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U23 Notes
Aug 21st, 2014 at 12:21pm
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Default Lamannia Release Notes (Last Updated 8-21-14)
Lamannia Update 23 Release Notes

Welcome to the Lamannia Release Notes for Dungeons & Dragons Online! These notes were posted on Thursday, August 21st, 2014. These notes will undergo changes and additions.

Of Special Note:

Epic Orchard of the Macabre

The Orchard of the Macabre now supports Epic levels! Includes Epic versions of Ghosts of Perdition, Desecrated Temple of Vol, Inferno of the Damned, and Fleshmaker's Laboratory, in addition to a new raid! (NOTE: The Epic version of Fleshmaker's Laboratory is now yet available for preview. Click here to learn about today's (August 21st) special event!

Armor Up

Update 23 brings a series of changes aimed at improving the ability of melee-focused characters to face some of DDO's toughest challenges, and bring increased balance between melee, ranged, and spell-casting characters. These changes include the introduction of Melee Power, Ranged, Power, Magical Resist Rating, and adjustments to Physical Resist Rating, among other things. The full list of changes is available below.

News & Notes

Airships and Guilds


A new amenity is available called Guild Storage! The amenity is available in several tiers, and offers a general chest in addition to a chest that can only be used by guild officers and leaders.
Three Finger Thad's General Vendor now has spell components for Druid.
Teleporting is now possible from an airship.
Class pets (such as an Artificer's Iron Defender) can now get buffs on Airships using the Amenity Bar.


Armor Up


Numerous changes are being made to increase the power of melee-focused characters, and bring increased balance between melee, ranged, and spellcasting in the game:
Physical Resistance Rating: This attribute mitigates physical damage of all types. The new formula for PRR is 100/(100+Rating), meaning that if your character has a PRR of 20, and you would take 100 points of damage, the formula would be (100/(100+20)=100/120=.83333, meaning that your character with 20 PRR would take 83 damage.
Magical Resistance Rating: This new attribute is the magical equivalent of Physical Resistance Rating. It can be increased by wearing armor, gearing up Sheltering effects, and through certain enhancements. This rating works on most magical effects, but will not reduce force, bane, and some other special effects. The formula for this rating is the same as PRR: 100/(100+Rating). For example, if a character with 20 MRR is hit by a spell that does 100 damage, they would actually sustain 83 damage (100/(100+20)=.83333).
Melee Power: This new attribute is similar in effect to Spell Power, and increases straight weapon damage in addition to certain static effects from enhancements. Melee Power is gained from certain enhancements, some melee Epic Destinies, some feats, and future loot. This rating increases melee attacks by the following formula: (100+Rating)/100. Example, A character with 20 melee power that does 100 damage with a weapon will do a total of 120 damage.
Ranged Power: This new attribute is the ranged version of Melee Power, and increases missile damage by the following formula: (100+Rating)/100. This rating is not being used much in Update 23, but is a tool that will be used in the future.

Armor and Shields:
Wearing armor will now provide bonus mitigation by increasing your Physical Resistance Rating and Magical Resistance Rating:
Robes or Outfits: No PRR, no MRR
Light Armor: 10 PRR, 10 MRR if armor has enchantments. This is in addition to the current PRR bonus of 2+(Base Attack Bonus)/2).
Medium Armor: 20 PRR, 20 MRR if armor has enchantments. This is in addition to the current PRR bonus of 4+(Base Attack Bonus)/1.5).
Heavy Armor: 30 PRR, 30 MRR if armor has enchantments. This is in addtion to the current PRR bonus of 6+Base Attack Bonus).

Shields will give additional PRR and, if enchanted, MRR:
Buckler: None
Light Shield: 5 PRR, 5 MRR if shield has enchantments.
Heavy Shield: 10 PRR, 10 MRR if shield has enchantments.
Tower Shield: 15 PRR, 15 MRR if shield has enchantments.

Characters who are proficient with shields can now use larger shields for defense against magical attacks that would normally require a Reflex Saving Throw. Instead of using your Reflex Saving Throw to mitigate the damage, you can deflect the damage off of your shield. Physical and Magical Resistance Rating multipliers against magical attacks that normally allow a Reflex Saving Throw are as follows:
Buckler: No additional mitigation
Light Shield: No additional Mitigation
Heavy Shield: 2.0
Tower Shield: 2.0
Evasion will no longer function for characters who have Heavy and Tower Shields equipped.

Certain types of armor now have a cap on them for the purposes of attaining a higher Magical Resistance Rating:
Robes or Outfits: 100
Light Armor: 200
Medium Armor: no cap
Heavy Armor: no cap

Magical Resistance Rating will appear on existing and future items with the Sheltering effect. All items with the Sheltering effect will give an amount of MRR equal to the PRR of that effect.


Classes


Each epic level (levels 21+) now grants the feat Epic Power, which gives +5 Melee Power.


Combat


Glancing Blows now work while moving if a character has the Two Handed Fighting feat.
Shield Bash procs now work while moving.
Some monster weapons and effects will no longer disappear on death when they should not have.


DDO Store


The Swashbuckling Outfit now has a preview function in the DDO Store.
The Cyan Gelatinous Cube and Snow Panther Creature Companion Certificates are no longer bound.
The Scroll of Heal x10 has been renamed to Gold Seal Scroll of Heal x10 to clarify that it proves a better benefit than a regular Scroll of Heal.


Enhancements


Knight of the Chalice has been improved. The enhancement tree now reads as follows:
Innate Abilities
1 AP: Slayer of Evil I: You gain +1 to hit evil and undead creatures. Your attacks deal 1d6 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 100% Melee Power.
5 AP, Pal3: Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 2d6 additional Light damage.
10 AP, Pal6: Slayer of Evil II: You now gain +2 to hit evil and undead creatures. Your attacks now deal 3d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures.
20 AP, Pal12: Improved Courage of Heaven: Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 4d6 additional Light damage.
30 AP, Pal18: Slayer of Evil III: You now gain +3 to hit evil and undead creatures. Your attacks now deal 6d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
41 AP, Pal20: Champion of Good: You gain +4 Charisma and 10 Melee Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 8d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction.

Tier One (0 AP Required)
Extra Turning: +(1/2/3) Turn Attempts per rest.
Divine Light: Your Turn Undead ability now also deals 6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.
Extra Remove Disease: +(2/4/6) Remove Disease uses per rest.
Exalted Smite: You gain 2/4 additional use of Smite Evil per rest.
Action Boost: Attack: Activate to gain a +(4/6/8) Action Boost bonus to hit for 20 seconds.

Tier Two (5 AP Required)
Improved Turning: You count as (1/2/3) levels higher when turning undead, and add (2/4/6) to the number of hit dice turned.
Divine Might: Channel Divinity: Channel Divinity: You gain an Insight bonus to Strength equal to your Charisma modifier for 30/60/120 seconds. (Cooldown 20 seconds)
Rally: Channel Divinity: Remove fear from nearby allies. You and the affected allies gain a +2/+4/+6 Moral Bonus to Will Saves vs. Fear effects and a +1/+2/+3 Morale Bonus to Attack and Damage for 60 seconds. (Coodown: 3 miniutes)
Exalted Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Shares its cooldown with the Cleave feat."
Action Boost: Damage: Activate to gain a (+10/+20/+30)% Action Boost bonus to Melee Power for 20 seconds. (Cooldown: 30 Seconds)

Tier Three (10 AP Required)
Improved Restoration: Your Paladin Remove Disease ability now also applies a (Lesser Restoration / Restoration / Greater Restoration) effect.
Divine Sacrifice: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional (5/7/9)d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. Light damage scales with 100% Melee Power.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Exalted Smite: Active: An improved smite that adds +1/+1/+2 to your weapon's critical damage multiplier and 0/+1/+2 to your weapon's critical threat range.
Str or Cha: +1 Strength or Charisma

Tier Four (20 AP Required)
Censure Demons: You gain On Vorpal: Stuns Chaotic Evil outsiders for 3 seconds.
Passion: Your Divine Sacrifice ability gains: On Damage: Gain (5/10/15) temporary spell points if you strike an evil creature with this attack.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Empowered Smite: Your Smite Evil and Exalted Smite abilities now grant a buff that increases Melee Power by 10 for 10 seconds.
Str or Cha: +1 Strength or Charisma

Tier Five (30 AP Required)
Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. You also gain 10 Melee Power.
Vigor of Life: Your Positive Healing Amplification is increased by (5/10)%, and you take (5/10)% less damage from Negative Energy.
Holy Retribution: Melee Channel Divinity: Executes a powerful holy strike against the target that deals +1/+3/+5[W] damage. On Damage: Evil creatures with less than 1,000 HP have a 50%/75%/100% chance to be forced to make a WIll save (DC 10 + Paladin Level + Charisma Mod) or be destroyed. On a successful save, the affected creature takes 100 holy damage from this attack as well as -6 to all ability scores for ten seconds. (Cooldown: 6 seconds)
Sealed Life: You are immune to Energy Drain.
Avenging Cleave: "Make a sweeping weapon attack against all nearby enemies for +1(W) damage. Damaged enemies gains one stack of Vulnerability. \\n\\nShares its cooldown with the Greate Cleave feat. \\n\\nVulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."

Sacred Defender has been improved. The enhancement tree now reads as follows:
Innate Abilities
1 AP: Holy Bastion: You gain +1 Hit Point and 1 Positive Energy Spell Power for each action point you spend in this tree. Each Sacred Defender Core Ability you possess grants +2% Fortification.
(Moved to tier 2) 5 AP, Pal3: Sacred Defense: Defensive Stance: You gain 10 Physical Resistance and Magical Resistance and a 50% bonus to threat generation. (Note: the movement penalty was removed.) (Note: the stance does not require a shield.)
(Moved to tier 3) 10 AP, Pal6: Divine Righteousness: Channel Divinity: You gain temporary hit points equal to your Charisma score and a 100% Sacred bonus to threat generation for 60 seconds.
20 AP, Pal12: Redemption: The following spells are added to the Paladin spell list: Level 2: Raise Dead Level 3: Resurrection Level 4: True Resurrection. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating.
30 AP, Pal18: Glorious Stand: Channel Divinity: For a short duration you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating.
41 AP, Pal20: Eternal Defender: Passive: You gain +2 Charisma and +2 Constitution, and grants a Sacred bonus that increases your range of unconsciousness by your Charisma score. (This bonus updates once per minute.) Toggle: While Eternal Defender is active, if you drop below 0 hit points, two uses of Lay on Hands and Turn Undead are immediately expended and you receive a reactive heal for 250 points of Positive Energy healing. Passive: You gain 10 Physical Resist Rating and 10 Magical Resist Rating.

Tier One (0 AP Required)
Item Defense: You have a (25/50/75)% chance to negate potential item wear.
Extra Lay on Hands: You gain +(1/2/3) uses of Lay on Hands.
Improved Sacred Defense: Multiselector:
Resilient Defense: While in Sacred Defense, you gain a +(1/2/3) Sacred bonus to all Saving Throws.
Durable Defense: While in Sacred Defense, you gain a +(5/10/15) Sacred bonus to Physical Resistance Rating and Magical Resist Rating.
Inciting Defense: While in Sacred Defense, you gain a (25/50/75)% Sacred bonus to melee threat generation.

Sacred Armor Mastery: +(1/2/3) Armor Class and (+1/2/3) Maximum Dexterity Bonus when wearing Armor.
Saves Boost: Activate to gain a (+2/+4/+6) Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail saving throws on a roll of a natural 1.

Tier Two (5 AP Required)
Instinctive Defense: You take 5% less extra damage when struck while helpless.
Bulwark Aura: Your Aura now grants +(1/3/5) Armor Class.
Improved Sacred Defense: See tier one. (Pick one you don’t have.)
Sacred Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus.
Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class, Physical Resistance Rating and Magical Resistance Rating for 20 seconds.

Tier Three (10 AP Required)
Resistance Aura: Your Aura now grants +(1/2/3) to Saving Throws.
Improved Sacred Defense: See tier one. (Pick one you don’t have.)
Greater Sacred Defense: Multiselector:
Strong Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Strength.
Hardy Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Constitution.
Tenacious Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Sacred bonus to maximum hit points.
+1 Con or Cha: +1 Constitution or Charisma

Tier Four (20 AP Required)
Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose One:
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15%/30%/50%.
Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by 15%/30%/50%.
Spellshield Aura: Your Aura now grants a +(2/4/6) Sacred bonus to Spell Resistance.
Swift Defense: Sacred Defense grants you a 10% sacred bonus to movement speed.
Greater Sacred Defense: See tier one. (Pick one you don’t have.)
+1 Con or Cha: +1 Constitution or Charisma

Tier Five (30 AP Required)
Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times.
Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose the option you didn't choose at Tier 4.
Harbored By Light: You gain +10/+15/+25 Physical Resist Rating and Magical Resist Rating. You gain 1/2/3 uses of Lay On Hands.* In addition, while you are actively blocking with a shield, enemies that attack you will take 3d4/4d4/5d4 Light Damage.
Greater Sacred Defense: Further improves your Sacred Defense stance. Pick the third option left.

Stalwart Defender has been improved. The enhancement tree now reads as follows:
Innate Abilities:
1 AP: Toughness: You gain +1 Hit Point for each action point you spend in this tree. Each Innate Ability you possess from this tree grants +3% Fortification.
5 AP, Ftr3: (Moved to Tier 2) Stalwart Defense: Defensive Stance: You gain 10 Physical Resistance, 10 Magical Resistance, a 50% bonus to threat generation, and are immune to rage effects. (Note: the movement penalty was removed.) (Note: the stance does not require a shield.)
10 AP, Ftr6: (Moved to Tier 3) Overbalance: Your shields gain On Vorpal: Knock an opponent to the ground.
20 AP, Ftr12: Stand Fast: (No longer requires a shield.) Action Boost: You gain a +20 bonus to Balance and saves vs. Fear for 20 seconds. This ability can be used while feared or knocked down to end these effects. (Cooldown: 30 seconds.)
30 AP, Ftr18: Defensive Sweep: (No longer requires a shield.) Action Boost: You generate +50% threat and your basic attacks strike two targets per swing instead of one for 20 seconds. (Cooldown: 30 seconds.)
41 AP, Ftr20: Last Stand: Passive: You gain +4 Constitution and +2 to the DCs of all Tactical Feats. (No longer requires a shield.) Action Boost: Gain +100% Maximum hit points and +50 Physical and Magical Resistance Rating for 20 seconds. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless. (Cooldown: 3 minutes.)

Tier One (0 AP Required)
Item Defense: You have a (25/50/75)% chance to negate potential item wear.
Improved Stalwart Defense: Multiselector:
Resilient Defense: While in Stalwart Defense, you gain a +(1/2/3) Competence bonus to all Saving Throws.
Durable Defense: While in Stalwart Defense, you gain a +(5/10/15) Competence bonus to Physical and Magical Resistance Rating.
Inciting Defense: While in Stalwart Defense, you gain a (25/50/75)% Competence bonus to melee threat generation.
Stalwart Defensive Mastery: +(1/2/3) Armor Class and Amor Maximum Dexterity Bonus.
Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class and Physical and Magical Resistance Rating for 20 seconds.
Threatening Countenance: +(1/2/3) Haggle and Intimidate, +(5/10/15)% melee threat generation

Tier Two (5 AP Required)
Shield Striking has been removed.
Improved Stalwart Defense: See tier one. (Pick one you don’t have.)
Stalwart Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus.
Armor Expertise: Armor you equip gains a +(1/2/3) bonus to its Enhancement bonus.
Instinctive Defense: You take (5%/10%/15%) less extra damage when struck while helpless. (Additional damage while helpless varies by difficulty setting from 5% to 25%.)

Tier Three (10 AP Required)
Improved Stalwart Defense: See tier one. (Pick one you don’t have.)
Greater Stalwart Defense: Multiselector:
Strong Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Competence bonus to Strength
Hardy Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Competence bonus to Constitution
Tenacious Defense: Stalwart Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Competence bonus to maximum hit points.
Shield Expertise: Weapons and Shields you equip gain a +(1/2/3) Competence bonus to their Enhancement bonus.
+1 Str or Con: +1 Strength or Constitution

Tier Four (20 AP Required)
Counterattack: Action Boost: You gain On Shield Block: Your next attack within 3 seconds gains +1[W]. This stacks (1/2/3) times.
Swift Defense: Stalwart Defense grants +10% Movement.
Greater Stalwart Defense: See tier one. (Pick one you don’t have.)
Reinforced Defenses: Multiselector:
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by (15/30/50)%.
Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by (15/30/50)%.
+1 Str or Con: +1 Strength or Constitution

Tier Five (30 AP Required)
Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times. (No longer requires shield)
Block and Cut: Melee Attack: Performs a melee attack with your main hand weapon that deals (+1/+2/+3)[W]. On Damage: You gain a (10/15/25)% Morale bonus to melee doublestrike for 10 seconds. (No longer requires shield)
Greater Stalwart Defense: Further improves your Stalwart Defense stance. Choose the option you didn't chose at Tier 3 or 4.
Reinforced Defenses: See tier four. (Pick one you don’t have.)


Vanguard: A new tree for fighters and paladins! (coming soon to Lamannia)
Assassin
Venomed Blades now scales with 200% Melee Power.
Shadow Dagger now scales with 200% Melee Power. The DC now uses Rogue level rather than 1/2 Rogue level.

Battle Engineer
The Core three and five Infused Armor enhancements now properly reduce Arcane Spell Failure on docents.

Swashbuckler:
Thread the Needle no longer disappears when zoning.
Tavern Shanties no longer displays a "Do Not Use" icon.
Coup de Grace now properly requires twelve character levels.

Tempest
Dance of Death now has a 15 second cooldown.
The Growing Storm now has a 30 second cooldown. The stackable -2 AC benefit has been removed.



Epic Destinies


The Divine Crusader's Celestial Champion benefit no longer disappears when zoning.
Fatesinger, Divine Crusader, Unyielding Sentinel, Grandmaster of Flowers, Legendary Dreadnaught, Shadowdancer, Fury of the Wild, and Primal Avatar now grant +5 Melee Power for every innate ability obtained.
Exalted Angel's Sun Bolt now has its correct icon.
Legendary Dreadnaught:
Master's Blitz is now a multi-selector, which allows a character to choose the Dodge version, which caps as it always has, or a new version that adds 30 PRR and MRR when it builds up.
The requirement of using 50 tactical abilities to activate Master's Blitz has been removed.
When activated, the ability builds as enemies are hit.
The destiny's innate abilities each provide a passive and cumulative 5 Melee Power.
Master's Blitz now builds up to 100 Melee Power through charges.

Shadowdancer:
Dark Imbuement no longer displays a "Do Not Use" icon.
Shadow Training I through V


Feats


Overwhelming Critical no longer requires Great Cleave, and no longer has a Strength requirement.
The Weapon Fighting feats have been adjusted as follows:
Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage.) This feat also grants a 3% chance for weapon effects to trigger on glancing blows. While fighting with a two-handed weapon you gain a +5 Combat Style bonus to Melee Power.
Improved Two Handed Fighting: Increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 10%, for a total of 40%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3% for a total of 6%. Your Combat Style bonus to Melee Power is increased to +10.
Greater Two Handed Fighting: The Greater Two Handed Fighting feat adds a glancing blow to your attack sequence, and increases the damage of glancing blow attacks when wielding a two-handed weapon by an additional 10% for a total of 50%. Also increases the chance for weapon effects to trigger on glancing blows by an additional 3% for a total of 9%. Your Combat Style bonus to Melee Power is increased to +20.
Single Weapon Fighting:While Single-Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +5 Combat Style bonus to Melee Power. Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand.
Improved Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +20% Combat Style bonus to attack speed and a +10 Combat Style bonus to Melee Power. You now apply 25% more of your appropriate ability score modifier to your damage instead of just your modifier (for instance, you add 1.25 times your Strength modifier as damage, similar to Two-Handed Fighting.)
Greater Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed and +20 Combat Style bonus to Melee Power. You now apply 50% more of your appropriate ability score to your damage.

The Shield Mastery and Improved Shield Mastery feats have been adjusted as follows:
Shield Mastery: You are skilled with the use of a shield, and your physical resistance is increased by 3 when using a buckler or small shield, 5 when using a large shield, or 10 when using a tower shield. You gain 3% doublestrike while using a shield. While fighting with a shield you gain a +10 Combat Style bonus to Melee Power.
Improved Shield Mastery: You are exceptionally skilled with the use of a shield, and your physical resistance is increased by 5 when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield. Your doublestrike chance while using a shield is increased by 8%. Your Combat Style bonus to Melee Power is increased to +20.


Hirelings


Right-clicking on your hireling's command bar portrait now brings up a menu allowing you to set various options, including the ability to toggle various actions.
Stand Your Ground will now make a hireling only perform ranged attacks (if the hireling has a ranged attack.)
Hirelings will now follow their masters better after combat ends.
Luna is now less likely to run towards enemies instead of healing.
Hirelings (and class pets) stand still for a few seconds if their master gets hit by a trap and is not in combat, so they no longer follow their master into the trap.
Hirelings and pets will attempt to use nearby rest shrines if not in combat, not passive, and low on either health of spell points.
Hirelings and pets are now willing to go further from their master when ordered to become active (aggressive.)
Hirelings will no longer engage enemies at all if ordered to stay and be passive.
Hirelings will the ability to heal themselves should no longer ask to be healed when low on health.
Hirelings (and class pets) should respond better to party members being attacked.
A Hireling and class pet's "Come to Me" button now teleports the hireling or pet to your character.


Items


Eldritch Card Crunchers can no longer be put into the Classic D&D Anniversary Bag, but can be placed into banks.
Items which are not bankable can no longer be placed into bags.
Remaining unconsumed Saga XP gems (and other items that should be automatically consumed, such as Guild Renown and Astral Shard purchases) will automatically be consumed when a character with them in their inventory first logs in.
The Mirror of Glamering is now a rare drop chance in the Daily Dice gold roll.
Combat Mastery and Exceptional Combat Mastery effects on items have been renamed to Insightful Combat Mastery to better reflect what they do. This is a text change only, as these effects were already Insight bonuses.
The Devotion benefit now consistently states that it gives Positive Spell Power.
Fixed an issue with some Khopeshes where the sweeping animation that follows a weapon being swung appeared above the character's head instead of behind the weapon.
Rogue trapmaking parts can no longer be exchanged for Cannith Crafting Essences.
The Shield of Morning is now a light shield, and now offers the following benefits:
Shield of Morning 17(Heroic Normal): +5 shield, 4/0/0, base damage 1d6, +3 Enhancement, Solar Guard III, Lesser Sunburst, Random Effect III, Blue and Red Augment Slot
Shield of Morning 18 (Heroic Hard): +5 shield, 4/0/0, base damage 1d6, +4 Enhancement, Solar Guard III, Lesser Sunburst, Random Effect IV, Blue and Red Augment Slot
Shield of Morning 19 (Heroic Elite): +5 shield, 4/0/0, base damage 1d6, +5 Enhancement, Solar Guard IV, Lesser Sunburst, Random Effect IV, Blue and Red Augment Slot
Shield of Morning 26 (Epic Normal): +5 shield, 4/0/0, base damage 2[1d6], +6 Enhancement, Solar Guard VI, Greater Sunburst, Random Effect VII, Blue and Red Augment Slot
Shield of Morning 27 (Epic Hard): +5 shield, 4/0/0, base damage 2[1d6], +7 Enhancement, Solar Guard VI, Greater Sunburst, Random Effect VII, Blue and Red Augment Slot
Shield of Morning 28 (Epic Elite): +5 shield, 4/0/0, base damage 2[1d6], +8 Enhancement, Solar Guard VII, Greater Sunburst, Random Effect VII, Purple and Red Augment Slot


Monsters


Monster AI has been improved to make them more efficient at filtering out things that they are not interested in to improve performance in densely populated areas.
Beholders now have the ability to use a "refined" antimagic field, which only removes beneficial effects. This is currently only being used in the new Update 23 raid.
Werewolves now have a howling animation.
Improved the particle effects on Quells to be less performance-intensive.
Quells can now suppress Divine Spell-Like Abilities.


Monster Manual


The following monsters have had their entries corrected or added to the Monster Manual: Wheloon Elder (Elf), Wheloon Elder (Human), Wheloon Native, Granite Gargoyle, Cellar Spider, Cellar Spirit, Captain Grim


NPCs


Nyx Durandimion no longer displays an overhead quest chalice if he has no quest to give.
Jeets will no longer go "brain dead" if a player tells Jeets to lead the way and then quickly tells Jeets to either continue with the Korthos quest arc or skip the tutorial and go to The Harbor.


Quests and Adventure Areas


The XP Bonus for disarming traps has been increased to 10/20/30%.
Any character level 20 or above can now receive any level 20 or above quest, and enter any dungeon with a base CR of 20 or higher. This removes previous conditions that could prevent a lower-level Epic-level character from entering a much higher-level Epic dungeon, for example.
Crystal Cove
Euphonia's Barter Box now has recipes to exchange one type of Doubloon for another. The exchange is seven to one in any direction.
New gems have been added to allow for the creation of new items. Opals and Malachites can appear in CR 20-23 instances of the mining challenge.
Level 24 versions of Crystal Cove items are now available! The items also have up to three tiers of upgrades.
Fixed several string table errors.

Gianthold
Epic The Crucible
Daggertooth can now be tricked into approaching the poisoned treasure.

King's Forest
Fixed a string table error in Veraxiena's dialogue.

Midwinter Festival
Brace Bullhorns now properly closes his dialogue window when starting an ice race.

Orchard of the Macabre
Inferno of the Damned
There is now an additional rest and resurrection shrine in this quest (both on Heroic and Epic difficulty.)

Ruins of Threnal
Entering the Gate Chamber
The base XP of the quest has been increased by 2240 XP.

Escort the Expedition
The base XP of the quest has been lowered by 1699 XP.

Gate Chamber
The base XP of the quest has been lowered by 420 XP.

Hold for Reinforcements
This quest no longer has a failure condition. Coyle now only suffers incapacitating damage once he is below zero hit points. Players are now awarded optional XP for completing the dungeon without Coyle being incapacitated.
The base XP of the quest has been increased by 1216 XP. The new optional objective is worth 50% of the base.

Missing Expedition
The base XP of the quest has been increased by 1280 XP.

Shadow Under Thunderholme
Temple of the Deathwyrm and Fire on Thunder Peak have had some adjustments made to improve performance.

Three Barrel Cove
The Pirates of the Thunder Sea heroic saga is now repeatable, and on a three-day raid timer.
Precious Cargo
The DM voice stating that a monster is stealing from a chest no longer repeats when the monster dies.

Thunderholme
Fire on Thunder Peak
The last surviving dragon should no longer get stuck at zero hit points without dying.


Reincarnation


The Life-Shaper now properly offers the option to re-take prior Druid class levels.


Spells


Holy Sword has been changed, and now reads:
Holy SwordEvocation (Good spells)
Paladin 4
Components: Verbal, Somatic
Metamagic: Quicken
Range: Touch
Target: Self
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No
Cooldown: 3 seconds
Channels holy power to increase the effectiveness of your weapons. Any weapon you are wielding gains an additional +2 holy bonus to its enhancement value and +1[W]. The spell also gives a +1 Competence bonus to the threat range, and critical weapon multiplier of the weapon.
now adds +1(W). The spell now enhances the equipped weapon of the Paladin, and lasts one minute per level of Paladin.

Zeal now has a duration of one minute per Paladin level.


UI


Enhancement class trees can now be dragged and dropped into other spaces that are unlocked in the enhancement UI.
The Campaign System should now longer automatically bestow an event objective if the event is no longer available.
The Campaign System now has proper completion text in the Korthos quest journal for the "Have a Meal" and "To Stormreach" objectives.
The map note for Sagas is now an orange chalice.
Bags and bank UIs are no longer exclusionary.
Caught in the Web and Fall of Truth are now correctly listed as raids in the Adventure Compendium.
There is now an icon that displays above a character's head when the character has negative levels.


Miscellaneous


If you have the "Ask before downloading new updates" option checked in the launcher, when there are new updates, and the dialog shows up, if you click "Yes" before the main window of the launcher shows up, the launcher will no longer exit.
The OSX game launcher no longer shows a transparent border around the promotion displayed on the left.
The scroll bars on the launcher's EULA and Tems of Service are now easier to see.
The game launcher is now able to perform the initial download of the DDO .dat files without the use of Akamai NetSession technology. NetSession is still the fastest and recommended way to get the initial download. To download without installing NetSession, users may click "Decline" on the Akamai EULA. There is also an option to disable installation and usage of NetSession technology in the settings panel.
The launcher will now request elevation from Windows in order to download files if installed into UAC-protected directories (rather than silently fail.)
The Who list will now load the first time you select the tab, rather than during character log in.
Effects that are meant to be removed upon exiting a dungeon now do so more reliably.


Known Issues

Known issues are now available, click here!
  
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Re: U23 Notes
Reply #1 - Aug 21st, 2014 at 12:23pm
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Below is a list of some of the Known Issues that we are aware of, and below that are features that are Working as Intended but may cause confusion. Should you come across any of these issues, there is no need to submit a bug report unless otherwise noted. For more information about bug reporting, click here!

Current Known Issues (8-21-2014)

Airships:


Airship interior trim dyes do not work on some airships.
Airship tavern amenities are not currently working correctly, and are not allowing for spell swaps, usage regeneration, and other tavern area effects. Additionally, Airship hot tubs and top decks are not providing tavern area benefits.
The First Mate does not allow players to deposit platinum or other coinage (but does allow players to deposit Astral Shards.)


Challenges:


The Kobold Island: Short Cuts optional objective "Kill 5 Orthon Lieutenants" is not able to be completed.


DDO Game Launcher:


The French and German language game client is no longer supported. Please use our supported game client to avoid certain UI issues.
When trying to launch the game client, make sure to use TurbineLauncher.exe (located in your DDO installation folder), and make sure to shortcut the TurbineLauncher (instead of the dndlauncher or other .exe's!)
Mac Game Client Issues:
Mac users utilizing the "Install, then play" DDO launcher option will encounter an message stating a "disk image" error when launching the game client. This error does not impact the ability to patch the game or play DDO.
Players using the Mac client may receive the message "dndclient quit unexpectedly" when quitting the game through any method.
Players using the Mac client are not able to adjust their Brightness, Contrast and Gamma levels.


Enhancements:


The Swashbuckler stance is not applying its +1 Critical multiplier to thrown weapons.
The Kensei Agility enhancement's tool tip displays incorrect information when taken or reset until the character logs out and then logs back into the game.
The Assassin's (and Drow's) Venomed Blades enhancement is preventing sneak attacks.
Characters with the Kensei's Weapon Focus: Heavy Blades enhancement do not stay centered during One With The Blade if they have a scimitar equipped.
The Deepwood Stalker enhancement "Improved Weapon Finesse" is not applying to Unarmed attacks or Handwraps.
Shintao: the light based moves do not build up to finishing moves.
Core Arcane Archer enhancement bonuses to bows do not overwrite the already-present enhancement bonuses on bows.
The Assassin enhancement Shiv does not reduce the threat of nearby enemies as described.
The Paladin's Improved Dilettante does not add up to three points of the character's Charisma bonus to increased Saving Throws.


Feats:


Epic Feats do not list their Pre-Requisites.
There is no Skill Focus: Spellcraft feat


Guilds & Airships:


After a sudden server restart, it can take up to an hour for pre-Update 22 "old" guild airship amenities to repopulate. No action is needed for the amenities to reappear, but placing amenities in the empty hook points can cause amenities to be overwritten when they repopulate.


Items:


Shining Crescents currently benefit from Single Weapon Fighting feats, even though it is a two-handed weapon. This will be fixed in a future update.
Attempting to use a Key to the City - Eveningstar from a Veteran Status airship (Heart of Wind) or Reincarnation Grove will prevent your character from being able to return to the Heart of Wind or Grove. Please do not do this!
Older versions of the Libram of Silver Magic are not updating correctly if they were stored in a bank or TR cache when Update 22 was released. Players affected by this should contact Customer Service for assistance.
The Ruby Eye of Force and Ruby Eye of Righteousness both state in the pre-slotted augment description that they do 4 to 16 damage per minimum level of the item, but that description changes to 3 to 12 damage when slotted into an item. The augments do 3 to 12 points of area-of-effect damage per minimum level of the item.
The Quiver of Poison's poison damage does not appear in the combat log.
The Treads of Falling Shadow's Ghostly effect does not bypass incorporeal creatures.
The Lantern Ring's Radiant Glory effect has an incorrect tooltip. The description should read, "On Harmful Spellcast: Do an additional 2 to 12 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second." The upgraded version should read, "On Harmful Spellcast: Do an additional 3 to 18 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second."
The Vertigo and Dazing weapon effects are affecting the wrong effects. Vertigo is increasing the DC of Stunning effects instead of Trip effects, and Dazing is affecting Trip effects rather than Stunning effects.
Scrolls of Conjure Bolts do not conjure any bolts.


Quests:


House Cannith
Secrets of the Artificers
Warforged are missing their death animations.

Sentinels of Stormreach
Spies in the House
NEW: Completing Spies in the House while running the Sentinels quest chain will cause Taggart d'Deneith to not grant an end reward list for completing the quest chain.

The Shadowfell Conspiracy
Breaking the Ranks
Some Shadar-Kai have the wrong outfits on.

Three Barrel Cove
Precious Cargo
Ranged attacks against moving airships will miss unless the attack targets and hits the center of the airship.

Thunderholme
There is a typo in Thela Bonmar's dialogue after players defeat Aurgolroasa.
Pressing the "use" button too quickly may cause a mirror to not reflect light properly until the mirror is spun around again.

Vale of Twilight
Meridia
Valairea Satnerine's tutorial quest for the Altar of Fecundity doesn't check for items inside bags. As long as the items she wants are outside the bags, she will take them.


Races:


It is not possible to hide the Dragonmark on a Half-orc.


Reincarnation:


It is possible for items to erroneously appear above or underneath other items in your first few inventory slots following a Lesser or Epic Reincarnation, making it appear that an item disappeared. Moving your inventory slots around can uncover these items.
The Lesser Reincarnation UI does not state that the account-level 32-Point Build option is required in order to upgrade a character to 32-points when using a Lesser Reincarnation.


Spells:


Spells with a Fortitude save for half damage are displaying an "Evade" combat text on a successful saving throw.


UI:


Festival Cookies will not go into the Bag Deposit Box.
Spell Critical effects sometimes post messages to the Combat Log about bonuses not stacking for effect types they do not actually provide.
The word "Dodge" is used instead of "Spell Resistance" when a monster makes a Spell Resistance saving throw.
The Founder's Fountain in the Harbor displays only a black screen when clicked on.
The Challenge Rules button displays only a black window when selected.
If a player dies and checks the "Do Not Show" option in the "You Are Dead" UI box, then resets hints, the "Do Not Show" check box remains checked the next time the "You Are Dead" box appears.
NPCs that have been turned to stone still move in the Focus Orb.


Other


Some ambient audio noises fail to clear up when changing instances/leaving the area, and persist in other areas of the game when they should not.
In Dx11, some ground textures appear black, particularly if using the "Low" setting. This can be corrected by turning on Multi-Pass Lighting in the graphics settings, or by increasing the display quality above "Low".
Artificer Iron Defender Modules appear under the Handwraps section of the Auction House.



WORKING AS INTENDED

Of Special Note:


Monster Manual and Wilderness Area slayer counts do not update until a player logs out and then logs back in. This change was made to improve game performance.
If you are downgrading from a VIP account, any characters of a premium race and/or class that you have not purchased with Turbine Points or unlocked with favor must be purchased/unlocked before you will be able to access the character as a free or premium player. Example: If you downgrade and select a warforged monk, you will need to purchase monk and warforged before you'll be able to play the character.
Remember that if you take Jeets offer to skip the tutorial you will be advanced ahead in the storyline of Korthos. In order to group with friends who have not yet unlocked the ability to skip the tutorial, decline Jeets offer to skip ahead and complete the grotto tutorial instance. This will allow you to enter the snowy version of Korthos village to group with other players in that part of the story!


DDO Store:


Once Favored Soul or Drow is unlocked with favor points, it is still accessible in the DDO Store. This is by design, as purchase in the store will grant Favored Soul or Drow access to your account for all servers, while favor unlocking is per-server only.
Viewing the Store before you login a character will only display account level character purchase items. To see a full list of items available to your character, log in the character.
The DDO Store's automatic filtering does not recognize feats or enhancements that allow you to overcome prerequisites for some items. This can result in the Store blocking some items from appearing in your catalog because the store doesn't think you are able to use the items. To see and be able to purchase these items, turn off filtering.
You must close and reopen the DDO Store to purchase each upgrade of the Shared Bank: Platinum Vault.


Reincarnation:


It is not possible to have more than three classes during a reincarnation, and the reincarnation system remembers how many classes you had prior to the start of the reincarnation process. Therefore, some players may experience issues preventing them from taking a "fourth" class, particularly if they are a three-class multiclass build and are attempting to swap out one of the classes for a different classes.


Last edited by Cordovan; 08-21-2014 at 11:01 AM. Reason: Update 23 on Lamannia
  
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Re: U23 Notes
Reply #2 - Aug 21st, 2014 at 12:37pm
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"Eldritch Card Crunchers can no longer be put into the Classic D&D Anniversary Bag, but can be placed into banks."

Why?  This must be the result of a feature that may not have been released on the Vault?

"Items which are not bankable can no longer be placed into bags."

I am curious about what items this refers to and what effects this will have on "baby making".
« Last Edit: Aug 21st, 2014 at 12:38pm by Red Sox H8 Yankees »  

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Re: U23 Notes
Reply #3 - Aug 21st, 2014 at 1:03pm
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Nice, thank you.
  

Turbine policy - glitches and poor coding resulting in interference of your game play or enjoyment will be ignored.  Glitches or poor coding on the developers side that at all benefit your game play or enjoyment will result in your character being banned and/or items from your inventory deleted.  Please report all bugs via our bug report...when it works.
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Re: U23 Notes
Reply #4 - Aug 21st, 2014 at 1:18pm
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Red Sox H8 Yankees wrote on Aug 21st, 2014 at 12:37pm:
"Eldritch Card Crunchers can no longer be put into the Classic D&D Anniversary Bag, but can be placed into banks."

Why?  This must be the result of a feature that may not have been released on the Vault?

"Items which are not bankable can no longer be placed into bags."

I am curious about what items this refers to and what effects this will have on "baby making".


I'm assuming that the Card Cruncher can still be passed around in your Shared Bank otherwise can't use it on other toons. Only way round it would be to make stuff on the toon with the cruncher then pass the items around (which is fine for XP pots etc but not for Eternal Flasks).

Hmmm shit could get very interesting this update Smiley
  
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Re: U23 Notes
Reply #5 - Aug 21st, 2014 at 1:49pm
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nobody noticed the coyle changes ?

  

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Re: U23 Notes
Reply #6 - Aug 21st, 2014 at 1:52pm
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Paryan wrote on Aug 21st, 2014 at 12:21pm:
Eldritch Card Crunchers can no longer be put into the Classic D&D Anniversary Bag, but can be placed into banks.


I logged onto Lamania and either this is a typo or something odd. The card cruncher goes into the bag, but the D20 will not go into the bag and will not go into the shared bank.

Paryan wrote on Aug 21st, 2014 at 12:21pm:
Items which are not bankable can no longer be placed into bags.


What does this mean? What items that weren't bankable could fit into a bag?
  
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Re: U23 Notes
Reply #7 - Aug 21st, 2014 at 2:02pm
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Greater Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed and +20 Combat Style bonus to Melee Power. You now apply 50% more of your appropriate ability score to your damage.
  
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Re: U23 Notes
Reply #8 - Aug 21st, 2014 at 2:26pm
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Oh I saw it...

•Hold for Reinforcements
•This quest no longer has a failure condition. Coyle now only suffers incapacitating damage once he is below zero hit points. Players are now awarded optional XP for completing the dungeon without Coyle being incapacitated.
•The base XP of the quest has been increased by 1216 XP. The new optional objective is worth 50% of the base.


I am going to have so much fun watching that fucker drop time and time again!
  

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Re: U23 Notes
Reply #9 - Aug 21st, 2014 at 2:27pm
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Yellowsnow wrote on Aug 21st, 2014 at 1:52pm:
What does this mean? What items that weren't bankable could fit into a bag?

All btc ingredients Wink, I guess. The result is then massive inventory overflow and a probable sell of bag deposit box space. But I hope it won't be that way.

Flav wrote on Aug 21st, 2014 at 1:49pm:
nobody noticed the coyle changes ?


Who the fuck cares about that stupid Coyle, prime example of all bad adventure design in MMOs as well as in pnp and every movie.
« Last Edit: Aug 21st, 2014 at 2:32pm by onions »  
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Re: U23 Notes
Reply #10 - Aug 21st, 2014 at 2:28pm
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Red Sox H8 Yankees wrote on Aug 21st, 2014 at 12:37pm:
Eldritch Card Crunchers can no longer be put into the Classic D&D Anniversary Bag, but can be placed into banks."

Why?  This must be the result of a feature that may not have been released on the Vault?

"Items which are not bankable can no longer be placed into bags."

I am curious about what items this refers to and what effects this will have on "baby making".



^^^ THIS!^^^

also Wtf is a The Mirror of Glamering?
  

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Re: U23 Notes
Reply #11 - Aug 21st, 2014 at 2:36pm
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FTL wrote on Aug 21st, 2014 at 1:18pm:
I'm assuming that the Card Cruncher can still be passed around in your Shared Bank otherwise can't use it on other toons. Only way round it would be to make stuff on the toon with the cruncher then pass the items around (which is fine for XP pots etc but not for Eternal Flasks).

Hmmm shit could get very interesting this update Smiley


I meant something different.  The cruncher can go into the bag.  I am guessing that there is a way to make good "use" of this "feature".  Turbine will not allow the cruncher to go into the bag after U23.  It is not a big issue as I can make card babies.  I was just wondering if there was a way to reuse a single card.  You know, for people that cannot make babies.
  

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Re: U23 Notes
Reply #12 - Aug 21st, 2014 at 2:40pm
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Red Sox H8 Yankees wrote on Aug 21st, 2014 at 2:36pm:
I meant something different.  The cruncher can go into the bag.  I am guessing that there is a way to make good "use" of this "feature".  Turbine will not allow the cruncher to go into the bag after U23.  It is not a big issue as I can make card babies.  I was just wondering if there was a way to reuse a single card.  You know, for people that cannot make babies.


its old news that no one cared about since multiple cards are far more efficient/available than one pair of cards over and over
  

͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊DISCLAIMER: This post is provided �as is� for informational purposes only. The Department of Vault
Security (DVS) does not provide any warranties of any kind regarding any information contained within. DVS
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Re: U23 Notes
Reply #13 - Aug 21st, 2014 at 2:47pm
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On lamania, was just on there, the card cruncher can still be put into the bag. The D20 is the thing that will now not go into the bag.
  
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Re: U23 Notes
Reply #14 - Aug 21st, 2014 at 2:53pm
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eighnuss wrote on Aug 21st, 2014 at 2:40pm:
its old news that no one cared about since multiple cards are far more efficient/available than one pair of cards over and over


I need more cards Sad
  

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Re: U23 Notes
Reply #15 - Aug 21st, 2014 at 3:01pm
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eighnuss wrote on Aug 21st, 2014 at 2:40pm:
its old news that no one cared about since multiple cards are far more efficient/available than one pair of cards over and over


Agreed.  As I have hundreds of each card this it not an issue, for me.  For other people though...

NOTSunnyshadow wrote on Aug 21st, 2014 at 2:53pm:
I need more cards Sad

  

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Re: U23 Notes
Reply #16 - Aug 21st, 2014 at 4:11pm
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Does the Paladin tree changes include the nerf of bonus to saves from splashing 2 pally?

Fixing crude vials for cannith crafting? LOL  this is a priority??

Trap bonus xp increase is nice

Level 20 in epics - can now enter epic cannith challenges instead of waiting for level 21?

Cove:
1. New items, but only to 24?
2. Finally, doubloon exchange. Too bad it will be the terrible barter click-intensive window UI and I've thrown away stacks of golds

Good change with Coyle, while adding an xp incentive to the uber that look down on the complainers

And finally,

Bags and bank SWF fixed??? No longer Malphunked?
  
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Re: U23 Notes
Reply #17 - Aug 21st, 2014 at 4:19pm
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FakeStrake wrote on Aug 21st, 2014 at 4:11pm:
Does the Paladin tree changes include the nerf of bonus to saves from splashing 2 pally?


now that you mention it, the divine grace nerf is oddly missing from this long list of changes. is it possible they realized it was a shit idea and scrapped it?
  

͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊͊DISCLAIMER: This post is provided �as is� for informational purposes only. The Department of Vault
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Re: U23 Notes
Reply #18 - Aug 21st, 2014 at 4:24pm
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FakeStrake wrote on Aug 21st, 2014 at 4:11pm:
Level 20 in epics

Strange thing I noticed last update. If youre VIP you can enter new raids at level 22.

eighnuss wrote on Aug 21st, 2014 at 4:19pm:
the divine grace nerf is oddly missing from this long list of changes. is it possible they realized it was a shit idea and scrapped it?

That would be surprising.

Fries n Stuff wrote on Aug 21st, 2014 at 2:28pm:
also Wtf is a The Mirror of Glamering

Interesting. Anyone know?
« Last Edit: Aug 21st, 2014 at 4:31pm by Rubbinns »  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.ďż˝ Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.ďż˝ They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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Re: U23 Notes
Reply #19 - Aug 21st, 2014 at 4:30pm
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eighnuss wrote on Aug 21st, 2014 at 4:19pm:
now that you mention it, the divine grace nerf is oddly missing from this long list of changes. is it possible they realized it was a shit idea and scrapped it?


Yeah Rubbs could be right; more likely a typo (ommission error) on the note typist part rather than coming to their senses
  
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Re: U23 Notes
Reply #20 - Aug 21st, 2014 at 5:17pm
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Fries n Stuff wrote on Aug 21st, 2014 at 2:28pm:
also Wtf is a The Mirror of Glamering?


This is just a wild guess, but perhaps it's an item to move or reuse old cosmetic armor kits or convert old "glamered" armor into a new kit. People were asking for such an item a while ago, but I don't recall anyone getting around to making it happen.
  
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Re: U23 Notes
Reply #21 - Aug 21st, 2014 at 5:34pm
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Holy crap that's a huge boost to tempest.

50% uptime of up to +10 damage (potentially longer if stacks decay one at a time)
40% uptime of damaging 4 enemies at once.

Bout time they reduced the cooldowns in tier 4 & 5.

Have to say I'm disappointed that Sev didn't make any additional adjustments to the KOTC tree. The cores are nice now but the tree itself still sucks.
  

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Re: U23 Notes
Reply #22 - Aug 21st, 2014 at 5:35pm
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Viktor Vaughn wrote on Aug 21st, 2014 at 2:02pm:
Greater Single Weapon Fighting: Your Single-Weapon Fighting bonus is increased to a +30% Combat Style bonus to attack speed and +20 Combat Style bonus to Melee Power. You now apply 50% more of your appropriate ability score to your damage.


Lots of discussion in the PC forum about that one... Math says that it doesn't change anything except for HIGH HIGH HIGH STR builds where it's a nerf.
It was pointed that those HIGH HIGH STR builds should have gone TWF...

  

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Re: U23 Notes
Reply #23 - Aug 21st, 2014 at 5:38pm
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Fries n Stuff wrote on Aug 21st, 2014 at 2:28pm:
also Wtf is a The Mirror of Glamering?



The mirror of Glamoring is the make your own Cosmetic Thingie... ( Thingie should includes : armor, weapons, helms, goggles, shields... the list is not really clear for me. )

You select an an item you like the look and you can copy it on your clunky item.

Now that's what it's supposed to do in general terms... The details are up to you to find as well as the cost in DDO Store.

  

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Re: U23 Notes
Reply #24 - Aug 21st, 2014 at 5:46pm
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Flav wrote on Aug 21st, 2014 at 5:35pm:
Lots of discussion in the PC forum about that one... Math says that it doesn't change anything except for HIGH HIGH HIGH STR builds where it's a nerf.
It was pointed that those HIGH HIGH STR builds should have gone TWF...


If it doesnt change anything, why did they change it then? Grin
  
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