Talk:Some questions

1. On the tooltips, and the Compendium descriptions for weapons, there are "Attack Mod" and "Damage Mod" listed, with a Characteristic and a number in parenthesis eg.(+2). Is this number: A. A constant added to the calculation. B The limit to the amount of a stat modifier which may be applied. C. Completely confusing information with no value whatsoever?

2. When multiclassing, if two classes both grant the same feat eg. (Evasion for Rogue(2) and Ranger(9)), what is the result when getting to the second granted feat (nothing, choice of other feat, double effect, something else)?

3. As Mod 9 release notes state the static difficulty of barriers now depend on both the number of persons (and/or hirelings) and the difficulty level of the instance, has the formula been determined, as a function of some base difficulty number ie. normal with 4 chars = X difficulty, so solo with hireling on elite might be (1-((4-# of people)/4))X+difficulty scaling factor=(1-((1.5)/4)X+10= 6.25X +10?  Is anyone looking for this, and will DDOwiki have that info presented in an easier to find format than it currently exists in (formula and base numbers, rather than separate rating for each combination)?  I suppose that there are people that would want to know about Mob size and difficulty based on similar principles.

4. Is it possible that the known data regarding AC, to hit, and damage calculations could be shown on formula, with each different category separated, and colors showing stacking vs non-stacking options? The benefit being that each object could then be linked to it's separate page/definition (with pictures) and cross referenced. 69.152.32.231 14:54, April 25, 2009 (EDT)


 * 1. The number displayed on the weapon's description is the bonus your character's ability add to attack rolls and damage rolls. In the case of a melee weapon, you add your Strength modifier to your weapon damage and your attack rolls (unless you have the Weapon Finesse feat and are using a light weapon or a rapier, in which case your Dexterity modifier is added to your attack rolls instead). In the case of ranged weapons, it is your Dexterity modifier that is added to your attack rolls and Strength is added to your damage rolls  only  if your character has the Bow Strength feat.

2. When you gain twice the same feats from different classes, nothing happens. It's as if you had the feat only once. There are some rare exceptions (like Turn Undead and Uncanny Dodge) where having twice the same feat has some benefits but those are rare exceptions.

3. Thus far, the testing has been very limited. Developers hinted at each quest having its own scaling and if that's the case testing each and every single step if more time-consuming than it is really worth. (Expect some testing to prove/disprove that theory when the game hits the live servers.) Good players will be able to plow through the quests regardless of the party size.

4. I don't understand this question. Could you elaborate a little more, please? Borror0 21:48, April 25, 2009 (EDT)


 * Thank you for responding to my questions.

1. I'm sorry, I am being unclear. My question was not about abilty modifiers, but if the number in parenthesis (either +2 or +3) after the ability modifier was A. a constant added to every roll B. the limit of the ability modifier that could be applied to the roll, like the dex modifier limit armor types apply or C. A useless coding artifact. Having just compared the size of the critical modifier for each weapon (X2 or X3), and the number in parenthesis after ability modifiers (+2 or +3), and noticed that they always correspond, my guess is now "C". Sorry for my confusion.

2. Is there an idication that those rare exceptions are intended or are design flaws,  and what others may exist?

3. I do not claim to be good (or competent), as I tend to use the "ant" method for solving things (test every possible combination until full sucess).

4. Again I apologize. I did not realize that there were pages on this site for Armor Class and Damage Resistance. Would you please put links to them on the NEWBIE GUIDE page? Mentally I was using color as a method to show stacking (same colors don't, different ones do), rather than text; category types (I had many fewer)running in a row across the page, and below each a list of all modifiers. Your page and link to an increased number of categories is better, as almost nothing stacks in every category, limiting options for confusion. Regarding the Damage Resistance page, an explicit statment regarding elemental damage resistance stackablity from passive ranger enhancements, ranger and monk stances, potions, spells and items would be very nice. And the large problem of an attack bonuses page.

5. Also on the NEWBIE PAGE, a barrier page, with descriptions of types of barriers and how they are bypassed, including the "STAT RUNE". I searched for days trying to find a definition of INT RUNE, and only eventually found examples of ratings that made the issue clear. 69.152.32.231


 * 1. Does this screenshot still confirm your theory?

2. Working as intended and I can't think of other exceptions.

4.1 I'll look into that. Do you think a simple link to  will do?

4.2 I'll make the DR page clearer

4.3 What do you mean regarding the attack bonus page?

5. I'll look into that. Borror0 22:27, April 27, 2009 (EDT)