Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavor

FeatsGlossaryItemsMapsMonstersPlacesQuestsRacesSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Talk:The Coalescence Chamber

From DDO wiki
Jump to: navigation, search

Feather Falling Items Usage Climbing Shafts[edit]

Here, I'll start the discussion for you. What do you think the detriment of having a FF item equipped is while climbing the shafts Sinsyne (Contribs • Message)? I would be happy to discuss and go into the Coal Chamber to test any theories you may have. Big Grin ShoeMaker (Contributions Message) 12:01, May 6, 2012 (EDT) Well, I do actually agree with Sinsyne. FF behaves weirdly when you bump into a wall. You bounce off in a weird angle. Bumping into a wall on a missed jump without feather fall usually only results on returning to where you jumped off, you fall down. With feather fall, you bounce away, possibly away from your original jump spot.

Note this is mostly a random observation, not an elaborate study of the behavior. But I think there is a point to turn off ff in certain situations.→ --Cru121 (ContributionsMessage) 14:07, May 6, 2012 (EDT) I think it should be noted that a feather fall item should be at-the-ready, maybe even hotkeyed, for those who feel that having them equipped adversely effects their climbing. As I've mostly played a divine in there (lucky if I have a 2 jumping skill+item), most recently a favored soul spamming leap of faith, feather fall was on me 90% of the time. Even when it wore off, I didn't seem to notice much difference until I was falling. (I'm not much of a climber Red Faced)

Addendum: This discussion does raise a new question, how has the new physics engine with U13P2 been with this quest? One wonders if our past experiences are now null and void as they were based upon an obsolete physics engine. "Tauro" (Contributions Message) 14:21, May 6, 2012 (EDT)

Format Error[edit]

The final text for the breakables bonus XP (bolded for stand-out) is shifted far forward in the page and appears at the end of the "Quick walkthrough" instructions. I do not see how to correct this.

Bonus XP

   Aggression bonus: 282 or more monsters killed +10% Bonus.
   Onslaught bonus: 367 or more monsters killed +15% Bonus.
   Conquest bonus: 451 or more monsters killed +25% Bonus.
   Mischief bonus: 25 or more breakables smashed +8% Bonus.
   Vandal bonus: 32 or more breakables smashed +10% Bonus.
   Ransack bonus: 40
       Bonus XP Notes: There are an insane amount of easy-to-kill monsters in this quest, and many are not easily avoidable due to dungeon alert and other concerns. So getting conquest is actually reasonable, however the fastest way to get it is to kill respawning bats near the gelatinous cube, and invis to avoid further other encounters that take longer.

Quick walkthrough on how to get to the end boss room (assuming all the keys were found and all the doors were opened):

   Drop down the hole → Shaft A (go up twice), if airjets are active continue using airjets as high as possible then climb up to End room, otherwise follow the rest of instructions: → Shaft B (go up twice) → Shrine shaft (drop to bottom) → Shaft A (go all the way to the top) → End room or more breakables smashed +15% Bonus.

— previous unsignedPlease sign posts using ~~~~ comment by Niminae ( c |d| r| b) at 09:40, September 27, 2017 (UTC)