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Update 36 / Upcoming Systems Changes
« Last post by Oicu on Today at 06:43:47 AM »
from Steelstar

U36 is shaping up to be a very large update, with some great new content, Artificer changes, and a fairly large number of Bug and Quality-of-Life fixes. There are a few of these changes we wanted to let you know about ahead of Lamannia in order to provide some design insight and provide a bit of advanced notice.


Arcane Archer
With U36, the following changes are being made to Arcane Archer (both Elf and Ranger):

Arcane Archer Imbue toggles will only grant their effects while wielding a Longbow or Shortbow.
Arcane Archers must have a Longbow or Shortbow equipped to toggle on the Imbues from that tree. Equipping something other than a Longbow or Shortbow in your main hand will cause Arcane Archer Imbues to toggle off.

(Edit: We've made some changes to how this fix is implemented. See this link.)


For a very long time now, it's been possible to use Arcane Archer toggles with weapons that aren't bows. These abilities, by their wording, are only meant to work with Bows, but there are currently ways of getting around that and applying those effects to other weapons. The pass to Rangers circa Update 28 put some changes in place to stop this that were ultimately unsuccessful. We are interested in creating better balance between Bows, Crossbows, and other forms of ranged combat in the long term. In order to make that balance work, we need to finally fix Arcane Archer to work as it is intended to.


Warlocks
With U36, the following changes are being made to Warlocks:

Warlocks now receive Eldritch Blast base dice feats at levels 4, 8, 12, 16, and 20 (for a total of 6d6 at level 20) instead of their previous progression. Characters will be automatically adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny feat now grants 4d6 to Eldritch Blast.
In Enlightened Spirit, Eldritch Burst's additional Light damage is now 1d6.
In Enlightened Spirit, Spirit Blast's additional Light damage is now 4d6.
In Enlightened Spirit, Spiritual Retribution's Light damage on all Eldritch Blasts and Weapon Attacks is now 1d4/2d4/3d4.


Internal and live data gathering has led to the conclusion that Warlock DPS is unquestionably too high in Heroic. It isn't simply a matter of their damage output relative to other classes (which is also too high), it's a matter of their power relative to content and other factors involved in overall game balance. Tuning other classes up to their level isn't an option; Warlock damage in Heroic needs to come down.

The above change alters the levels at which Warlocks add 1d6 to their base Eldritch Blast. On Live currently, when they reach level 20 they have 9d6; this change alters that to 6d6. To balance that against Epics, the two available Eldritch Blast feats have been increased to 3d6 and 4d6 (a net gain of +3d6, the same value that was removed from Heroics). As a result, by the time a Warlock reaches level 26, they can have exactly as many dice as they can get now.

The Enlightened Spirit changes bring the extra damage granted by these abilities closer in line with abilities in other classes. Having playtested with the changes, these abilities remain very potent.


Spell Resistance
With U36, the following changes are being made to Spell Resistance:

Drow and Deep Gnome's Spell Resistance now stacks with all other sources of Spell Resistance.
The majority of item-based sources of Spell Resistance have had their values reduced by about 1/3.
Fury of the Wild's Ward against Weird ability is now a Primal bonus to Spell Resistance (stacking with most other sources) and has new values (5/30/60).


In the U36 cycle, we set out to finally make Drow and Deep Gnome's racial Spell Resistance stack with other sources (as we said we would after the recent Race Tree pass). In analyzing the numbers involved, it came to our attention that the math used to determine what values new Cannith Crafting, new Lootgen, and recent Named Items calculated Spell Resistance at was wrong. As a result, the numbers available were much higher than we were comfortable with before adding in stacking Drow and Deep Gnomes.

With this change, a character without racial SR equipping maximum available sources of SR should be within striking distance of the necessary SR to resist high-difficulty monsters' spells. It will be very difficult (if not impossible at certain ranges) to get a no-fail value on those characters in high difficulties. With Drow and Deep Gnome values now stacking, however, those characters can much more easily compete against enemy spells.


Aggro & Stealth
With U36, the following changes are being made to Aggro and Stealth:

Monsters will take the distance of their targets into account now. Closer targets are more likely to be targeted (assuming they have not yet taken much damage) compared to Live.
If a monster kills or loses their primary target, they’ll now aggro correctly on who has the most hate next (as opposed to the closest target, as they often do now on Live).
Monsters with the “see stealthed” property will now display an angry red eye icon to anyone observing them in stealth. Note: The see through stealth property, aka “tremor sense” is not True Sight or See Invisible. Those abilities don’t actually don’t affect sight checks against players just using the stealth skill. For example, Spiders and Slimes typically have the See Through Stealth property, per 3.5 edition rules. Red- and Purple-name bosses also tend to get this ability.


These changes were the result of listening closely to player feedback and examination of monster AI in regards to stealth gameplay.


Area of Effect Spells
With U36, most Area of Effect spells cast by enemies (such as Ice Storm and Web) now have visible indicators of their boundaries on the ground. This should make more clear where enemy effects begin and end, and improve players' ability to analyze the battlefield.
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Update 36 / Re: Cleric domains
« Last post by Oicu on June 09, 2017, 05:09:07 AM »
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Update 36 / Re: Cleric domains
« Last post by Moulinet on June 06, 2017, 03:51:11 AM »
That's a lot of different domains  :o
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Update 36 / Re: Cleric domains
« Last post by Refutor on June 03, 2017, 11:04:52 AM »
Air Domain
Level 2 : you gain +1 to the DC of your Evocation spells.  This increases by +1 at 6th, 12th and 18th level Cleric

Your lightning spells will use Light Spell power if it is higher.
Your light spells will use Lightning Spell power if it is higher.
Your Turn Undead works on Air Elementals.
When you use the Turn Undead your party gets a bonus to Reflex saving throws equal to half your Cleric level, and points of Electric resistance equal to twice your Cleric level for 20 secondws

Level 5 : you gain Feather Fall as an SLA
Level 9 : You gain Cyclonic Blast as an SLA
Level 14 : You gain Chain Lightning as an SLA

Animal Domain
Level 2 : You gain +1 Spot, +1 Listen and +1 Reflex saving throws for every 2 Cleric levels

Your turn Undead works on Animals
When you use Turn Undead your party gains points of Constitution equal to half your Cleric level for 20 seconds

Level 5 : You gain 20 hit points per Cleric level.  You also add twice your Cleric level to your Hit Points for each epic level you gain
Level 9 : You gain 15% fortification bypass
Level 14 : You gain Snow Slide as an SLA

Chaos Domain
Level 2 : You gain +1 to will saving throwsd for every 2 cleric levels.

When you use Turn Undead, your party gains 1d20 points of Universal Spell Power and 1d10 points (each rolled separately) of Melee power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating

Level 5 : You gain Chaos Hammer as an SLA
Level 9 : Your spell critical chance is increased by 3%
Level 14 : You gain Prismatic Spray as an SLA

Death Domain
Level 2 : You gain +1 to DC of your Necromancy spells.  This increases by +1 at 6th, 12th and 18th level Cleric

Your Turn Undead does twice the normal amount of damage.  Undead that fail their saving throw are destroyed (unless they are immune to effects that cause instant death)

Level 5 : You gain Death Ward as an SLA
Level 9 : You gain Necrotic Ray as an SLA
Level 14 : You gain Destruction as an SLA

Destruction Domain
Level 2 : You gain +1 Melee and Ranged Power.  You gain another point at 4th, 8th, 12th, 16th and 20th level Cleric.

You can cast your Cleric spells while raging, and your spells are no longer penalized by Rage spells
When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds

Level 5 : Durability damage for your items is reduced by 75%
Level 9 : Your weapons do an extra +W
Level 14 : Your weapon strikes add a stack of Improved Destruction

Earth Domain
Level 2 : You gain +2 Acid Spell Power (Corrosion) per Cleric level.

Your acid spells will use LIght Spell Power if it is higher
Your light spells will se Acid Spell Power if is higher.
Your Turn Undead works on Earth Elementals
When you use Turn Undead your party gains a bonus to Fortitude saving throws equal to half your Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds.

Level 5 : You gain Melf's Acid Arrow as an SLA
Level 9 : You gain Stoneskin as an SLA
Level 14 : You gain Earthquake as an SLA.  The cooldown for this version is 20 seconds

Fire Domain
Level 2 : You gain +2 Fire Spell Power (Combustion) per Cleric Level

Your fire spells will use Light Spell Power if it is higher
Your light spells will use Fire Spell Power if it is higher.
When you use Turn Undead your party gains points of fire resitance equal to twice your Cleric level for 20 seconds
Your Turn Undead works of Fire elementals.

Level 5 : You gain Scorching Ray as an SLA
Level 9 : You gain Wall of Fire as an SLA
Level 14 : You gain Firestorm as an SLA

Good Domain
Level 2 : You gain +2 Light Spell Power (Radiance) per Cleric Level.  You gain +1 to the Heal skill for every 2 Cleric levels

When you use Turn Undead your party gains temporary hit points equal to five times your Cleric level for 20 seconds

Level 5 : You gain Deific Vengeance as an SLA
Level 9 : You gain Blade Barrier as an SLA
Level 14 : Evil damage is reduced by 20%.  You gain +4 on saving throws versus evil creatures.

Healing Domain
Level 2 : You gain 2 Points of Spell Power (Devotion) per Cleric level.

When you use Turn Undead your party gains points of Healing Amplification equal to your Cleric level for 20 seconds

Level 5 : You gain Cure Moderate Wounds as an SLA
Level 9 : You gain Panacea as an SLA
Level 14 : Your healing spells are quicked, as if you had the Quicken metamagic.  This does not increase their cost.

Knowledge Domain
Level 2 : You gain +2 to all skills.

When you use Turn Undead your party gains points of Intelligence equal to half your Cleric level for 20 seconds

Level 5 : You gain Suggestion as an SLA
Level 9 : You gain Feeblemind as an SLA
Level 14 : You gain half your Cleric level as Spell Penetration.  You gain +! DC to all your spells.  This increases to +2 at Cleric level 16 and +3 at Cleric level 20.

Law Domain
Level 2 : You gain +1 to the DC of your Enchantment spells.  This increases by +1 at 6th, 12th and 18th

When you Turn Undead, your party gains points of Wisdom equal to half your cleric level for 20 seconds

Level 5 : You gain Order's Wrath as an SLA
Level 9 : You gain Greater Command as an SLA
Level 14 : Chaos damage is reduced by 20%.  You gain +4 on saving throws versus chaotic creatures.

Luck Domain
Level 2 : You gain +1 to your Fortitude, Reflex and Will saving throws.  This increased by +1 at 6th level, 12th level and 18th level.

When you use Turn Undead your party gains a Divine bonus to saving throws equal top half your Cleric level for 20 seconds

Level 5 : You gain Displacement as an SLA
Level 9 : You gain 1d8 to the DC of your spells.  (Each is rolled separately)
Level 14 : If you are killed, your miraculously survive, gaining 50% of your hit points.  This can occur once per 5 minutes

Magic Domain
Level 2 : You gain +1 to the DC of your Evocation spells.  This increases by +1 at 6th, 12th and 18th level Cleric/

When you use Turn Undead your party gains a Divine bonus to Universal spell power equal to twice your Cleric level for 20 seconds

Level 5 : You gain Chain Missiles as an SLA
Level 9 : you gain a number of bonus Spell points equal to your Character level x 10
Level 14 : You gain points of Universal Spell Power equal to twice your Cleric level.

Protection Domain
Level 2 : You gain +1 to AC, PRR and MRR.  This increases by +1 at 5th, 10th, 15, 20th Cleric level.

When you use Turn Undead your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.

Level 5 : You gain Nightshield as an SLA
Level 9 : You gain Radiant Forcefield as an SLA
Level 14 : Your AC and PRR are increased by your Cleric level

Strength Domain
Level 2 : You gain +2 Strength and become immune to Strength damage

When you use Turn Undead your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds

Level 5 : Your Reflex saving throws are now based on Strength instead of Dexterity
Level 9 : You become immune to knockdown effects
Level 14 : You always make your saving throw against Stun effects.

Sun Domain
Level 2 : You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level

When you Turn Undead, a Flame Strike comes down at your location

Level 5 : You gain Searing Light as an SLA
Level 9 : You gain Flame Strike as an SLA
Level 14 : You gain Sunburst as an SLA

Trickery Domain
Level 2 : YOu gain +1 to DC of your Enchantment spells.  This increases by +1 at 6th, 12th and 18th Cleric level.

When you use Turn Undead your party gains points of Charisma equal to half your Cleric level for 20 seconds

Level 5 : You gain Invisibility as an SLA
Level 9 : You gain Mind Fog as an SLA
Level 14 : You gain Charm Monster, Mass as an SLA

War Domain
Level 2 : You gain +1 Damage with melee and ranged weapons.  This increases by +1 at 4th, 8th, 12th, 16th and 20th level

When you use Turn Undead your party gains a Divine bonus to Melee and Ranged Power equal to half your Cleric level for 20 seconds

Level 5 : You gain proficiency in all martial and exotic weapons.
Level 9 : Your one handed weapons have a base damage die of 1d10.  Your two handed weapons have a base damage die of 2d8.  This will not reduce the base damage die if it is higher.
Level 14 : You gain Holy Sword as an SLA.  Your tactical DCs are increased by half your Cleric level.

Water Domain
Level 2 : You gain Water Breathing.  You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level.

Your cold spells will use Positive Spell Power if it is higher.
Your healing spells will use Cold Spell Power if it is higher.
Your turn UNdead works on Ice Elementals.
When you use Turn Undead your party gains a bonus to Will saving throws equal to half your cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds.

Level 5 : You gain Solid Fog as an SLA
Level 9 : You gain Cone of Cold as an SLA
Level 14 : You gain Greater Creeping Cold as an SLA
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Update 36 / Cleric domains
« Last post by Refutor on June 03, 2017, 09:43:30 AM »
https://uploaddeimagens.com.br/imagens/domain-png--2

looks very interesting.  some of the domains include turning elementals, being able to cast divine spells while raged, earthquake SLAs, +(random) 1d8 to DCs per cast, and so on

Craig
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Neverwinter / Battletech
« Last post by Oicu on October 14, 2015, 05:22:29 PM »
for those of you who liked the turned based games.. there is a new kickstarter
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Star Wars, The Old Republic (SWtoR) / Star Wars Battlefront 3
« Last post by Oicu on October 09, 2015, 12:35:30 PM »
just went open beta.. you can dl it from your origins app store
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Neverwinter / Re: Skyforge
« Last post by Oicu on July 11, 2015, 09:40:02 AM »
Its going open beta if you want to check it out

http://static.sf.my.com/mail/10b1e2cdf07a6d0132b425e168c61350/enb/
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Neverwinter / Skyforge
« Last post by Oicu on June 24, 2015, 01:33:12 PM »
I played Skyforge a bit and liked it.. its a cross between Star Wars and Neverwinter and I have 2 extra Beta keys if anyone wants to try it out

SFUC68MG7NBBZDWL

SFUC49DMCDQ76DHH

if you use it, make sure you note that below in a post
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DDO - Ghallanda Public Read Forum / Re: Looking for a Guild?
« Last post by MLRS on May 31, 2015, 12:17:16 AM »
Take it from someone who stumbled unto Blackmoor Defenders back when I thought Korthos was the only thing available in DDO (yup, I was that tool with 4th-6th lv toons on korthos), this guild will help you, teach you, drag you kicking and screaming (or dead and in a pocket to the next shrine) to your first completion, continue to help you, show you neat ways to set up your character, and help you to grow in the game.

These guys will drop whatever they are doing to rescue a guildie, squander their personal fortunes, spare no expense, sell assets. They are ‘those’ guys and gals.

I am sooooooo lucky they like helping others. Tthey even have a soft spot clueless dweebs like me.

GO BD!!!!!!

I am on most evenings on a perma level or one of my mains.
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