grass to harbor island entrance as come from korthos to a bald island, its a shame.

    New lava in searing heights looks cool but when it rains it just looks like normal water. and some more grass ground clutter would be cool.

    Borderlands 100% grass ground clutter etc, korthos 50% searing heights maybe 70%

    Take it we getting new quests in searing heights as some blatant quest entrances have been added.

    Great work though looks nicer hope we get more of these to older areas, really makes a difference.
    Last edited by axan22; 05-20-2020 at 03:30 PM.

  20. #20
    The Hatchery Melkazar's Avatar
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    Doors that are breakable with melee strikes can now be broken with ranged attacks.


    Did you remember the roots in Tomb of the Blighted? Please tell me you remembered the roots in Tomb of the Blighted.
    What do you mean a -6 armor class is no good anymore?

    Baldric, Mulray, Tirimon, Clant, Melkazar, Dorakeen, Blastium
    If one of them falls off a cliff, it ain't their fault.

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