https://ddowiki.com/api.php?action=feedcontributions&user=KakarisMaelstrom&feedformat=atomDDO wiki - User contributions [en]2024-03-29T06:59:24ZUser contributionsMediaWiki 1.35.13https://ddowiki.com/index.php?title=Talk:Dwarf_enhancements_(history)&diff=14752Talk:Dwarf enhancements (history)2006-05-15T01:59:50Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Dwarven stonecunning==<br />
<br />
I think Dwarven Stonecunning I gives +5 Search. Have to look up my character when I am at home. --[[User:Ziu|Ziu]] 23:41, February 15, 2006 (PST)<br />
:: it does. It was also renamed to Dwarven Search--[[User:ArgleBargle|ArgleBargle]] 10:57, February 17, 2006 (PST)<br />
<br />
==Goblinoid hatred==<br />
The Enhancement 'Goblinoid Hatred I' might be bugged. When I tested it last time I never received the bonus. Can anyone confirm?--[[User:Ziu|Ziu]] 00:21, February 20, 2006 (PST)<br />
<br />
==Dwarven faith==<br />
Need to check that it works for Paladins. [[User:Tihocan|Tihocan]] 10:45, April 6, 2006 (EDT)<br />
<br />
==Dwarven spell resistance==<br />
This enhancement is bugged. It works only against some spells. It is completly ignored for spells like Curse for example. Tested it myself and it is confirmed by various players. Maybe this should be pointed out in the list.<br />
--[[User:Ziu|Ziu]] 04:07, May 5, 2006 (EDT)<br />
<br />
:Sure! [[User:Tihocan|Tihocan]] 09:46, May 5, 2006 (EDT)<br />
<br />
Related note? It isn't stacking with everything. I have no idea what the cause is though. I have a Dwarven Paladin with the Aura of Good (+2 to all saves is the relevant part). I also have +save enhancing equipment and the Dwarven Spell Resistance. So.... I pull the Dwarf Spell Resist off.... and my saves don't change. I'm guessing it is the interaction with the paladin aura but do not know. [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:59, May 14, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Improved_Trip&diff=14721Talk:Improved Trip2006-05-13T03:49:00Z<p>KakarisMaelstrom: </p>
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<div>A basic attack roll is made against the target. Like any melee special attack, you must stop moving, and the attack uses up the remainder of your current round (i.e. no extra attack).. <br />
<br />
:Took level 4 Rogue/1 Fighter. Makes attack. Sometimes hits, sometimes does not. When it hits, it does damage. The backswing does not occur. As with all melee special attacks.[[User:KakarisMaelstrom|KakarisMaelstrom]] 23:49, May 12, 2006 (EDT)<br />
<br />
When it hits, it will do normal damage. <br />
<br />
:Clearly so, but test if you like. I imagine the same damage is going to be applied towards any melee special attacks.[[User:KakarisMaelstrom|KakarisMaelstrom]] 23:49, May 12, 2006 (EDT)<br />
<br />
The target then takes a strength check with an unknown DC. Should that check fail, the target is tripped. <br />
<br />
:This is unverified, however, when you trip it does not always work. Some sort of check or save is being made but I have no idea what. [[User:KakarisMaelstrom|KakarisMaelstrom]] 23:49, May 12, 2006 (EDT)<br />
<br />
It will remain tripped for approximately 24 seconds, or 4 combat rounds, during which time, it loses its dexterity bonus to Armor Class and may not attack. Attacks/spells already started will complete, however. <br />
<br />
:This is simply not right. 4 Combat rounds in DDO is nowhere near 24 seconds. More like 6 seconds. I haven't timed it, but 4 combat rounds does seem about right. I originally had it written in as 6 seconds, someone unknown has modified to say 24 seconds which I think is way off. [[User:KakarisMaelstrom|KakarisMaelstrom]] 23:49, May 12, 2006 (EDT)<br />
<br />
Some creatures are immune to the effect. For instance, creatures with more than four legs (such as spiders) are unaffected. <br />
<br />
:Clearly so. They pop up with "Immune" or whatever it is they say. [[User:KakarisMaelstrom|KakarisMaelstrom]] 23:49, May 12, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Axeblock&diff=14719Talk:Axeblock2006-05-13T03:41:24Z<p>KakarisMaelstrom: Pulled the discussion about "what is axeblock?"</p>
<hr />
<div>==Exact value==<br />
Need to double-check damage reduction for lesser version [[User:Tihocan|Tihocan]] 11:00, March 17, 2006 (EST)<br />
<br />
:This was quite a while ago, any news? [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
<br />
::No, I'd still like it to be double-checked. [[User:Tihocan|Tihocan]] 11:10, April 28, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Axeblock&diff=14718Talk:Axeblock2006-05-13T03:40:40Z<p>KakarisMaelstrom: </p>
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<div>==Exact value==<br />
Need to double-check damage reduction for lesser version [[User:Tihocan|Tihocan]] 11:00, March 17, 2006 (EST)<br />
<br />
:This was quite a while ago, any news? [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
<br />
::No, I'd still like it to be double-checked. [[User:Tihocan|Tihocan]] 11:10, April 28, 2006 (EDT)<br />
<br />
==Related note==<br />
I have a set of +1 Leather Armor of Axeblock. It may be bugged, but is giving me 5 DR to everything but slashing. It is my baby. I haven't had another piece of Axeblock equipment and I haven't reported it because I like it being broken the way it is. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:28, April 27, 2006 (EDT)<br />
<br />
:So, is this a bug on the [[Axeblock]] enhancement, or on that particular class of item, or on that particular item alone? Could you test it? I'd like to document it if it is, bugs like that are something that is awesome to have on the wiki to generate interest (-: [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
<br />
::If I happen upon another piece, I'll definitely pass the word. :) 08:40, April 28, 2006 (EDT)<br />
<br />
:Hmm, I'll definitely keep my next axeblock item to check that. Does this DR appear on your character sheet, or have you noticed it by experimentation? [[User:Tihocan|Tihocan]] 11:09, April 28, 2006 (EDT)<br />
<br />
::It's listed on the character sheet. It reads something like: DR 5 / Slashing, Piercing. Then you look at the actual DR being given and it says 5 on everything but slashing and piercing. (It's slashing and something anyway, can verify laster). To verify that I wasn't misinterpreting, I went over to my Adamantite Warforged and he reads: DR 2 / Adamantite. He has a 2 on everything but adamantite, which I interpret as meaning he absorbs 2 damage from everything but what he is made of. That leads me to believe the equipment is bugged. But... haven't seen another piece of Axeblock to test that theory, I just know I'm wearing it indefinitely :) [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:47, April 28, 2006 (EDT)<br />
:::You are falling victim to an unintuitive UI. The Axeblock is functioning correctly, but the display on the character sheet is in negative form, leading you to think it is reversed. Each entry of DR shows you a number of reduction, followed by what can penetrate that reduction. Wearing Hammerblock will actually give you DR penetrated by pierce or slash. The other 2 kinds of block line up similarly with the 3 kinds of weapon damage. It's easy to become confused. I bet screenshots would help players understand what's going on.<br />
::::What it is doing is giving resistance to Axes, and all the "energy" type attacks like Lawful, Chaotic, etc. The only thing that is NOT affected is piercing and bludgeoning. This makes sense to me. I've found a piece of equipment with "Spearblock" to make the comparision to. It has 5 DR against everything but slashing and bludgeoning. So - this is "as intended" and not what I'd call "Unintuitive UI". Given that, I'm leaving this note here and pulling this page afterwards. [[User:KakarisMaelstrom|KakarisMaelstrom]] 23:40, May 12, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Rapid_Shot&diff=14378Talk:Rapid Shot2006-05-05T16:15:37Z<p>KakarisMaelstrom: </p>
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<div>==Working with crossbows?==<br />
<br />
No, rapid shot works with crossbows too, to a lesser extent. Or maybe this has been changed recently, but it worked before.<br />
<br />
:Marking this as a disputed fact, will come back to it later. [[User:Tihocan|Tihocan]] 16:55, April 27, 2006 (EDT)<br />
<br />
::I'd confirm that this did work at some point in time. I haven't played DDO since its inception, but there is talk on the web board from many months ago saying "yes, it does add in", then modern talk all says it doesn't. I'm not finding the difference on my ranger on date 2006-04-24. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:21, April 27, 2006 (EDT)<br />
<br />
:::So, do we have a consensus for this, or a way to prove one side or the other? [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:04, April 28, 2006 (EDT)<br />
<br />
::Will mark as unverified until some reliable source is found, or extensive experiments reported on [[DDO information project/Feats]] are performed. [[User:Tihocan|Tihocan]] 10:19, April 28, 2006 (EDT)<br />
<br />
:::After reading some stuff on the forums, changed it to the contrary (affects crossbows), as everyone says it does -- [[User:Tihocan|Tihocan]] 15:54, May 4, 2006 (EDT)<br />
::::Test with lvl 1 character, with and without feat, using 1 minute timer and counting bolts? [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:15, May 5, 2006 (EDT)<br />
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[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Maximum_dexterity_bonus&diff=14297Maximum dexterity bonus2006-05-03T21:23:06Z<p>KakarisMaelstrom: </p>
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<div>Most armors and shields have a [[maximum dexterity bonus]].<br />
This means your [[dexterity bonus]] to [[AC]] cannot be higher than what your armor or shield allows.<br />
<br />
For example a character with 14 [[dexterity]] gains +2 AC when wearing no [[armor]], however if her armor has a maximum dexterity bonus of +1 (e.g. [[Full plate]]) she would only gain +1 AC of dexterity bonus to armor class.<br />
<br />
Your [[encumbrance]] level may also impose a maximum dexterity bonus.<br />
<br />
{{Verified|Note that [[maximum dexterity bonus]] does not apply to uses of Dexterity, such as ranged attacks and lockpicking.}}</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Maximum_dexterity_bonus&diff=14296Maximum dexterity bonus2006-05-03T21:22:54Z<p>KakarisMaelstrom: no effect, except on armor.</p>
<hr />
<div>Most armors and shields have a [[maximum dexterity bonus]].<br />
This means your [[dexterity bonus]] to [[AC]] cannot be higher than what your armor or shield allows.<br />
<br />
For example a character with 14 [[dexterity]] gains +2 AC when wearing no [[armor]], however if her armor has a maximum dexterity bonus of +1 (e.g. [[Full plate]]) she would only gain +1 AC of dexterity bonus to armor class.<br />
<br />
Your [[encumbrance]] level may also impose a maximum dexterity bonus.<br />
<br />
{Verified|Note that [[maximum dexterity bonus]] does not apply to uses of Dexterity, such as ranged attacks and lockpicking.}</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=DDO_information_project/Monsters&diff=14295DDO information project/Monsters2006-05-03T21:12:18Z<p>KakarisMaelstrom: </p>
<hr />
<div>{{TOCRight}}<br />
<br />
This is similar to the information project about spells.<br />
Check it [[DDO information project/Spells |here]] to know how it works.<br />
<br />
==[[Kobold rogue]]==<br />
*In Sewer rescue, facing AC 26: 85 misses, 36 hits (for pierce damage 3,5,1,1, 2,1,1,1,1,2,1,3, 1,1,1, 3,2,3,1, 6,1,2,2,3,1,3, 1,2,1,2,3,1, 3,2,1,1)<br />
Analysis: 36 / 121 = 5.95 / 20 => hits on a 15 => BAB 11<br />
*In Sewer rescue, attacking AC 26 from behind: 84 misses, 38 hits (for pierce damage 1,2,1,4,1,1,2,2,2, 1,2,4,1, 3,5, 3,1,3, 1,1,1, 2, 3,3, 1, 2,2,1,2,2,2,2, 3,1,2,3,1,1)<br />
Analysis: 38 / 122 = 6.23 / 20 => hits on a 15 => BAB 11 (and attacking from behind does not give an attack bonus to monsters)<br />
*In Sewer rescue ([[User:Tihocan|Tihocan]] 14:11, April 7, 2006 (EDT)), facing AC 26: 94 misses, 25 hits (for pierce damage 1,3,1,1,2,1,1,1,1,1,1, 2, 1,1,1,1,1, 5,1,2, 1,1,1,1, 2)<br />
Analysis: 25 / 119 = 4.2 / 20 => hits on a 17 => BAB 9 (=> need more experiments to see if it's some randomness in the kobold stats, an artefact of random numbers, or if latest patch has modified their stats)<br />
<br />
==[[Kobold]]==<br />
Before I even start, I need to declare severe headache at the moment. Math may be completely wrong. Please correct if you are more skilled than I.<br />
<br />
'''From the Front'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
Hits:<br />
0x51,<br />
1x23,<br />
2x20,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx105<br />
<br />
*Hit ratio: 95/200 (47.5%)<br />
*Facing AC 15<br />
*95/200 = 9.5 / 20 = hits on a 11 or a 12 = BAB 3 or 4<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.695<br />
*MODE - 1<br />
<br />
<br />
'''From the Front. while running'''<br />
*149 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
Hits:<br />
0x26,<br />
1x19,<br />
2x26,<br />
3x2,<br />
4x0,<br />
5x0,<br />
Missx76<br />
<br />
*Hit ratio: 73/149 (48.99%)<br />
*Facing AC ??<br />
*73/149 = 9.79 / 20 = hits on a 11 = BAB 4.<br />
*AC is then 15 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 2.07<br />
*MODE - 1, 3<br />
<br />
'''From the Front, wielding Crossbow (Ranged Weapon)'''<br />
*100 attack instances<br />
*I had AC 12<br />
<br />
Hits:<br />
0x0 (No DR),<br />
1x44,<br />
2x17,<br />
3x13,<br />
4x1,<br />
5x0,<br />
Missx25<br />
<br />
*Hit ratio: 75/100 (75.0%)<br />
*Facing AC ??<br />
*75/100 = 15 / 20 = hits on a 6. We know BAB is 4 (or 3), meaning the AC is 10 (or 9): the penalty for using ranged weapons in melee combat seems to be -2 or -3 (note: it's supposed to be -4).<br />
<br />
*Adjusted for DR0, hit is:<br />
*MEAN - 1.61<br />
*MODE - 1<br />
<br />
<br />
'''From the Front, wielding Throwing Dagger (Thrown Weapon)'''<br />
*120 attack instances<br />
*I had AC 23, DR 1<br />
<br />
Hits:<br />
0x9,<br />
1x11,<br />
2x8,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx91<br />
<br />
*Hit ratio: 29/120 (24.17%)<br />
*Facing AC ??<br />
*29/120 = 4.83 / 20 = hits on a 16. We know BAB is 4 (or 3), so our effective AC is 20 (or 19): -3 or -4 penalty for using a thrown weapon in melee.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 2.07<br />
*MODE - 1, 3<br />
<br />
<br />
<br />
'''From the Rear (theory is -2 AC)'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
<br />
Hits:<br />
0x61,<br />
1x22,<br />
2x18,<br />
3x2,<br />
4x0,<br />
5x1,<br />
Missx96<br />
<br />
*Hit ratio: 104/200 (52.0%)<br />
*Facing AC ??<br />
*104/200 = 10.4 / 20 = hits on a 10 or 11, we know BAB is 4 (or 3), meaning AC is between 13 and 15<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.606<br />
*MODE - 1<br />
<br />
'''From the Rear, while running (theory is -2 AC for rear, -4 for moving in combat)'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
<br />
Hits:<br />
<br />
0x50,<br />
1x22,<br />
2x38,<br />
3x3,<br />
4x1,<br />
5x0,<br />
Missx86<br />
<br />
*Hit ratio: 114/200 (57.0%)<br />
*Facing AC ??<br />
*114/200 = 11.4 / 20 = hits on a 9 or a 10, we know BAB is 4 (or 3), so effective AC is between 12 and 14.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.974<br />
*MODE - 1<br />
<br />
I'm not sure what to make of the -3, perhaps a greater sample is needed. But I would think clearly being attacked from rear is showing a greater likelihood of being hit than from front. Rear, keep in mind, is only your back, not your sides. *shrugs* [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:42, April 27, 2006 (EDT)<br />
<br />
:Could you specify which Kobold it was? (just to make sure I take the exact same kobold if I want to do more experiments). We need more experiments to really figure out the exact BAB. [[User:Tihocan|Tihocan]] 10:38, May 1, 2006 (EDT)<br />
<br />
::Sewer rescue. Kobolds throw the gate shut. I'm using the one that spawns to the south and west. The one directly west I kill. BTW, I'm not sure I understand the math, big surprise there. How does this work: "95/200 = 9.5 / 20 = hits on a 11 or a 12 = BAB 3 or 4". Wouldn't you round it to the smallest whole number that hits 10, and subtract that from 20? I'm clueless here, I know :)[[User:KakarisMaelstrom|KakarisMaelstrom]] 17:07, May 3, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=DDO_information_project/Monsters&diff=14294DDO information project/Monsters2006-05-03T21:07:50Z<p>KakarisMaelstrom: </p>
<hr />
<div>{{TOCRight}}<br />
<br />
This is similar to the information project about spells.<br />
Check it [[DDO information project/Spells |here]] to know how it works.<br />
<br />
==[[Kobold rogue]]==<br />
*In Sewer rescue, facing AC 26: 85 misses, 36 hits (for pierce damage 3,5,1,1, 2,1,1,1,1,2,1,3, 1,1,1, 3,2,3,1, 6,1,2,2,3,1,3, 1,2,1,2,3,1, 3,2,1,1)<br />
Analysis: 36 / 121 = 5.95 / 20 => hits on a 15 => BAB 11<br />
*In Sewer rescue, attacking AC 26 from behind: 84 misses, 38 hits (for pierce damage 1,2,1,4,1,1,2,2,2, 1,2,4,1, 3,5, 3,1,3, 1,1,1, 2, 3,3, 1, 2,2,1,2,2,2,2, 3,1,2,3,1,1)<br />
Analysis: 38 / 122 = 6.23 / 20 => hits on a 15 => BAB 11 (and attacking from behind does not give an attack bonus to monsters)<br />
*In Sewer rescue ([[User:Tihocan|Tihocan]] 14:11, April 7, 2006 (EDT)), facing AC 26: 94 misses, 25 hits (for pierce damage 1,3,1,1,2,1,1,1,1,1,1, 2, 1,1,1,1,1, 5,1,2, 1,1,1,1, 2)<br />
Analysis: 25 / 119 = 4.2 / 20 => hits on a 17 => BAB 9 (=> need more experiments to see if it's some randomness in the kobold stats, an artefact of random numbers, or if latest patch has modified their stats)<br />
<br />
==[[Kobold]]==<br />
Before I even start, I need to declare severe headache at the moment. Math may be completely wrong. Please correct if you are more skilled than I.<br />
<br />
'''From the Front'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
Hits:<br />
0x51,<br />
1x23,<br />
2x20,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx105<br />
<br />
*Hit ratio: 95/200 (47.5%)<br />
*Facing AC 15<br />
*95/200 = 9.5 / 20 = hits on a 11 or a 12 = BAB 3 or 4<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.695<br />
*MODE - 1<br />
<br />
<br />
'''From the Front. while running'''<br />
*149 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
Hits:<br />
0x26,<br />
1x19,<br />
2x26,<br />
3x2,<br />
4x0,<br />
5x0,<br />
Missx76<br />
<br />
*Hit ratio: 73/149 (48.99%)<br />
*Facing AC ??<br />
*73/149 = 9.79 / 20 = hits on a 11 = BAB 4.<br />
*AC is then 15 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 2.07<br />
*MODE - 1, 3<br />
<br />
'''From the Front, wielding Crossbow (Ranged Weapon)'''<br />
*100 attack instances<br />
*I had AC 12<br />
<br />
Hits:<br />
0x0 (No DR),<br />
1x44,<br />
2x17,<br />
3x13,<br />
4x1,<br />
5x0,<br />
Missx25<br />
<br />
*Hit ratio: 75/100 (75.0%)<br />
*Facing AC ??<br />
*75/100 = 15 / 20 = hits on a 6. We know BAB is 4 (or 3), meaning the AC is 10 (or 9): the penalty for using ranged weapons in melee combat seems to be -2 or -3 (note: it's supposed to be -4).<br />
<br />
*Adjusted for DR0, hit is:<br />
*MEAN - 1.61<br />
*MODE - 1<br />
<br />
<br />
'''From the Front, wielding Throwing Dagger (Thrown Weapon)'''<br />
*120 attack instances<br />
*I had AC 23, DR 1<br />
<br />
Hits:<br />
0x9,<br />
1x11,<br />
2x8,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx91<br />
<br />
*Hit ratio: 29/120 (24.17%)<br />
*Facing AC ??<br />
*29/120 = 4.83 / 20 = hits on a 16. We know BAB is 4 (or 3), so our effective AC is 20 (or 19): -3 or -4 penalty for using a thrown weapon in melee.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 2.07<br />
*MODE - 1, 3<br />
<br />
<br />
<br />
'''From the Rear (theory is -2 AC)'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
<br />
Hits:<br />
0x61,<br />
1x22,<br />
2x18,<br />
3x2,<br />
4x0,<br />
5x1,<br />
Missx96<br />
<br />
*Hit ratio: 104/200 (52.0%)<br />
*Facing AC ??<br />
*104/200 = 10.4 / 20 = hits on a 10 or 11, we know BAB is 4 (or 3), meaning AC is between 13 and 15<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.606<br />
*MODE - 1<br />
<br />
'''From the Rear, while running (theory is -2 AC for rear, -4 for moving in combat)'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
<br />
Hits:<br />
<br />
0x50,<br />
1x22,<br />
2x38,<br />
3x3,<br />
4x1,<br />
5x0,<br />
Missx86<br />
<br />
*Hit ratio: 114/200 (57.0%)<br />
*Facing AC ??<br />
*114/200 = 11.4 / 20 = hits on a 9 or a 10, we know BAB is 4 (or 3), so effective AC is between 12 and 14.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.974<br />
*MODE - 1<br />
<br />
'''Second way of figuring, 10.5 as average roll, 50% likely to happen'''<br />
<br />
Going at it another way which may not make any sense either.<br />
<br />
Formula is:<br />
<br />
To-Hit = (hit%/50) * AC - AvgDieRoll OR<br />
x = (47.5/50) * 15 - 10.5<br />
<br />
:Eh, it does not make sense for me at least :P -- [[User:Tihocan |Tihocan]]<br />
<br />
'''If facing front is:'''<br />
*AC: 15<br />
*Average die roll: 10.5.<br />
*Kobold hits: 47.5%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''If rear is to target:'''<br />
<br />
*4.125 = (52/50) * x - 10.5<br />
*14.625 = 1.04 * x<br />
*14.625/1.04 = x<br />
<br />
*AC: 14.0625<br />
*Average die roll: 10.5<br />
*Kobold hits: 52.0%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''If rear is to target and you're running:'''<br />
<br />
*4.125 = (57/50) * x - 10.5<br />
*14.625 = 1.14 * x<br />
*14.625/1.14 = x<br />
<br />
*AC: 12.8289<br />
*Average die roll: 10.5<br />
*Kobold hits: 57.0%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''Conclusion'''<br />
<br />
*Front AC: Full<br />
*Rear AC: -2<br />
*Running AC, from rear: -3<br />
<br />
I'm not sure what to make of the -3, perhaps a greater sample is needed. But I would think clearly being attacked from rear is showing a greater likelihood of being hit than from front. Rear, keep in mind, is only your back, not your sides. *shrugs* [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:42, April 27, 2006 (EDT)<br />
<br />
:Could you specify which Kobold it was? (just to make sure I take the exact same kobold if I want to do more experiments). We need more experiments to really figure out the exact BAB. [[User:Tihocan|Tihocan]] 10:38, May 1, 2006 (EDT)<br />
<br />
::Sewer rescue. Kobolds throw the gate shut. I'm using the one that spawns to the south and west. The one directly west I kill. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:07, May 3, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=User_talk:KakarisMaelstrom&diff=14293User talk:KakarisMaelstrom2006-05-03T21:05:16Z<p>KakarisMaelstrom: cleaning up</p>
<hr />
<div>==Welcome!==<br />
May I extend my warmest welcomes and offer you any help you may need? Thanks for your contributions, mate!<br />
<br />
If you need help with something...<br />
:...I'm always available! You can drop a message on my [[User_talk:Peerless|user talk page]] (which I watch like a hawk) or grab my other contact info on my [[User:Peerless|user page]].<br />
:...There's a wealth of wiki documentation on the [[enter:Help:Contents|meta wiki]], perhaps some of it may be of use to you.<br />
:...There's a really good '''[[enter:Introduction|Introduction]]''' over on meta also, it should help you figure out what's going on if your new to wikis in general.<br />
<br />
Again, welcome to the wiki - and I can't thank you enough on behalf of the community for your help in making us the best DDO site around (-;<br />
:<big>From [[Enter:User:Peerless|<span style="background: #f8fcff; color: #0067db; font-weight: bold; text-decoration: none; font-family: 'Arial Unicode MS';">'''Elliott Cable'''</span>]] [[Enter:User talk:Peerless|<span style="background: #f8fcff; color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">✆</span>]] [[Special:Contributions/Peerless|<span style="background: #f8fcff; color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">✍</span>]] on 06:47, April 17, 2006 (EDT)</big><br />
<br />
==Modifier to AC when moving==<br />
<br />
You added in the [[Players manual]] that swinging when moving caused a -4 AC penalty. Where is the source for that information? (I had never heard about that). Since my guess is it's a mistake, I'll remove it while waiting for your answer (otherwise I may forgot to...) By the way, thanks for all your contributions! [[User:Tihocan|Tihocan]] 15:20, April 26, 2006 (EDT)<br />
<br />
:That is an error. You get a -4 AC not for SWINGING but for MOVING. It doesn't matter if you're swinging or not. That -4 AC penalty is incurred if you choose to move normally instead of tumble. That means if you are surrounded by enemies, moving is going to make you more likely to be injured than just standing there. [[User:KakarisMaelstrom|KakarisMaelstrom]] 15:49, April 26, 2006 (EDT)<br />
::You are talking about an AC penalty though in the [[Players manual]] only the attack penalty is mentioned. I can confirm the attack penalty when moving, but so far I never read anything about an additional AC penalty while moving. Where is the source for that information? Another question: The attack penalty can be negated with the [[Spring Attack]] feat. Is the AC penalty (if it exists) also negated with that feat?--[[User:Ziu|Ziu]] 04:07, April 27, 2006 (EDT)<br />
:::I'm trying to find a reliable source of the negative AC on movement other than just community knowledge. The problem is that it is not actually removed from your AC but rather it is added to your opponent's to-hit. I'm coming up short to find an answer other than constant discussion in the DDO forums. Though, that said, there are also a slew of people talking about whether the tumble bonus is 1 AC per 4 or 5 tumble. Which, simply isn't true. That is a bonus to AC and you can substantiate the lack of bonus by tumbling and hitting "C" at the time of the tumble. If you have Mobility you'll see a +4 improvment. If you do not, you will so no improvement. Clearly, it does not add a bonus to AC. Does it reduces someone's ability to hit you or not? I don't think so. I believe people are translating it incorrectly. When you move without tumble, you open yourself up to attack (giving a +4 to-hit to your opponents). When you move by tumbling, the to-hit bonus does not apply. So people think they are getting an AC bonus because they are not being hit as often as "just running" but it is elimination of a penalty, not a bonus. They would be better off turtling behind a shield. HOWEVER, all of this is clearly based on facts that I can't substantiate because the bonus is given to enemy to-hit, not personal AC. But, likewise, ranged weapons do not give an AC penalty during use but give the enemy a +4 to hit you. It is easier to test, however, because it does not requirement movement during, and you will never tumble outside the range their weapon can swing to. If you've got an idea how to test effectively, I'd happily run the numbers to prove the -4 AC while moving thing.<br />
::::I think the best thing you can do is start a forum topic directly about it, get some good discussion, and then judge the situation as it is. If there is a lot of consensus that that is correct, go ahead and mark it s verified, else; don't. Also, make sure to sign your posts with tildes (<nowiki>~~~~</nowiki>) so we know who you are! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 12:15, April 27, 2006 (EDT)<br />
:::::http://www.ddo.com/forums/showthread.php?p=313331#post313331 --[[User:KakarisMaelstrom|KakarisMaelstrom]] 12:59, April 27, 2006 (EDT)<br />
<br />
::::I will test it myself. What I will do is I'll go into Sewer rescue with an AC around 25. I'll get to a kobold rogue and let it hit me until the combat log is full (about 120-130 hits). I'll do this without moving, then while moving constantly by strafing in front of it, and see what happens. Note that 120-130 hits may not be enough, I'll run a few simultion tests first to see what's the margin of error with this sample size. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)<br />
<br />
:::::Make sure to start an information project for this so others can see your results and help out! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 14:16, April 27, 2006 (EDT)<br />
<br />
::::::Somehow, there is one already: [[DDO information project/Monsters]]. [[User:Tihocan|Tihocan]] 16:57, April 27, 2006 (EDT)<br />
<br />
:::::::The Monsters page has been updated with 3 200 instances tests on kobolds. My math isn't good tonight, but I tried to duplicate the BAB calculation you used Tihocan. If it isn't right, correct, but there is a strong indication that being attacked from rear has an effect. See results on that post. [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:44, April 27, 2006 (EDT)<br />
::::::::Cool, I'll check it out later today :) My own tests had shown there was no effect, but I wanted to try again because I was not really confident in these results. [[User:Tihocan|Tihocan]] 11:37, April 28, 2006 (EDT)<br />
::::::::There's most definitely an effect from being attack from the rear. It's the same +2 to-hit flanking bonus that PCs get. [[Improved Uncanny Dodge|Improved Uncanny Dodge's]] passive effect negates this +2 bonus. [[User:Sonil|Sonil]] 23:39, April 27, 2006 (EDT)<br />
:::::::::Well I have to contend that point. DDO Forums frequently say that there is not a flanking bonus in DDO, only a rear attack bonus. Flanking is only important to a rogue for sneak attack. True or not? Don't know. Easy enough to test though. [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:37, April 28, 2006 (EDT)<br />
::::::::::Sorry, I was unclear. "Flanking" in DDO is attacking from the rear, which gives a +2 to-hit bonus (to mobs and PCs). Flanking as in PnP doesn't exist. Rogues get a Sneak Attack if their target is targetting someone else (or has been bluffed, or is helpless) [[User:Sonil|Sonil]] 11:01, April 28, 2006 (EDT)<br />
:::::::::::That's indeed what seems to be the truth. [[User:Tihocan|Tihocan]] 11:37, April 28, 2006 (EDT)<br />
::::::::::::Further tests show no penalty for running in combat. [[DDO information project/Monsters]] [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:39, April 30, 2006 (EDT)<br />
<br />
Oh, and another similar question, but about which I have no real opinion: have you been able to confirm that you get an AC penalty when wearing a thrown weapon? [[User:Tihocan|Tihocan]] 15:28, April 26, 2006 (EDT)<br />
:Tests show -3 AC on Ranged, -4 AC on Thrown. Imagine the 3 is a sampling issue. [[DDO information project/Monsters]] [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:39, April 30, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Tumble_(skill)&diff=14292Tumble (skill)2006-05-03T21:03:58Z<p>KakarisMaelstrom: Extensive testing proves the facts about how Tumble works.</p>
<hr />
<div>===Tumble ([[Dex]];[[Armor Check Penalty]])===<br />
Tumble enables you to make agile movements during combat. <br />
<br />
===Use of Tumbling===<br />
{{Verified|In order to tumble you need to hold your block key (Default: left shift) to enter the blocking stance. With the movement keys you can now tumble in the desired direction (if you have no Tumble skill, or your [[Armor Check Penalty]] exceeds your Tumble, you will just make little hops in the appropriate direction).}}<br />
<br />
===Damage Avoidance===<br />
{{Verified|Tumbling enables fast movements in combat and can be a very powerful skill since a skilled player can evade most attacks while tumbling. While high levels of tumble produces no bonus to [[Armor Class]], increasing your skill in Tumble allows you to tumble further. This will help to allow the player to avoid damage altogether because they are no longer within the threatened area.}}<br />
<br />
{{Verified|The feat [[Mobility]], however, gives an additional +4 bonus to Armor Class while tumbling. This bonus applies even if the character does not roll (he only takes the hop.) Thus, a heavily armored warrior may benefit from the Mobility feat even with only 1 rank of Tumble, in heavy armor, with an overall bonus of -whatever.}}<br />
<br />
===Falling Damage===<br />
{{Verified|Another feature of this skill is that you take less damage from falling. The higher your skill the higher is the distance you can fall without taking damage.}}<br />
<br />
===Additional Animations===<br />
{{Verified|As your tumble skill becomes higher, different animations will happen when you hold shift and push a movement key. At tumble of 0 or less, you make small hops in a direction. With a 1 tumble, you roll a somersault in that direction. No further improvement comes until tumble 31, which enables a backflip and sideways dives, which goes further than a somersault in the same time. A 36, a forward handspring.}}<br />
<br />
{{Verified|(Note that to achieve such high values of tumble, one generally must use the Tumble spell and Skill Boost enhancements. Only a very focused build could reach a 31 tumble by level 10.)}}<br />
<br />
[[Category:Passive skills]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Tumble_(skill)&diff=14290Talk:Tumble (skill)2006-05-03T20:52:38Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Tumbling and falling.==<br />
<br />
I have a character with minimal tumbling, but as his jumping skill has increased, so has his resistance to falling damage. Verification of how the two skills interact, overlap, etc. on this would be useful.<br />
<br />
:True, jump helps for that. Whether Tumbling also helps is a good question, that should be checked. [[User:Tihocan|Tihocan]] 14:50, April 11, 2006 (EDT)<br />
::Tumblig helps a lot IMO. I have a lvl6 warrior with STR 20 and maxed jump skill (+14). He still suffers way more falling damage than my level 2 rogue with a +10 bonus to tumble. IMO tumble reduces the damage from falling (similar to the pnp rules) and jump gives a synergy bonus of something like 1/2 your jump skill to that bonus. This is just my personal impression though, some testing probably would be good.--[[User:Ziu|Ziu]] 03:30, April 12, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]<br />
<br />
== Tumbling and AC Bonus ==<br />
<br />
As far as I know, there is no bonus to your AC while tumbling unless you have the Mobility feat. There is no benefit to having a high tumble score except allowing you to dive/backflip at high ranks (36/31 respectively). [[User:Sonil|Sonil]] 16:18, April 26, 2006 (EDT)<br />
:The benefit is in how FAR you tumble. As your skill increases, you go further. This has the effect of making it possibly to avoid an attack utterly. --[[User:KakarisMaelstrom|KakarisMaelstrom]] 16:21, April 26, 2006 (EDT)<br />
::Can anyone confirm this 100%? In the current article there is still the sentence ''While tumbling you gain an bonus to Armor Class of about +1 per 5 total ranks (*exact value to be confirmed*)''. We need to remove it if it's proven to be false. [[User:Tihocan|Tihocan]] 09:22, May 3, 2006 (EDT)<br />
:::Easily proven. You are aware of your own AC. So, roll with 5 ranks of tumble, or 50. Hit C during the tumble. You'll see ZERO improvement to your AC. To rule out that tumble just doesn't show on your character sheet, add 1 rank and the feat "Mobility". Tumble, hit C during tumble, and your AC is improved by 4. You won't see the bonus unless you hit C during the tumble because it only updates your AC on your character sheet every couple seconds. You'll see the AC drop off a few seconds after the tumble, as a result. However, if you tumble with Mobility and immediately hit C after the tumble, you'll have no bonus. The +4 only applies while you are in the tumble, with Mobility. I'll get it pulled off the article because the "exact value to be confirmed" part is definitely wrong. [[User:KakarisMaelstrom|KakarisMaelstrom]] 16:52, May 3, 2006 (EDT)<br />
<br />
==Tumbling and AC penalty==<br />
Quoting the unverified sentence: ''On the other hand, moving in combat gives other creatures striking you a +4 to hit. This bonus is negated by any level of tumbling''. Do you mean that this -4 AC penalty is negated when tumbling (at any level of the skill), or just when walking around? By the way I will soon make some experiments to try this theory of -4 AC when moving. [[User:Tihocan|Tihocan]] 13:32, April 27, 2006 (EDT)<br />
:I think he means that tumbling negates the +4 to-hit bonus that mobs get while you are moving. Personally I don't think there *is* such a bonus, but it's virtually impossible to test, since you can't see mob attack rolls.[[User:Sonil|Sonil]] 14:11, April 27, 2006 (EDT)<br />
::Will at least rewrite the sentence then, until it is tested [[User:Tihocan|Tihocan]] 10:45, April 28, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Eschew_Materials&diff=13925Eschew Materials2006-04-30T17:14:33Z<p>KakarisMaelstrom: Wrong affected.</p>
<hr />
<div>== Cost ==<br />
<br />
30% more spellpoints<br />
<br />
== Gives ==<br />
<br />
Removes need for normal material components. Specially expensive material components, such as for [[Stoneskin]], are not affected.<br />
<br />
== Tips ==<br />
<br />
In DDO, the carrying limits of all characters are increased, and each of your spells within one level use the same material component (if they use them at all). Therefore, the PnP circumstances that occasionally make Eschew Materials important do not exist. Most likely, a wizard will make it to level 10 only once running out of components (the very first time teaches a lesson that is never forgotten)<br />
<br />
[[Category:Metamagic feats]]<br />
[[Category:Active feats]]<br />
[[Category:Feats]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=User_talk:KakarisMaelstrom&diff=13915User talk:KakarisMaelstrom2006-04-30T12:39:38Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Welcome!==<br />
May I extend my warmest welcomes and offer you any help you may need? Thanks for your contributions, mate!<br />
<br />
If you need help with something...<br />
:...I'm always available! You can drop a message on my [[User_talk:Peerless|user talk page]] (which I watch like a hawk) or grab my other contact info on my [[User:Peerless|user page]].<br />
:...There's a wealth of wiki documentation on the [[enter:Help:Contents|meta wiki]], perhaps some of it may be of use to you.<br />
:...There's a really good '''[[enter:Introduction|Introduction]]''' over on meta also, it should help you figure out what's going on if your new to wikis in general.<br />
<br />
Again, welcome to the wiki - and I can't thank you enough on behalf of the community for your help in making us the best DDO site around (-;<br />
:<big>From [[Enter:User:Peerless|<span style="background: #f8fcff; color: #0067db; font-weight: bold; text-decoration: none; font-family: 'Arial Unicode MS';">'''Elliott Cable'''</span>]] [[Enter:User talk:Peerless|<span style="background: #f8fcff; color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">✆</span>]] [[Special:Contributions/Peerless|<span style="background: #f8fcff; color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">✍</span>]] on 06:47, April 17, 2006 (EDT)</big><br />
<br />
==Modifier to AC when moving==<br />
<br />
You added in the [[Players manual]] that swinging when moving caused a -4 AC penalty. Where is the source for that information? (I had never heard about that). Since my guess is it's a mistake, I'll remove it while waiting for your answer (otherwise I may forgot to...) By the way, thanks for all your contributions! [[User:Tihocan|Tihocan]] 15:20, April 26, 2006 (EDT)<br />
<br />
:That is an error. You get a -4 AC not for SWINGING but for MOVING. It doesn't matter if you're swinging or not. That -4 AC penalty is incurred if you choose to move normally instead of tumble. That means if you are surrounded by enemies, moving is going to make you more likely to be injured than just standing there. [[User:KakarisMaelstrom|KakarisMaelstrom]] 15:49, April 26, 2006 (EDT)<br />
::You are talking about an AC penalty though in the [[Players manual]] only the attack penalty is mentioned. I can confirm the attack penalty when moving, but so far I never read anything about an additional AC penalty while moving. Where is the source for that information? Another question: The attack penalty can be negated with the [[Spring Attack]] feat. Is the AC penalty (if it exists) also negated with that feat?--[[User:Ziu|Ziu]] 04:07, April 27, 2006 (EDT)<br />
:::I'm trying to find a reliable source of the negative AC on movement other than just community knowledge. The problem is that it is not actually removed from your AC but rather it is added to your opponent's to-hit. I'm coming up short to find an answer other than constant discussion in the DDO forums. Though, that said, there are also a slew of people talking about whether the tumble bonus is 1 AC per 4 or 5 tumble. Which, simply isn't true. That is a bonus to AC and you can substantiate the lack of bonus by tumbling and hitting "C" at the time of the tumble. If you have Mobility you'll see a +4 improvment. If you do not, you will so no improvement. Clearly, it does not add a bonus to AC. Does it reduces someone's ability to hit you or not? I don't think so. I believe people are translating it incorrectly. When you move without tumble, you open yourself up to attack (giving a +4 to-hit to your opponents). When you move by tumbling, the to-hit bonus does not apply. So people think they are getting an AC bonus because they are not being hit as often as "just running" but it is elimination of a penalty, not a bonus. They would be better off turtling behind a shield. HOWEVER, all of this is clearly based on facts that I can't substantiate because the bonus is given to enemy to-hit, not personal AC. But, likewise, ranged weapons do not give an AC penalty during use but give the enemy a +4 to hit you. It is easier to test, however, because it does not requirement movement during, and you will never tumble outside the range their weapon can swing to. If you've got an idea how to test effectively, I'd happily run the numbers to prove the -4 AC while moving thing.<br />
::::I think the best thing you can do is start a forum topic directly about it, get some good discussion, and then judge the situation as it is. If there is a lot of consensus that that is correct, go ahead and mark it s verified, else; don't. Also, make sure to sign your posts with tildes (<nowiki>~~~~</nowiki>) so we know who you are! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 12:15, April 27, 2006 (EDT)<br />
:::::http://www.ddo.com/forums/showthread.php?p=313331#post313331 --[[User:KakarisMaelstrom|KakarisMaelstrom]] 12:59, April 27, 2006 (EDT)<br />
<br />
::::I will test it myself. What I will do is I'll go into Sewer rescue with an AC around 25. I'll get to a kobold rogue and let it hit me until the combat log is full (about 120-130 hits). I'll do this without moving, then while moving constantly by strafing in front of it, and see what happens. Note that 120-130 hits may not be enough, I'll run a few simultion tests first to see what's the margin of error with this sample size. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)<br />
<br />
:::::Make sure to start an information project for this so others can see your results and help out! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 14:16, April 27, 2006 (EDT)<br />
<br />
::::::Somehow, there is one already: [[DDO information project/Monsters]]. [[User:Tihocan|Tihocan]] 16:57, April 27, 2006 (EDT)<br />
<br />
:::::::The Monsters page has been updated with 3 200 instances tests on kobolds. My math isn't good tonight, but I tried to duplicate the BAB calculation you used Tihocan. If it isn't right, correct, but there is a strong indication that being attacked from rear has an effect. See results on that post. [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:44, April 27, 2006 (EDT)<br />
::::::::Cool, I'll check it out later today :) My own tests had shown there was no effect, but I wanted to try again because I was not really confident in these results. [[User:Tihocan|Tihocan]] 11:37, April 28, 2006 (EDT)<br />
::::::::There's most definitely an effect from being attack from the rear. It's the same +2 to-hit flanking bonus that PCs get. [[Improved Uncanny Dodge|Improved Uncanny Dodge's]] passive effect negates this +2 bonus. [[User:Sonil|Sonil]] 23:39, April 27, 2006 (EDT)<br />
:::::::::Well I have to contend that point. DDO Forums frequently say that there is not a flanking bonus in DDO, only a rear attack bonus. Flanking is only important to a rogue for sneak attack. True or not? Don't know. Easy enough to test though. [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:37, April 28, 2006 (EDT)<br />
::::::::::Sorry, I was unclear. "Flanking" in DDO is attacking from the rear, which gives a +2 to-hit bonus (to mobs and PCs). Flanking as in PnP doesn't exist. Rogues get a Sneak Attack if their target is targetting someone else (or has been bluffed, or is helpless) [[User:Sonil|Sonil]] 11:01, April 28, 2006 (EDT)<br />
:::::::::::That's indeed what seems to be the truth. [[User:Tihocan|Tihocan]] 11:37, April 28, 2006 (EDT)<br />
::::::::::::Further tests show no penalty for running in combat. [[DDO information project/Monsters]] [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:39, April 30, 2006 (EDT)<br />
<br />
Oh, and another similar question, but about which I have no real opinion: have you been able to confirm that you get an AC penalty when wearing a thrown weapon? [[User:Tihocan|Tihocan]] 15:28, April 26, 2006 (EDT)<br />
:I'm not sure I can fully substantiate this point. The penalty to AC does not show in the your Armor Class. Rather, it is a bonus given to the to-hit of the attacking monster. Since I can't see his to-hit, there is no way to prove this one way or the other. Will mark as unverified.<br />
::I can probably get a test on this one if I can get a high level cleric to help me out. It is the same issue as the +4 bonus to-hit on ranged and that is easy enough to verify. I just need bored people to help out :) [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:01, April 27, 2006 (EDT)<br />
:::Another thing I may check too. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)<br />
::::Tests show -3 AC on Ranged, -4 AC on Thrown. Imagine the 3 is a sampling issue. [[DDO information project/Monsters]] [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:39, April 30, 2006 (EDT)<br />
<br />
==Freud==<br />
Probably the user with the longest name on DDOWIki.<br />
<br />
:You're just jealous because I have a bigger keyboard than you. [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:20, April 28, 2006 (EDT)<br />
<br />
::Perhaps he's sub-conciously projecting something else onto his keyboard... [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 13:22, April 28, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=DDO_information_project/Monsters&diff=13914DDO information project/Monsters2006-04-30T12:38:17Z<p>KakarisMaelstrom: Thrown weapons, ranged weapons (both prob -4), no penalty to running in combat</p>
<hr />
<div>{{TOCRight}}<br />
<br />
This is similar to the information project about spells.<br />
Check it [[DDO information project/Spells |here]] to know how it works.<br />
<br />
==[[Kobold rogue]]==<br />
*In Sewer rescue, facing AC 26: 85 misses, 36 hits (for pierce damage 3,5,1,1, 2,1,1,1,1,2,1,3, 1,1,1, 3,2,3,1, 6,1,2,2,3,1,3, 1,2,1,2,3,1, 3,2,1,1)<br />
Analysis: 36 / 121 = 5.95 / 20 => hits on a 15 => BAB 11<br />
*In Sewer rescue, attacking AC 26 from behind: 84 misses, 38 hits (for pierce damage 1,2,1,4,1,1,2,2,2, 1,2,4,1, 3,5, 3,1,3, 1,1,1, 2, 3,3, 1, 2,2,1,2,2,2,2, 3,1,2,3,1,1)<br />
Analysis: 38 / 122 = 6.23 / 20 => hits on a 15 => BAB 11 (and attacking from behind does not give an attack bonus to monsters)<br />
*In Sewer rescue ([[User:Tihocan|Tihocan]] 14:11, April 7, 2006 (EDT)), facing AC 26: 94 misses, 25 hits (for pierce damage 1,3,1,1,2,1,1,1,1,1,1, 2, 1,1,1,1,1, 5,1,2, 1,1,1,1, 2)<br />
Analysis: 25 / 119 = 4.2 / 20 => hits on a 17 => BAB 9 (=> need more experiments to see if it's some randomness in the kobold stats, an artefact of random numbers, or if latest patch has modified their stats)<br />
<br />
==[[Kobold]]==<br />
Before I even start, I need to declare severe headache at the moment. Math may be completely wrong. Please correct if you are more skilled than I.<br />
<br />
'''From the Front'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
Hits:<br />
0x51,<br />
1x23,<br />
2x20,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx105<br />
<br />
*Hit ratio: 95/200 (47.5%)<br />
*Facing AC 15<br />
*95/200 = 9.5 / 20 = hits on a 11 = BAB 4.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.695<br />
*MODE - 1<br />
<br />
<br />
'''From the Front. while running'''<br />
*149 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
Hits:<br />
0x26,<br />
1x19,<br />
2x26,<br />
3x2,<br />
4x0,<br />
5x0,<br />
Missx76<br />
<br />
*Hit ratio: 73/149 (48.99%)<br />
*Facing AC ??<br />
*73/149 = 9.9 / 20 = hits on a 11 = BAB 4.<br />
*AC is then 15 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 2.07<br />
*MODE - 1, 3<br />
<br />
'''From the Front, wielding Crossbow (Ranged Weapon)'''<br />
*100 attack instances<br />
*I had AC 12<br />
<br />
Hits:<br />
0x0 (No DR),<br />
1x44,<br />
2x17,<br />
3x13,<br />
4x1,<br />
5x0,<br />
Missx25<br />
<br />
*Hit ratio: 75/100 (75.0%)<br />
*Facing AC ??<br />
*75/100 = 15 / 20 = hits on a 5 = BAB 4.<br />
*AC is then 9 at this point in time. (-3 for using ranged weapons in combat)<br />
<br />
*Adjusted for DR0, hit is:<br />
*MEAN - 1.61<br />
*MODE - 1<br />
<br />
<br />
'''From the Front, wielding Throwing Dagger (Thrown Weapon)'''<br />
*120 attack instances<br />
*I had AC 23, DR 1<br />
<br />
Hits:<br />
0x9,<br />
1x11,<br />
2x8,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx91<br />
<br />
*Hit ratio: 29/120 (24.17%)<br />
*Facing AC ??<br />
*29/120 = 4.83 / 20 = hits on a 15 = BAB 4.<br />
*AC is then 19 at this point in time. (-4 for using thrown weapons in combat)<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 2.07<br />
*MODE - 1, 3<br />
<br />
<br />
<br />
'''From the Rear (theory is -2 AC)'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
<br />
Hits:<br />
0x61,<br />
1x22,<br />
2x18,<br />
3x2,<br />
4x0,<br />
5x1,<br />
Missx96<br />
<br />
*Hit ratio: 104/200 (52.0%)<br />
*Facing AC ??<br />
*104/200 = 10.4 / 20 = hits on a 9 = BAB 4<br />
*AC is then 13 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.606<br />
*MODE - 1<br />
<br />
'''From the Rear, while running (theory is -2 AC for rear, -4 for moving in combat)'''<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
<br />
Hits:<br />
<br />
0x50,<br />
1x22,<br />
2x38,<br />
3x3,<br />
4x1,<br />
5x0,<br />
Missx86<br />
<br />
*Hit ratio: 114/200 (57.0%)<br />
*Facing AC ??<br />
*114/200 = 11.4 / 20 = hits on a 8 = BAB 4<br />
*AC is then 12 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.974<br />
*MODE - 1<br />
<br />
'''Second way of figuring, 10.5 as average roll, 50% likely to happen'''<br />
<br />
Going at it another way which may not make any sense either.<br />
<br />
Formula is:<br />
<br />
To-Hit = (hit%/50) * AC - AvgDieRoll OR<br />
x = (47.5/50) * 15 - 10.5<br />
<br />
'''If facing front is:'''<br />
*AC: 15<br />
*Average die roll: 10.5.<br />
*Kobold hits: 47.5%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''If rear is to target:'''<br />
<br />
*4.125 = (52/50) * x - 10.5<br />
*14.625 = 1.04 * x<br />
*14.625/1.04 = x<br />
<br />
*AC: 14.0625<br />
*Average die roll: 10.5<br />
*Kobold hits: 52.0%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''If rear is to target and you're running:'''<br />
<br />
*4.125 = (57/50) * x - 10.5<br />
*14.625 = 1.14 * x<br />
*14.625/1.14 = x<br />
<br />
*AC: 12.8289<br />
*Average die roll: 10.5<br />
*Kobold hits: 57.0%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''Conclusion'''<br />
<br />
*Front AC: Full<br />
*Rear AC: -2<br />
*Running AC, from rear: -3<br />
<br />
I'm not sure what to make of the -3, perhaps a greater sample is needed. But I would think clearly being attacked from rear is showing a greater likelihood of being hit than from front. Rear, keep in mind, is only your back, not your sides. *shrugs* [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:42, April 27, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Two-Weapon_Blocking&diff=13913Talk:Two-Weapon Blocking2006-04-30T12:03:55Z<p>KakarisMaelstrom: </p>
<hr />
<div>Why isn't this a Fighter Bonus Feat? And, it would be nice to know if "block" means Damage Reduction, or AC, or what.<br />
:It might be a fighter bonus feat. That list was generated from PnP rules and the d20srd doesnt have two weapon blocking as a feat. -- [[User:Pirho420|koolkat]] 09:18, March 9, 2006 (EST)<br />
::Two-weapon blocking is an AC only feat. No DR. That's one of the many reasons it is frowned upon. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:53, April 27, 2006 (EDT)<br />
:::Well, the DDO KB says "This feat increases the amount of damage the character can block when defending with two weapons by +2." which I would interpret as DR, not AC [[User:Sonil|Sonil]] 03:08, April 28, 2006 (EDT)<br />
::::Hmmm, now if only it was a feat worth taking, I might be able to test that hehe... [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:44, April 28, 2006 (EDT)<br />
:::::Make a Human char with TWF and Two-Weapon Blocking. Shouldn't be hard to test :) [[User:Sonil|Sonil]] 11:02, April 28, 2006 (EDT)<br />
::::::Ah, if I think about it, I'll do that tonight. [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:42, April 28, 2006 (EDT)<br />
:::::::I got this feat and another mixed up. Block means Damage Reduction though. Remains untested as to how much but one source listed it as DR2. Clearly it is a DR power. The other defense power for two-weapon is an AC power though. [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:03, April 30, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=User:KakarisMaelstrom&diff=13871User:KakarisMaelstrom2006-04-28T17:20:09Z<p>KakarisMaelstrom: </p>
<hr />
<div>Probably the user with the longest name on DDOWIki.<br />
<br />
:You're just jealous because I have a bigger keyboard than you. [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:20, April 28, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Item:Muckbane&diff=13870Item:Muckbane2006-04-28T17:09:47Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Muckbane==<br />
<br />
*Base Value: 8000g 1c <br />
*Weight: 3 lb <br />
*Damage: 1d6+1 Magic,Bludgeon (4.5) <br />
*Critical: 20 / x2 <br />
*Weapon Type: Club <br />
*Damage: STR / Attack: STR <br />
<br />
*Durability: 50 / 50<br />
*Glass (Hardness: 7)<br />
*A club made out of some unknown but highly polished black substance.<br />
<br />
'''+1 Enhancement Bonus'''<br />
*This item has been magically enhanced. Armor that has been magically enhanced gets a +1 bonus to AC. Weapons that have been magically enhanced get a +1 bonus to attack and damage.<br />
<br />
'''Lesser Ooze Bane'''<br />
*A bane weapon excels at attacking one type or subtype of creature. Against oozes, this weapon's effective enhancement bonus is +1 better than it's normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.<br />
<br />
'''Notes:'''<br />
<br />
Muckbane is considered "THE" weapon for hunting oozes and slime. It is unaffected by the acid attacks of slimes and the effects of Rust Monsters. Oh how we love you Muckbane!<br />
<br />
However, getting Muckbane was too easy. Because it was worth 10k in gold, (roughly 800 when sold), people would farm Muckbanes to sell to vendors. As a result, Muck (the boss which drops Muckbane in a chest), does not appear as often. I'm told he only drops as often as "any other boss" but I have been through [[The Den of Kobold Brothers]] some thirty times and only seen him twice. One of those two he didn't drop Muckbane for anyone. The second time he dropped Muckbane for 1 of 2 characters. This paragraph reflects information current as of 2006-04-27.</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Warforged_enhancements_(history)&diff=13869Talk:Warforged enhancements (history)2006-04-28T17:03:26Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Immunity enhancements==<br />
<br />
So, someone [http://en.ddowiki.ws/index.php?title=Warforged_enhancements&curid=1376&diff=11722&oldid=9927&rcid=10358 removed] some Warforged immunity enhancements. I'm curious to know if anyone can confirm this, and if maybe they could be subject to some prerequisites. [[User:Tihocan|Tihocan]] 11:05, March 21, 2006 (EST)<br />
<br />
:I can't say with 100% certainty (haven't taken one to lvl 10) but this feat points to this as unlikely. One feat gives +3, or one enhancement utter immunity? ...[[Greater Fatigue & Nausea Resistance]] [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:59, April 27, 2006 (EDT)<br />
<br />
::Well, some enhancements are much stronger than feats. But you're probably right. [[User:Tihocan|Tihocan]] 11:32, April 28, 2006 (EDT)<br />
<br />
:::Do you have any idea what level these enhancments supposedly exist for? Maybe they only become avaliable after you take the feat? Something like Fighter's Combat Expertise? [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:03, April 28, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Spot&diff=13866Talk:Spot2006-04-28T16:59:09Z<p>KakarisMaelstrom: </p>
<hr />
<div>We should try to clarify whether the Spot skill or the Listen skill is more important for detecting sneaking enemies. Since sneak is a combination of both the following question should be answered: Is it necessary to counter both checks (Hide and Move Silently) of a sneaking person to detect him, or is one successful check sufficient?<br />
<br />
This is important, because the Spot skill seems to be a lot more useful than the Listen skill. Maybe the Spot skill is for detecting traps and secret doors only?<br />
<br />
IMO we should make a test with a character with only ranks in Spot and one wih only ranks in Listen. The quest "A Matter of Protection" would be good for a test, because it is short and has many sneaking enemies.--[[User:Ziu|Ziu]] 16:45, February 24, 2006 (EST)<br />
<br />
:Good idea :) -- [[User:Tihocan|Tihocan]] 17:11, February 24, 2006 (EST)<br />
<br />
::How this works is as follows. Spot is used to detect doors, traps, trap boxes, and invis enemies. Listen assists in the noticing (not related to spot) of invisible enemies. So adding a Bonus to the detect invis part of Spot only.<br />
::Sneaking is totally differant then these to and use move silently as a big assist to Sneak. When you are in sneak its your sneak check verses your enemys spot check plus the bonus of his/her listen.[[User:Pepcfreak|Pepcfreak]] 13:54, March 10, 2006 (EST)<br />
<br />
:::I typically put only spot or listen on a character. An easy check is this: Make a character with no skill in spot or listen. Go to where the bridge is pulled up in the Sewer Rescue mission. Can you see the rogue across the way now? Nope? Remake, add listen. Can you see the rogue across the way now? Do the same with spot. When I have no spot or listen, I can't see them. When I do, I plug them with arrows from across the way. Beating one check is plenty. Though, I have no idea how that weighs in on invisible opponents.[[User:KakarisMaelstrom|KakarisMaelstrom]] 17:50, April 27, 2006 (EDT)<br />
<br />
::::Is listen enough even if they don't move? Or do they always move? [[User:Tihocan|Tihocan]] 11:28, April 28, 2006 (EDT)<br />
<br />
:::::I'm not sure, maybe it depends on the mob. I can't visually see the critter on my screen all the time because of the faint shadow it puts on "unseen" targets. My character can see them because I can tab through when I have spot or listen, but not when I don't. From the tab through, I can then plug a shot, which reveals them for everyone. The other thing that might be worth mentioning is that you can use Spot to see a target that is outside of line of sight. Happens all the time... I'll get a target and fire through a wall to try and hit it. Misses obviously. I'm guessing the target does not need to be moving to "listen" it successfully. But it may factor into the check? Something like how the eyeballs show up to tell you that you're in the light (which I assume affects the ease of "spotting" you? Maybe listening too? I don't know.) [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:59, April 28, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Diplomacy&diff=13865Talk:Diplomacy2006-04-28T16:50:52Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Rumors of diplomacy affecting loot==<br />
Personal opinion: this is only superstition from some players, and I suggest you ignore it. [[User:Tihocan|Tihocan]] 14:07, March 1, 2006 (EST)<br />
:To clarify, that means that is Tihocan's personal opnion on that. I suggest marking it as {rumor|}, as it is not verified numerically in game regardless of how widely-believed it is. {{:User:Peerless/Sig1}} 14:43, March 1, 2006 (EST)<br />
::Done -- [[User:Tihocan|Tihocan]] 15:04, March 1, 2006 (EST)<br />
:::There's really no possibly way to prove that it does or does not in-game... it's way too open to good and bad luck streaks coinciding with you using diplomacy in such ways or not. On the beta forums, on of the developers did in fact laugh at the concept of diplomacy working in such a matter though did not give a straight definitive answer. --Uky<br />
::::It is possible to prove it, if you record enough data. I am currently doing it for quest NPCs. But will take a long time before I have enough data to be confident in the results. [[User:Tihocan|Tihocan]] 10:51, March 2, 2006 (EST)<br />
:::::I absolutely guarantee diplomacy makes a difference on loot. However, not on CHESTS. It only improvements bonuses on quest turn-in's when those turn-in's are randomly determined. It increases the number of options, not the quality of those options. However, if their loot table allows a slim possibility of an elemental weapon (or something like that), it will give the impression that you are getting "better loot". Better loot can be translated roughly to: Because I got more options, I got something I needed. Want to prove it? Go run something like Sewer Rescue 100 times, 50 with diplomacy, 50 without. The difference is plainly obvious in even a few tests. My high diplomacy characters easily double the options. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:34, April 27, 2006 (EDT)<br />
::::::I will definitely test it and report the results on [[DDO information project/Skills]], then mark it as verified. I still haven't seen any proof of it. From what you say, I believe you, but I don't want to take any risk. [[User:Tihocan|Tihocan]] 11:14, April 28, 2006 (EDT)<br />
<br />
The [http://www.ddo.com/index.php?page_id=77 DDO FAQ] states here that Diplomacy does not in fact affect loot on chests. : [[User:Ardan|Ardan]] 16:56, March 6, 2006 (EST)<br />
<br />
:Yay, noticed that too today, was going to get it fixed here. [[User:Tihocan|Tihocan]] 17:02, March 6, 2006 (EST)<br />
<br />
::Will do as soon as I am able to fix something in the CSS formatting. [[User:Tihocan|Tihocan]] 17:07, March 6, 2006 (EST)<br />
<br />
:::I know, it's been too long... but will do it some day :/ [[User:Tihocan|Tihocan]] 11:04, March 17, 2006 (EST)<br />
<br />
==Influence of charisma==<br />
<br />
"Also, with a high enough charisma, certian NPC dialogues will have addition options." I find it weird that Charisma would affect that, shouldn't it be just the diplomacy skill? What do you think about that?<br />
<br />
:Sounds like a development issue, not a diplomacy one? [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:34, April 27, 2006 (EDT)<br />
<br />
::What do you mean a development issue? A bug? Anyway, will replace Charisma by Diplomacy. It's not really clear but makes more sense (I know there are a few diplomacy dialogs). [[User:Tihocan|Tihocan]] 11:16, April 28, 2006 (EDT)<br />
<br />
:::I took this comment to mean that developers had put in quest dialogue which required charisma and not as skill check. Without the context, it sounds like a bad development decision. I'm not sure what the source is of the comment - but it doesn't align with how D&D or DDO seem to work. Who posted it? Where is it from? [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:50, April 28, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Axeblock&diff=13864Talk:Axeblock2006-04-28T16:47:15Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Exact value==<br />
Need to double-check damage reduction for lesser version [[User:Tihocan|Tihocan]] 11:00, March 17, 2006 (EST)<br />
<br />
:This was quite a while ago, any news? [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
<br />
::No, I'd still like it to be double-checked. [[User:Tihocan|Tihocan]] 11:10, April 28, 2006 (EDT)<br />
<br />
==Related note==<br />
I have a set of +1 Leather Armor of Axeblock. It may be bugged, but is giving me 5 DR to everything but slashing. It is my baby. I haven't had another piece of Axeblock equipment and I haven't reported it because I like it being broken the way it is. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:28, April 27, 2006 (EDT)<br />
<br />
:So, is this a bug on the [[Axeblock]] enhancement, or on that particular class of item, or on that particular item alone? Could you test it? I'd like to document it if it is, bugs like that are something that is awesome to have on the wiki to generate interest (-: [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
<br />
::If I happen upon another piece, I'll definitely pass the word. :) 08:40, April 28, 2006 (EDT)<br />
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:Hmm, I'll definitely keep my next axeblock item to check that. Does this DR appear on your character sheet, or have you noticed it by experimentation? [[User:Tihocan|Tihocan]] 11:09, April 28, 2006 (EDT)<br />
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::It's listed on the character sheet. It reads something like: DR 5 / Slashing, Piercing. Then you look at the actual DR being given and it says 5 on everything but slashing and piercing. (It's slashing and something anyway, can verify laster). To verify that I wasn't misinterpreting, I went over to my Adamantite Warforged and he reads: DR 2 / Adamantite. He has a 2 on everything but adamantite, which I interpret as meaning he absorbs 2 damage from everything but what he is made of. That leads me to believe the equipment is bugged. But... haven't seen another piece of Axeblock to test that theory, I just know I'm wearing it indefinitely :) [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:47, April 28, 2006 (EDT)<br />
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[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Category_talk:Skills&diff=13863Category talk:Skills2006-04-28T16:44:07Z<p>KakarisMaelstrom: </p>
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<div>==Haggle==<br />
Someone just moved the Haggle skill from active to passive. According to the beta KB: "Haggle must be activated for it to work.". Can someone check please? -- [[User:Tihocan|Tihocan]] 12:27, January 30, 2006 (PST)<br />
:The edit was by an anonymous user - change it back with a commented note <!-- like this --> (edit this page to see) to him, always give registered users the benefit of the doubt, but never give the same to anonymous users. [[User:70.137.13.166|Anonymous user 70.137.13.166]], if your reading this, I suggest you register - we love ya anyway (-: -- {{:User:Peerless/Sig1| 22:32, January 30, 2006 (PST)}}<br />
::Ok, I'll check it anyway once I get in game -- [[User:Tihocan|Tihocan]] 05:40, January 31, 2006 (PST)<br />
:::My bad, registered now... haggle is passive though. [[User:Tarod|Tarod]]<br />
::::My bad, terod, and welcome to the wiki! {{:User:Peerless/Sig1| 08:48, January 31, 2006 (PST)}}<br />
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==Categories==<br />
<br />
Well, you've kind of... got the idea... but you don't manually build a category list. If you add <nowiki>[[Category:Skills]]</nowiki> to the bottom of a page, then that article will automatically appear in the skills category; better yet, if you put <nowiki>[[Category:Passive skills]]</nowiki> (please keep everything uncapitalized, like that, except for A) the first level of an entire name, and B) proper names like Acid Arrow or Dr. Bumblebee) on the passive skills pages and <nowiki>[[Category: Active skills]]</nowiki> on the pages of the active skills, then add the <nowiki>[[Category:Skills]]</nowiki> tag to those two categories themselves, those categories become sub-categories of <nowiki>[[Category:Skills]]</nowiki>, or ''nested categories''' as we call them. Technically, the entire site should be one big un-broken (but not necessarily linear) string of nested categories, and every page should be in at least one terminatory category (meaning it has no further connections or sub-categories). This is, obviouly, not always possible, but is good to adhere too. -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 01:25, January 14, 2006 (PST)<br />
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:Aaah, cool, thanks for the explanation! -- [[User:Tihocan|Tihocan]] 08:02, January 14, 2006 (PST)<br />
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::NP - dang it, I love this job! lol -- [[User:66.58.239.135|66.58.239.135]] 11:25, January 14, 2006 (PST)<br />
::P.S. Check it out now - and DANG I just made that entire set of edits without logging in ^^/ poop. -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 11:40, January 14, 2006 (PST)<br />
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:::Yum yum! -- [[User:Tihocan|Tihocan]] 18:47, January 14, 2006 (PST)<br />
:::By the way you're contradicting yourself: you've created Open_Lock and Use_Magical_Device (with all-caps) :P -- [[User:Tihocan|Tihocan]] 19:20, January 14, 2006 (PST)<br />
::::Not like I meant to do so - I just applied the category and stub tags to the documents you had listed. lol -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 23:59, January 14, 2006 (PST)<br />
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Hmm, should categories really be used this way? Why add categories that are organized the same way that you're hand-organized them yourself with added short descriptions next to them? Seems redundant... should add categories that group things that aren't already grouped that way normally..? --[[User:Uky|Uky]] 21:33, January 17, 2006 (PST)<br />
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:I don't normally involve myself individually, but I couldn't pass this up - that's the point. Categories are here so that you don't have to hand-write and update the info. I had it all categorized, but I don't know who went and broke it, and added the list to the page itself, which is weird ^^/ -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 22:29, January 17, 2006 (PST)<br />
:: Well I agree categories are nice for grouping things together in ways you normally wouldn't (like all spells of a specific element), but unless there's some way to add a little description next to the entries, it's still not as good as a hand-written page. If a person who's never played D&D's looking into DDO and what skills do what.. he's not going to want to click on the link for every single skill. He wants a single page of short descriptions to browse through. So you'd still want at least one hand-written page in the most normal organization. My remark was just that why make categories for the basic stuff already hand-written (where it SHOULD be hand-written), seems redundant. Categories like putting UMD into "cat:skills/class skills/rogue" or anything else that doesn't already exist on the normal page... that I could understand.<br />
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:: Heh, I agree that it's very weird that this list is added directly to the page itself though.. oO --[[User:Uky|Uky]] 00:07, January 18, 2006 (PST)<br />
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<br />
==Skill and Skills==<br />
<br />
What do people think of merging the [[Skill]] and [[Skills]] pages? It seems like it would make sense to me. [[User:Flendon|Flendon]] 14:32, January 29, 2006 (PST)<br />
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:The [[Skill]] page is the definition of a skill, while [[Skills]] is the list of all skills in the game. Right now, the definition page is quite basic, as I just wrote it in a hurry. But it could be expanded more. -- [[User:Tihocan|Tihocan]] 18:20, January 29, 2006 (PST)<br />
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==Navigation==<br />
Given the Navigation box on the right that's part of the skin and always visible (of which the first link is the Home page), is there a need for the navigation section on this page? All the links listed are on the Home page. [[User:Dedridd|Dedridd]] 10:27, March 8, 2006 (EST)<br />
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:I had just copied the main navigation from the front page and palced them in the root folder of each catagory so that a person would not have to abck track to see other areas. I go no further than the main catagoried that are listed and this would be very helpfull for many. Most my guild frequents this site and wondered why there werent any navigations so i only added a few where they agreed would be helpfull. As i know that to much is annoying [[User:Pepcfreak|Pepcfreak]]<br />
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::Ok, minus the Home page link, I'm beginning to think this has some merit. But only if we standardize on it. It would probably confuse users to only have the navigation links on a few pages. What if we templatized for the grey box and the links like it is on the home page, and found a way to put it at the top of ''all'' the pages? What does everyone think about that? Useful, or annoying? I'm on the fence with this one, but it seems like it might help visitors who aren't hip to the search function. [[User:Dedridd|Dedridd]] 11:09, March 8, 2006 (EST)<br />
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:::I think the home link should remain. Although i do note it is on the right, when i first came here i was completely lost took me a bit to understand where to go. I dont think the navigation shouldn't reach any further than from root to one pages past. like >classes>cleric thats it. [[User:Pepcfreak|Pepcfreak]] 11:16, March 8, 2006 (EST)<br />
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::I agree that having some standard navigation tab with links to the main interesting sections would be a good idea. Actually, this could be directly in a site navigation tab on the right. It could be separate from the more "editor-oriented" tab that is currently in place. [[User:Tihocan|Tihocan]] 11:47, March 8, 2006 (EST)<br />
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<br />
In addition I added the navigation to the following areas. "Classes, Races, Enhancements, Feats, Skills, Equipment, and Places." Within these i have only added the menu into subcatagories in the Classes and Races these are "'''Calsses:''' Barbarian, Bard, Ceric, Fighter, Paladin,Ranger, Rogue, Sorcerer, and Wiz" "'''Races:'' Dwarves, Elves, Halflings, Humans, and Warforged." The standard code i use is as follows and is an exact replica of that which is displayed on th [[home]] page.<br />
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<nowiki><br />
----<br />
<br />
'''Navigation'''<br />
<br />
[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
</nowiki><br />
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Please use this where you see fit and so that i matches the universal Navigation on all other created screens. [[User:Pepcfreak|Pepcfreak]] 11:54, March 8, 2006 (EST)<br />
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:If this is going to be on multiple pages, it has to be in a template, so that if we decide we want to add a link to Widgets, all we have to do is modify the template instead of over a dozen pages. This would also make it easy to remove the navigation bar should Tihocan implement the tab idea. [[User:Dedridd|Dedridd]] 12:20, March 8, 2006 (EST)<br />
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::That code is on the pages i listed. I will personaly remove all navigations i had implemented as soon as i am aware of the right navigation area. Though i still strongly suggest that along with the right navigation there should be an area at the top with the same navigational functionality. Please contact me on msn pepcfreak@hotmail.com. [[User:Pepcfreak|Pepcfreak]] 12:47, March 8, 2006 (EST)<br />
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:::Ok, I moved the code into a template, and used it on the pages linked to in the navigation (ie, Home, Classes, Races, Enhancements, Feats, Skills, Equipment, but not Places because of the way the browse page is laid out). I also updated some of the links, because some of them caused redirects to get to the final page. This caused some of the links to not turn into just bolded text when you went to that page, but now it works like you would expect a navigation bar to. Try out one of those pages to see what I mean. I left the Home link in the nav bar since you think it's needed, but moved it to the last link since I think the others are more important. How's that look? Note that if this looks acceptible to everyone for now, all the other pages with the nav code needs to be updated to use <nowiki>{{Navigation}}</nowiki> instead. We can tweak the code in one place if the look, layout, or content needs to change. [[User:Dedridd|Dedridd]] 12:54, March 8, 2006 (EST)<br />
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::::I would keep Home first. Having Home as first link is kind of standard in navigation bars. What would be best is actually a home link at the top left of every page, with some kind of logo, like what we had before changing skins. [[User:Tihocan|Tihocan]] 13:33, March 8, 2006 (EST)<br />
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:::::Home's been moved to be the first link on the nav bar. 13:54, March 8, 2006 (EST)<br />
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:::ps - Tihocan, I know you mentioned something different with a nav tab someplace. I'm all for alternates, just let us know. This is just a consolidation effort for now. :) [[User:Dedridd|Dedridd]] 12:57, March 8, 2006 (EST)<br />
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::::Anything that makes the site better is welcome. The fact is I have the feeling that the navigation tab on the right is mostly unused, and probably will have to be reworked. [[User:Tihocan|Tihocan]] 13:33, March 8, 2006 (EST)<br />
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:: Dedridd i am working on the redirect of the [[places]] as i write this im cleaning it up and making it a bit more "clean" shall i say. So if you could please re-edit it to direct to [[Places]] for the time being as i will be finishing that up shortly. [[User:Pepcfreak|Pepcfreak]] 13:50, March 8, 2006 (EST)<br />
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:Ok all, never noticed this - I swore to take a two day break from the wiki and my computer life - had 168 e-mails when I got back, this page's update was one of them. Anyway, tihocan, see your talk page - after some work to seperate the memcached's for the sites, you can work on the sidebar module on your own. For the rest of you, move this discussion to [[MediaWiki talk:Sidebar]]. Thanks. {{:User:Peerless/Sig1|15:12, March 8, 2006 (EST)}}<br />
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==Search and rolls==<br />
Is it true that search does not require any roll? Can someone give proof of it? [[User:Tihocan|Tihocan]] 09:52, March 10, 2006 (EST)<br />
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::Its a silent roll. Your search skill check is whats used. If your skill check meets or beats that of the trap or hidden door (or any other manner these are also predetermined numbers) you will find it. Now there are 2 search checks when searching for traps. 1 is finding the trap the 2nd is locating the disable box. [[User:Pepcfreak|Pepcfreak]] 11:09, March 10, 2006 (EST)<br />
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:::So if I understand correctly, this means there is a (or even 2) roll(s), right? (I'm talking about the DDO implementation by the way, not the official PnP rules) [[User:Tihocan|Tihocan]]<br />
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::They are just checks i did not mean to mislead you on the "silent rolls" No rolls at all. Its Spot Check verse: the following, Traps, doors, and Trap Disable boxes. No virtual dice are rolled. [[User:Pepcfreak|Pepcfreak]] 13:44, March 10, 2006 (EST)<br />
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:::Ok, this is weird though, why didn't they stick to the PnP rules? Also, do you have any source of information proving this fact? (not that I don't believe you, but before marking something as 100% sure, I'd rather be 100% sure). [[User:Tihocan|Tihocan]] 14:11, March 10, 2006 (EST)<br />
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::::I am not so sure that rolls arent made. I know I have recieved spot danger warnings on my rogue, while a ranger has not, but the ranger recieved spot dnager warnings when I did not. We differend only py a point or 2 in spot. -- [[User:Pirho420|koolkat]] 14:12, March 10, 2006 (EST)<br />
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:::::I can verify. SEARCH has no roll. If you have enough skill, you can find it. They changed it (I presume because it made traps too tough to find and spring). SPOT, however, has a silent roll. This I believe is Compendium information at this point.[[User:KakarisMaelstrom|KakarisMaelstrom]] 17:25, April 27, 2006 (EDT)<br />
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::::::So you mean Search used to have no roll, but now has one? [[User:Tihocan|Tihocan]] 11:07, April 28, 2006 (EDT)<br />
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:::::::Vice-versa. Search has NO roll. At a point in the past there was a roll on Search (not anymore). SPOT, however, does have a silent roll. [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:44, April 28, 2006 (EDT)<br />
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[[Category:Discussions in progress]]<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Two-Weapon_Blocking&diff=13862Talk:Two-Weapon Blocking2006-04-28T16:42:10Z<p>KakarisMaelstrom: </p>
<hr />
<div>Why isn't this a Fighter Bonus Feat? And, it would be nice to know if "block" means Damage Reduction, or AC, or what.<br />
:It might be a fighter bonus feat. That list was generated from PnP rules and the d20srd doesnt have two weapon blocking as a feat. -- [[User:Pirho420|koolkat]] 09:18, March 9, 2006 (EST)<br />
::Two-weapon blocking is an AC only feat. No DR. That's one of the many reasons it is frowned upon. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:53, April 27, 2006 (EDT)<br />
:::Well, the DDO KB says "This feat increases the amount of damage the character can block when defending with two weapons by +2." which I would interpret as DR, not AC [[User:Sonil|Sonil]] 03:08, April 28, 2006 (EDT)<br />
::::Hmmm, now if only it was a feat worth taking, I might be able to test that hehe... [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:44, April 28, 2006 (EDT)<br />
:::::Make a Human char with TWF and Two-Weapon Blocking. Shouldn't be hard to test :) [[User:Sonil|Sonil]] 11:02, April 28, 2006 (EDT)<br />
::::::Ah, if I think about it, I'll do that tonight. [[User:KakarisMaelstrom|KakarisMaelstrom]] 12:42, April 28, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Two-Weapon_Blocking&diff=13806Talk:Two-Weapon Blocking2006-04-28T12:44:00Z<p>KakarisMaelstrom: </p>
<hr />
<div>Why isn't this a Fighter Bonus Feat? And, it would be nice to know if "block" means Damage Reduction, or AC, or what.<br />
:It might be a fighter bonus feat. That list was generated from PnP rules and the d20srd doesnt have two weapon blocking as a feat. -- [[User:Pirho420|koolkat]] 09:18, March 9, 2006 (EST)<br />
::Two-weapon blocking is an AC only feat. No DR. That's one of the many reasons it is frowned upon. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:53, April 27, 2006 (EDT)<br />
:::Well, the DDO KB says "This feat increases the amount of damage the character can block when defending with two weapons by +2." which I would interpret as DR, not AC [[User:Sonil|Sonil]] 03:08, April 28, 2006 (EDT)<br />
::::Hmmm, now if only it was a feat worth taking, I might be able to test that hehe... [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:44, April 28, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Axeblock&diff=13805Talk:Axeblock2006-04-28T12:40:08Z<p>KakarisMaelstrom: </p>
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<div>==Exact value==<br />
Need to double-check damage reduction for lesser version [[User:Tihocan|Tihocan]] 11:00, March 17, 2006 (EST)<br />
<br />
:This was quite a while ago, any news? [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
<br />
==Related note==<br />
I have a set of +1 Leather Armor of Axeblock. It may be bugged, but is giving me 5 DR to everything but slashing. It is my baby. I haven't had another piece of Axeblock equipment and I haven't reported it because I like it being broken the way it is. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:28, April 27, 2006 (EDT)<br />
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:So, is this a bug on the [[Axeblock]] enhancement, or on that particular class of item, or on that particular item alone? Could you test it? I'd like to document it if it is, bugs like that are something that is awesome to have on the wiki to generate interest (-: [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:07, April 28, 2006 (EDT)<br />
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::If I happen upon another piece, I'll definitely pass the word. :) 08:40, April 28, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Shot_on_the_Run&diff=13804Talk:Shot on the Run2006-04-28T12:37:45Z<p>KakarisMaelstrom: </p>
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<div>This may let you reload while moving --[[User:Tarod|Tarod]] 07:15, February 2, 2006 (PST)<br />
:Any idea on this, from anybody? Yes, no? [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 02:01, April 28, 2006 (EDT)<br />
::That's the entire point of the feat. So, yes. [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:37, April 28, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=User_talk:KakarisMaelstrom&diff=13803User talk:KakarisMaelstrom2006-04-28T12:37:10Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Welcome!==<br />
May I extend my warmest welcomes and offer you any help you may need? Thanks for your contributions, mate!<br />
<br />
If you need help with something...<br />
:...I'm always available! You can drop a message on my [[User_talk:Peerless|user talk page]] (which I watch like a hawk) or grab my other contact info on my [[User:Peerless|user page]].<br />
:...There's a wealth of wiki documentation on the [[enter:Help:Contents|meta wiki]], perhaps some of it may be of use to you.<br />
:...There's a really good '''[[enter:Introduction|Introduction]]''' over on meta also, it should help you figure out what's going on if your new to wikis in general.<br />
<br />
Again, welcome to the wiki - and I can't thank you enough on behalf of the community for your help in making us the best DDO site around (-;<br />
:<big>From [[Enter:User:Peerless|<span style="background: #f8fcff; color: #0067db; font-weight: bold; text-decoration: none; font-family: 'Arial Unicode MS';">'''Elliott Cable'''</span>]] [[Enter:User talk:Peerless|<span style="background: #f8fcff; color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">✆</span>]] [[Special:Contributions/Peerless|<span style="background: #f8fcff; color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">✍</span>]] on 06:47, April 17, 2006 (EDT)</big><br />
<br />
==Modifier to AC when moving==<br />
<br />
You added in the [[Players manual]] that swinging when moving caused a -4 AC penalty. Where is the source for that information? (I had never heard about that). Since my guess is it's a mistake, I'll remove it while waiting for your answer (otherwise I may forgot to...) By the way, thanks for all your contributions! [[User:Tihocan|Tihocan]] 15:20, April 26, 2006 (EDT)<br />
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:That is an error. You get a -4 AC not for SWINGING but for MOVING. It doesn't matter if you're swinging or not. That -4 AC penalty is incurred if you choose to move normally instead of tumble. That means if you are surrounded by enemies, moving is going to make you more likely to be injured than just standing there. [[User:KakarisMaelstrom|KakarisMaelstrom]] 15:49, April 26, 2006 (EDT)<br />
::You are talking about an AC penalty though in the [[Players manual]] only the attack penalty is mentioned. I can confirm the attack penalty when moving, but so far I never read anything about an additional AC penalty while moving. Where is the source for that information? Another question: The attack penalty can be negated with the [[Spring Attack]] feat. Is the AC penalty (if it exists) also negated with that feat?--[[User:Ziu|Ziu]] 04:07, April 27, 2006 (EDT)<br />
:::I'm trying to find a reliable source of the negative AC on movement other than just community knowledge. The problem is that it is not actually removed from your AC but rather it is added to your opponent's to-hit. I'm coming up short to find an answer other than constant discussion in the DDO forums. Though, that said, there are also a slew of people talking about whether the tumble bonus is 1 AC per 4 or 5 tumble. Which, simply isn't true. That is a bonus to AC and you can substantiate the lack of bonus by tumbling and hitting "C" at the time of the tumble. If you have Mobility you'll see a +4 improvment. If you do not, you will so no improvement. Clearly, it does not add a bonus to AC. Does it reduces someone's ability to hit you or not? I don't think so. I believe people are translating it incorrectly. When you move without tumble, you open yourself up to attack (giving a +4 to-hit to your opponents). When you move by tumbling, the to-hit bonus does not apply. So people think they are getting an AC bonus because they are not being hit as often as "just running" but it is elimination of a penalty, not a bonus. They would be better off turtling behind a shield. HOWEVER, all of this is clearly based on facts that I can't substantiate because the bonus is given to enemy to-hit, not personal AC. But, likewise, ranged weapons do not give an AC penalty during use but give the enemy a +4 to hit you. It is easier to test, however, because it does not requirement movement during, and you will never tumble outside the range their weapon can swing to. If you've got an idea how to test effectively, I'd happily run the numbers to prove the -4 AC while moving thing.<br />
::::I think the best thing you can do is start a forum topic directly about it, get some good discussion, and then judge the situation as it is. If there is a lot of consensus that that is correct, go ahead and mark it s verified, else; don't. Also, make sure to sign your posts with tildes (<nowiki>~~~~</nowiki>) so we know who you are! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 12:15, April 27, 2006 (EDT)<br />
:::::http://www.ddo.com/forums/showthread.php?p=313331#post313331 --[[User:KakarisMaelstrom|KakarisMaelstrom]] 12:59, April 27, 2006 (EDT)<br />
<br />
::::I will test it myself. What I will do is I'll go into Sewer rescue with an AC around 25. I'll get to a kobold rogue and let it hit me until the combat log is full (about 120-130 hits). I'll do this without moving, then while moving constantly by strafing in front of it, and see what happens. Note that 120-130 hits may not be enough, I'll run a few simultion tests first to see what's the margin of error with this sample size. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)<br />
<br />
:::::Make sure to start an information project for this so others can see your results and help out! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 14:16, April 27, 2006 (EDT)<br />
<br />
::::::Somehow, there is one already: [[DDO information project/Monsters]]. [[User:Tihocan|Tihocan]] 16:57, April 27, 2006 (EDT)<br />
<br />
:::::::The Monsters page has been updated with 3 200 instances tests on kobolds. My math isn't good tonight, but I tried to duplicate the BAB calculation you used Tihocan. If it isn't right, correct, but there is a strong indication that being attacked from rear has an effect. See results on that post. [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:44, April 27, 2006 (EDT)<br />
::::::::There's most definitely an effect from being attack from the rear. It's the same +2 to-hit flanking bonus that PCs get. [[Improved Uncanny Dodge|Improved Uncanny Dodge's]] passive effect negates this +2 bonus. [[User:Sonil|Sonil]] 23:39, April 27, 2006 (EDT)<br />
:::::::::Well I have to contend that point. DDO Forums frequently say that there is not a flanking bonus in DDO, only a rear attack bonus. Flanking is only important to a rogue for sneak attack. True or not? Don't know. Easy enough to test though. [[User:KakarisMaelstrom|KakarisMaelstrom]] 08:37, April 28, 2006 (EDT)<br />
<br />
Oh, and another similar question, but about which I have no real opinion: have you been able to confirm that you get an AC penalty when wearing a thrown weapon? [[User:Tihocan|Tihocan]] 15:28, April 26, 2006 (EDT)<br />
:I'm not sure I can fully substantiate this point. The penalty to AC does not show in the your Armor Class. Rather, it is a bonus given to the to-hit of the attacking monster. Since I can't see his to-hit, there is no way to prove this one way or the other. Will mark as unverified.<br />
::I can probably get a test on this one if I can get a high level cleric to help me out. It is the same issue as the +4 bonus to-hit on ranged and that is easy enough to verify. I just need bored people to help out :) [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:01, April 27, 2006 (EDT)<br />
:::Another thing I may check too. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=User_talk:KakarisMaelstrom&diff=13802User talk:KakarisMaelstrom2006-04-28T12:36:59Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Welcome!==<br />
May I extend my warmest welcomes and offer you any help you may need? Thanks for your contributions, mate!<br />
<br />
If you need help with something...<br />
:...I'm always available! You can drop a message on my [[User_talk:Peerless|user talk page]] (which I watch like a hawk) or grab my other contact info on my [[User:Peerless|user page]].<br />
:...There's a wealth of wiki documentation on the [[enter:Help:Contents|meta wiki]], perhaps some of it may be of use to you.<br />
:...There's a really good '''[[enter:Introduction|Introduction]]''' over on meta also, it should help you figure out what's going on if your new to wikis in general.<br />
<br />
Again, welcome to the wiki - and I can't thank you enough on behalf of the community for your help in making us the best DDO site around (-;<br />
:<big>From [[Enter:User:Peerless|<span style="background: #f8fcff; color: #0067db; font-weight: bold; text-decoration: none; font-family: 'Arial Unicode MS';">'''Elliott Cable'''</span>]] [[Enter:User talk:Peerless|<span style="background: #f8fcff; color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">✆</span>]] [[Special:Contributions/Peerless|<span style="background: #f8fcff; color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">✍</span>]] on 06:47, April 17, 2006 (EDT)</big><br />
<br />
==Modifier to AC when moving==<br />
<br />
You added in the [[Players manual]] that swinging when moving caused a -4 AC penalty. Where is the source for that information? (I had never heard about that). Since my guess is it's a mistake, I'll remove it while waiting for your answer (otherwise I may forgot to...) By the way, thanks for all your contributions! [[User:Tihocan|Tihocan]] 15:20, April 26, 2006 (EDT)<br />
<br />
:That is an error. You get a -4 AC not for SWINGING but for MOVING. It doesn't matter if you're swinging or not. That -4 AC penalty is incurred if you choose to move normally instead of tumble. That means if you are surrounded by enemies, moving is going to make you more likely to be injured than just standing there. [[User:KakarisMaelstrom|KakarisMaelstrom]] 15:49, April 26, 2006 (EDT)<br />
::You are talking about an AC penalty though in the [[Players manual]] only the attack penalty is mentioned. I can confirm the attack penalty when moving, but so far I never read anything about an additional AC penalty while moving. Where is the source for that information? Another question: The attack penalty can be negated with the [[Spring Attack]] feat. Is the AC penalty (if it exists) also negated with that feat?--[[User:Ziu|Ziu]] 04:07, April 27, 2006 (EDT)<br />
:::I'm trying to find a reliable source of the negative AC on movement other than just community knowledge. The problem is that it is not actually removed from your AC but rather it is added to your opponent's to-hit. I'm coming up short to find an answer other than constant discussion in the DDO forums. Though, that said, there are also a slew of people talking about whether the tumble bonus is 1 AC per 4 or 5 tumble. Which, simply isn't true. That is a bonus to AC and you can substantiate the lack of bonus by tumbling and hitting "C" at the time of the tumble. If you have Mobility you'll see a +4 improvment. If you do not, you will so no improvement. Clearly, it does not add a bonus to AC. Does it reduces someone's ability to hit you or not? I don't think so. I believe people are translating it incorrectly. When you move without tumble, you open yourself up to attack (giving a +4 to-hit to your opponents). When you move by tumbling, the to-hit bonus does not apply. So people think they are getting an AC bonus because they are not being hit as often as "just running" but it is elimination of a penalty, not a bonus. They would be better off turtling behind a shield. HOWEVER, all of this is clearly based on facts that I can't substantiate because the bonus is given to enemy to-hit, not personal AC. But, likewise, ranged weapons do not give an AC penalty during use but give the enemy a +4 to hit you. It is easier to test, however, because it does not requirement movement during, and you will never tumble outside the range their weapon can swing to. If you've got an idea how to test effectively, I'd happily run the numbers to prove the -4 AC while moving thing.<br />
::::I think the best thing you can do is start a forum topic directly about it, get some good discussion, and then judge the situation as it is. If there is a lot of consensus that that is correct, go ahead and mark it s verified, else; don't. Also, make sure to sign your posts with tildes (<nowiki>~~~~</nowiki>) so we know who you are! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 12:15, April 27, 2006 (EDT)<br />
:::::http://www.ddo.com/forums/showthread.php?p=313331#post313331 --[[User:KakarisMaelstrom|KakarisMaelstrom]] 12:59, April 27, 2006 (EDT)<br />
<br />
::::I will test it myself. What I will do is I'll go into Sewer rescue with an AC around 25. I'll get to a kobold rogue and let it hit me until the combat log is full (about 120-130 hits). I'll do this without moving, then while moving constantly by strafing in front of it, and see what happens. Note that 120-130 hits may not be enough, I'll run a few simultion tests first to see what's the margin of error with this sample size. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)<br />
<br />
:::::Make sure to start an information project for this so others can see your results and help out! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 14:16, April 27, 2006 (EDT)<br />
<br />
::::::Somehow, there is one already: [[DDO information project/Monsters]]. [[User:Tihocan|Tihocan]] 16:57, April 27, 2006 (EDT)<br />
<br />
:::::::The Monsters page has been updated with 3 200 instances tests on kobolds. My math isn't good tonight, but I tried to duplicate the BAB calculation you used Tihocan. If it isn't right, correct, but there is a strong indication that being attacked from rear has an effect. See results on that post. [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:44, April 27, 2006 (EDT)<br />
::::::::There's most definitely an effect from being attack from the rear. It's the same +2 to-hit flanking bonus that PCs get. [[Improved Uncanny Dodge|Improved Uncanny Dodge's]] passive effect negates this +2 bonus. [[User:Sonil|Sonil]] 23:39, April 27, 2006 (EDT)<br />
:::::::::Well I have to contend that point. DDO Forums frequently say that there is not a flanking bonus in DDO, only a rear attack bonus. Flanking is only important to a rogue for sneak attack. True or not? Don't know. Easy enough to test though.<br />
<br />
Oh, and another similar question, but about which I have no real opinion: have you been able to confirm that you get an AC penalty when wearing a thrown weapon? [[User:Tihocan|Tihocan]] 15:28, April 26, 2006 (EDT)<br />
:I'm not sure I can fully substantiate this point. The penalty to AC does not show in the your Armor Class. Rather, it is a bonus given to the to-hit of the attacking monster. Since I can't see his to-hit, there is no way to prove this one way or the other. Will mark as unverified.<br />
::I can probably get a test on this one if I can get a high level cleric to help me out. It is the same issue as the +4 bonus to-hit on ranged and that is easy enough to verify. I just need bored people to help out :) [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:01, April 27, 2006 (EDT)<br />
:::Another thing I may check too. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=User_talk:KakarisMaelstrom&diff=13784User talk:KakarisMaelstrom2006-04-28T01:44:05Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Welcome!==<br />
May I extend my warmest welcomes and offer you any help you may need? Thanks for your contributions, mate!<br />
<br />
If you need help with something...<br />
:...I'm always available! You can drop a message on my [[User_talk:Peerless|user talk page]] (which I watch like a hawk) or grab my other contact info on my [[User:Peerless|user page]].<br />
:...There's a wealth of wiki documentation on the [[enter:Help:Contents|meta wiki]], perhaps some of it may be of use to you.<br />
:...There's a really good '''[[enter:Introduction|Introduction]]''' over on meta also, it should help you figure out what's going on if your new to wikis in general.<br />
<br />
Again, welcome to the wiki - and I can't thank you enough on behalf of the community for your help in making us the best DDO site around (-;<br />
:<big>From [[Enter:User:Peerless|<span style="background: #f8fcff; color: #0067db; font-weight: bold; text-decoration: none; font-family: 'Arial Unicode MS';">'''Elliott Cable'''</span>]] [[Enter:User talk:Peerless|<span style="background: #f8fcff; color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">✆</span>]] [[Special:Contributions/Peerless|<span style="background: #f8fcff; color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">✍</span>]] on 06:47, April 17, 2006 (EDT)</big><br />
<br />
==Modifier to AC when moving==<br />
<br />
You added in the [[Players manual]] that swinging when moving caused a -4 AC penalty. Where is the source for that information? (I had never heard about that). Since my guess is it's a mistake, I'll remove it while waiting for your answer (otherwise I may forgot to...) By the way, thanks for all your contributions! [[User:Tihocan|Tihocan]] 15:20, April 26, 2006 (EDT)<br />
<br />
:That is an error. You get a -4 AC not for SWINGING but for MOVING. It doesn't matter if you're swinging or not. That -4 AC penalty is incurred if you choose to move normally instead of tumble. That means if you are surrounded by enemies, moving is going to make you more likely to be injured than just standing there. [[User:KakarisMaelstrom|KakarisMaelstrom]] 15:49, April 26, 2006 (EDT)<br />
::You are talking about an AC penalty though in the [[Players manual]] only the attack penalty is mentioned. I can confirm the attack penalty when moving, but so far I never read anything about an additional AC penalty while moving. Where is the source for that information? Another question: The attack penalty can be negated with the [[Spring Attack]] feat. Is the AC penalty (if it exists) also negated with that feat?--[[User:Ziu|Ziu]] 04:07, April 27, 2006 (EDT)<br />
:::I'm trying to find a reliable source of the negative AC on movement other than just community knowledge. The problem is that it is not actually removed from your AC but rather it is added to your opponent's to-hit. I'm coming up short to find an answer other than constant discussion in the DDO forums. Though, that said, there are also a slew of people talking about whether the tumble bonus is 1 AC per 4 or 5 tumble. Which, simply isn't true. That is a bonus to AC and you can substantiate the lack of bonus by tumbling and hitting "C" at the time of the tumble. If you have Mobility you'll see a +4 improvment. If you do not, you will so no improvement. Clearly, it does not add a bonus to AC. Does it reduces someone's ability to hit you or not? I don't think so. I believe people are translating it incorrectly. When you move without tumble, you open yourself up to attack (giving a +4 to-hit to your opponents). When you move by tumbling, the to-hit bonus does not apply. So people think they are getting an AC bonus because they are not being hit as often as "just running" but it is elimination of a penalty, not a bonus. They would be better off turtling behind a shield. HOWEVER, all of this is clearly based on facts that I can't substantiate because the bonus is given to enemy to-hit, not personal AC. But, likewise, ranged weapons do not give an AC penalty during use but give the enemy a +4 to hit you. It is easier to test, however, because it does not requirement movement during, and you will never tumble outside the range their weapon can swing to. If you've got an idea how to test effectively, I'd happily run the numbers to prove the -4 AC while moving thing.<br />
::::I think the best thing you can do is start a forum topic directly about it, get some good discussion, and then judge the situation as it is. If there is a lot of consensus that that is correct, go ahead and mark it s verified, else; don't. Also, make sure to sign your posts with tildes (<nowiki>~~~~</nowiki>) so we know who you are! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 12:15, April 27, 2006 (EDT)<br />
:::::http://www.ddo.com/forums/showthread.php?p=313331#post313331 --[[User:KakarisMaelstrom|KakarisMaelstrom]] 12:59, April 27, 2006 (EDT)<br />
<br />
::::I will test it myself. What I will do is I'll go into Sewer rescue with an AC around 25. I'll get to a kobold rogue and let it hit me until the combat log is full (about 120-130 hits). I'll do this without moving, then while moving constantly by strafing in front of it, and see what happens. Note that 120-130 hits may not be enough, I'll run a few simultion tests first to see what's the margin of error with this sample size. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)<br />
<br />
:::::Make sure to start an information project for this so others can see your results and help out! [[Enter:User:Peerless|<span style="color: #0067db; font-weight: 900; text-decoration: none; font-family: 'Arial Unicode MS';">Elliott Cable</span>]] - [[Enter:User talk:Peerless|<span style="color: #006a00; text-decoration: none; font-family: 'Arial Unicode MS';">?+¿</span>]] - [[Special:Contributions/Peerless|<span style="color: #c20032; text-decoration: none; font-family: 'Arial Unicode MS';">‹·›</span>]] 14:16, April 27, 2006 (EDT)<br />
<br />
::::::Somehow, there is one already: [[DDO information project/Monsters]]. [[User:Tihocan|Tihocan]] 16:57, April 27, 2006 (EDT)<br />
<br />
:::::::The Monsters page has been updated with 3 200 instances tests on kobolds. My math isn't good tonight, but I tried to duplicate the BAB calculation you used Tihocan. If it isn't right, correct, but there is a strong indication that being attacked from rear has an effect. See results on that post. [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:44, April 27, 2006 (EDT)<br />
<br />
Oh, and another similar question, but about which I have no real opinion: have you been able to confirm that you get an AC penalty when wearing a thrown weapon? [[User:Tihocan|Tihocan]] 15:28, April 26, 2006 (EDT)<br />
:I'm not sure I can fully substantiate this point. The penalty to AC does not show in the your Armor Class. Rather, it is a bonus given to the to-hit of the attacking monster. Since I can't see his to-hit, there is no way to prove this one way or the other. Will mark as unverified.<br />
::I can probably get a test on this one if I can get a high level cleric to help me out. It is the same issue as the +4 bonus to-hit on ranged and that is easy enough to verify. I just need bored people to help out :) [[User:KakarisMaelstrom|KakarisMaelstrom]] 13:01, April 27, 2006 (EDT)<br />
:::Another thing I may check too. [[User:Tihocan|Tihocan]] 13:48, April 27, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=DDO_information_project/Monsters&diff=13783DDO information project/Monsters2006-04-28T01:42:13Z<p>KakarisMaelstrom: </p>
<hr />
<div>{{TOCRight}}<br />
<br />
This is similar to the information project about spells.<br />
Check it [[DDO information project/Spells |here]] to know how it works.<br />
<br />
==[[Kobold rogue]]==<br />
*In Sewer rescue, facing AC 26: 85 misses, 36 hits (for pierce damage 3,5,1,1, 2,1,1,1,1,2,1,3, 1,1,1, 3,2,3,1, 6,1,2,2,3,1,3, 1,2,1,2,3,1, 3,2,1,1)<br />
Analysis: 36 / 121 = 5.95 / 20 => hits on a 15 => BAB 11<br />
*In Sewer rescue, attacking AC 26 from behind: 84 misses, 38 hits (for pierce damage 1,2,1,4,1,1,2,2,2, 1,2,4,1, 3,5, 3,1,3, 1,1,1, 2, 3,3, 1, 2,2,1,2,2,2,2, 3,1,2,3,1,1)<br />
Analysis: 38 / 122 = 6.23 / 20 => hits on a 15 => BAB 11 (and attacking from behind does not give an attack bonus to monsters)<br />
*In Sewer rescue ([[User:Tihocan|Tihocan]] 14:11, April 7, 2006 (EDT)), facing AC 26: 94 misses, 25 hits (for pierce damage 1,3,1,1,2,1,1,1,1,1,1, 2, 1,1,1,1,1, 5,1,2, 1,1,1,1, 2)<br />
Analysis: 25 / 119 = 4.2 / 20 => hits on a 17 => BAB 9 (=> need more experiments to see if it's some randomness in the kobold stats, an artefact of random numbers, or if latest patch has modified their stats)<br />
<br />
==[[Kobold]]==<br />
Before I even start, I need to declare severe headache at the moment. Math may be completely wrong. Please correct if you are more skilled than I.<br />
<br />
''Test conditions:''<br />
<br />
*Kobold<br />
*200 attack instances<br />
*I had AC 15, wearing DR1 shield.<br />
<br />
'''From the Front'''<br />
<br />
Hits:<br />
0x51,<br />
1x23,<br />
2x20,<br />
3x1,<br />
4x0,<br />
5x0,<br />
Missx105<br />
<br />
*Hit ratio: 95/200 (47.5%)<br />
*Facing AC 15<br />
*95/200 = 9.5 / 20 = hits on a 11 = BAB 4.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.695<br />
*MODE - 1<br />
<br />
'''From the Rear (theory is -2 AC)'''<br />
<br />
Hits:<br />
0x61,<br />
1x22,<br />
2x18,<br />
3x2,<br />
4x0,<br />
5x1,<br />
Missx96<br />
<br />
*Hit ratio: 104/200 (52.0%)<br />
*Facing AC ??<br />
*104/200 = 10.4 / 20 = hits on a 9 = BAB 4<br />
*AC is then 13 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.606<br />
*MODE - 1<br />
<br />
'''From the Rear, while running (theory is -2 AC for rear, -4 for moving in combat)'''<br />
<br />
Hits:<br />
<br />
0x50,<br />
1x22,<br />
2x38,<br />
3x3,<br />
4x1,<br />
5x0,<br />
Missx86<br />
<br />
*Hit ratio: 114/200 (57.0%)<br />
*Facing AC ??<br />
*114/200 = 11.4 / 20 = hits on a 8 = BAB 4<br />
*AC is then 12 at this point in time.<br />
<br />
*Adjusted for DR1, hit is:<br />
*MEAN - 1.974<br />
*MODE - 1<br />
<br />
'''Second way of figuring, 10.5 as average roll, 50% likely to happen'''<br />
<br />
Going at it another way which may not make any sense either.<br />
<br />
Formula is:<br />
<br />
To-Hit = (hit%/50) * AC - AvgDieRoll OR<br />
x = (47.5/50) * 15 - 10.5<br />
<br />
'''If facing front is:'''<br />
*AC: 15<br />
*Average die roll: 10.5.<br />
*Kobold hits: 47.5%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''If rear is to target:'''<br />
<br />
*4.125 = (52/50) * x - 10.5<br />
*14.625 = 1.04 * x<br />
*14.625/1.04 = x<br />
<br />
*AC: 14.0625<br />
*Average die roll: 10.5<br />
*Kobold hits: 52.0%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''If rear is to target and you're running:'''<br />
<br />
*4.125 = (57/50) * x - 10.5<br />
*14.625 = 1.14 * x<br />
*14.625/1.14 = x<br />
<br />
*AC: 12.8289<br />
*Average die roll: 10.5<br />
*Kobold hits: 57.0%<br />
*Kobold's To-Hit before die roll: 4.125<br />
<br />
'''Conclusion'''<br />
<br />
*Front AC: Full<br />
*Rear AC: -2<br />
*Running AC, from rear: -3<br />
<br />
I'm not sure what to make of the -3, perhaps a greater sample is needed. But I would think clearly being attacked from rear is showing a greater likelihood of being hit than from front. Rear, keep in mind, is only your back, not your sides. *shrugs* [[User:KakarisMaelstrom|KakarisMaelstrom]] 21:42, April 27, 2006 (EDT)</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Category_talk:Ranged_weapons&diff=13780Category talk:Ranged weapons2006-04-28T00:08:34Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Ranged weapons vs Thrown weapons==<br />
<br />
It seems to me that thrown weapons should be considered as a particular subcategory of ranged weapons. What do you think about that? Is there any reason to separate thrown weapons from ranged weapons? [[User:Tihocan|Tihocan]] 15:49, April 27, 2006 (EDT)<br />
<br />
:I put this over on your enterwiki page, but the summary is, '''Ranged weapons''' and '''Thrown weapons''' are both weapons used in "ranged combat" or "at ranged". However, thrown weapons are not ranged weapons. For a loosely related topic on the distinction of similar words see [[Melee]]. If you'd like to categorize within a hierarchy, I might suggest that you use Melee (bludgeoning, piercing, slashing) and something like Distance (thrown, ranged). They should not have used the word ranged to describe a particular subclass of ranged weapons. This is what causes the confusion on feats designed for "ranged" that are not for thrown. But, with only 5 weapon categories, I hardly see the hierarchy as necessary.[[User:KakarisMaelstrom|KakarisMaelstrom]] 15:56, April 27, 2006 (EDT)<br />
<br />
::I need to go right now, but from [http://www.d20srd.org/srd/equipment/weapons.htm d20srd.org]: ''Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.'' So where does the distinction come from, if not from the official rules? [[User:Tihocan|Tihocan]] 17:01, April 27, 2006 (EDT)<br />
<br />
:::This isn't D20, this is DDO. They say "ranged weapons" to mean bows/crossbows. I wish they'd call it projectile, because then you could use the hierarchy terms melee/ranged that every other game uses. [[User:KakarisMaelstrom|KakarisMaelstrom]] 18:01, April 27, 2006 (EDT)<br />
:::D20 Ranged > Thrown/Projectile, Melee > Light/One-handed/Two-handed, atributes - Reach/Double, Slashing/Piercing/Bludgeoning.<br />
:::DDO Distance? > Thrown/Projectile, Melee > Slashing/Piercing/Bludgeoning, attributes - Reach (though implemented differently)/1 handed/2 handed. [[User:KakarisMaelstrom|KakarisMaelstrom]] 18:07, April 27, 2006 (EDT)<br />
:::Actually what I wrote here makes almost no sense. The key thing is Projectile + Thrown = Ranged, but DDO calls projectiles Ranged. [[User:KakarisMaelstrom|KakarisMaelstrom]] 20:08, April 27, 2006 (EDT)<br />
<br />
[[Category:Discussions in progress]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Category_talk:Ranged_weapons&diff=13779Category talk:Ranged weapons2006-04-27T22:07:58Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Ranged weapons vs Thrown weapons==<br />
<br />
It seems to me that thrown weapons should be considered as a particular subcategory of ranged weapons. What do you think about that? Is there any reason to separate thrown weapons from ranged weapons? [[User:Tihocan|Tihocan]] 15:49, April 27, 2006 (EDT)<br />
<br />
:I put this over on your enterwiki page, but the summary is, '''Ranged weapons''' and '''Thrown weapons''' are both weapons used in "ranged combat" or "at ranged". However, thrown weapons are not ranged weapons. For a loosely related topic on the distinction of similar words see [[Melee]]. If you'd like to categorize within a hierarchy, I might suggest that you use Melee (bludgeoning, piercing, slashing) and something like Distance (thrown, ranged). They should not have used the word ranged to describe a particular subclass of ranged weapons. This is what causes the confusion on feats designed for "ranged" that are not for thrown. But, with only 5 weapon categories, I hardly see the hierarchy as necessary.[[User:KakarisMaelstrom|KakarisMaelstrom]] 15:56, April 27, 2006 (EDT)<br />
<br />
::I need to go right now, but from [http://www.d20srd.org/srd/equipment/weapons.htm d20srd.org]: ''Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.'' So where does the distinction come from, if not from the official rules? [[User:Tihocan|Tihocan]] 17:01, April 27, 2006 (EDT)<br />
<br />
:::This isn't D20, this is DDO. They say "ranged weapons" to mean bows/crossbows. I wish they'd call it projectile, because then you could use the hierarchy terms melee/ranged that every other game uses. [[User:KakarisMaelstrom|KakarisMaelstrom]] 18:01, April 27, 2006 (EDT)<br />
:::D20 Ranged > Thrown/Projectile, Melee > Light/One-handed/Two-handed, atributes - Reach/Double, Slashing/Piercing/Bludgeoning.<br />
:::DDO Distance? > Thrown/Projectile, Melee > Slashing/Piercing/Bludgeoning, attributes - Reach (though implemented differently)/1 handed/2 handed. [[User:KakarisMaelstrom|KakarisMaelstrom]] 18:07, April 27, 2006 (EDT)<br />
<br />
[[Category:Discussions in progress]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Category_talk:Ranged_weapons&diff=13778Category talk:Ranged weapons2006-04-27T22:01:55Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Ranged weapons vs Thrown weapons==<br />
<br />
It seems to me that thrown weapons should be considered as a particular subcategory of ranged weapons. What do you think about that? Is there any reason to separate thrown weapons from ranged weapons? [[User:Tihocan|Tihocan]] 15:49, April 27, 2006 (EDT)<br />
<br />
:I put this over on your enterwiki page, but the summary is, '''Ranged weapons''' and '''Thrown weapons''' are both weapons used in "ranged combat" or "at ranged". However, thrown weapons are not ranged weapons. For a loosely related topic on the distinction of similar words see [[Melee]]. If you'd like to categorize within a hierarchy, I might suggest that you use Melee (bludgeoning, piercing, slashing) and something like Distance (thrown, ranged). They should not have used the word ranged to describe a particular subclass of ranged weapons. This is what causes the confusion on feats designed for "ranged" that are not for thrown. But, with only 5 weapon categories, I hardly see the hierarchy as necessary.[[User:KakarisMaelstrom|KakarisMaelstrom]] 15:56, April 27, 2006 (EDT)<br />
<br />
::I need to go right now, but from [http://www.d20srd.org/srd/equipment/weapons.htm d20srd.org]: ''Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.'' So where does the distinction come from, if not from the official rules? [[User:Tihocan|Tihocan]] 17:01, April 27, 2006 (EDT)<br />
<br />
:::This isn't D20, this is DDO. They say "ranged weapons" to mean bows/crossbows. I wish they'd call it projectile, because then you could use the hierarchy terms melee/ranged that every other game uses. [[User:KakarisMaelstrom|KakarisMaelstrom]] 18:01, April 27, 2006 (EDT)<br />
<br />
[[Category:Discussions in progress]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Warforged_enhancements_(history)&diff=13777Talk:Warforged enhancements (history)2006-04-27T21:59:35Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Immunity enhancements==<br />
<br />
So, someone [http://en.ddowiki.ws/index.php?title=Warforged_enhancements&curid=1376&diff=11722&oldid=9927&rcid=10358 removed] some Warforged immunity enhancements. I'm curious to know if anyone can confirm this, and if maybe they could be subject to some prerequisites. [[User:Tihocan|Tihocan]] 11:05, March 21, 2006 (EST)<br />
<br />
: I can't say with 100% certainty (haven't taken one to lvl 10) but this feat points to this as unlikely. One feat gives +3, or one enhancement utter immunity? ...[[Greater Fatigue & Nausea Resistance]] [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:59, April 27, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Use_Magic_Device&diff=13776Talk:Use Magic Device2006-04-27T21:55:02Z<p>KakarisMaelstrom: </p>
<hr />
<div>Is this skill called 'Use Magic Device' or 'Use Magical Device' in the game? I'm seeing it referred to both ways throughout the wiki. [[User:Dedridd|Dedridd]] 06:50, February 16, 2006 (PST)<br />
<br />
I think the description is wrong. AFAIK every magic item has a certain UMD requirement. To use simple magic items you need a total score of at least 6 for example. There is no die roll included, it just checks your current skill and gives a "Go/No". Can anyone share his/her experiences?--[[User:Ziu|Ziu]] 15:52, February 24, 2006 (EST)<br />
<br />
:No, for wands at least this has changed in the 5.0 beta patch. But should be checked again -- [[User:Tihocan|Tihocan]] 17:10, February 24, 2006 (EST)<br />
<br />
::I can verify - this is a die roll now. I've got a Melf's wand on my bard that fires about 2/3 of the time. 1/3 it (I believe uses a charge and) does nothing. This got changed because practically everyone was taking UMD for cure light wands, because wands are overly common in the game. Rather than reduce how often they appear, they made them unusable except to dedicated UMD people. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:55, April 27, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Two-Weapon_Blocking&diff=13775Talk:Two-Weapon Blocking2006-04-27T21:53:01Z<p>KakarisMaelstrom: </p>
<hr />
<div>Why isn't this a Fighter Bonus Feat? And, it would be nice to know if "block" means Damage Reduction, or AC, or what.<br />
:It might be a fighter bonus feat. That list was generated from PnP rules and the d20srd doesnt have two weapon blocking as a feat. -- [[User:Pirho420|koolkat]] 09:18, March 9, 2006 (EST)<br />
::Two-weapon blocking is an AC only feat. No DR. That's one of the many reasons it is frowned upon. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:53, April 27, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Spot&diff=13774Talk:Spot2006-04-27T21:51:57Z<p>KakarisMaelstrom: </p>
<hr />
<div>We should try to clarify whether the Spot skill or the Listen skill is more important for detecting sneaking enemies. Since sneak is a combination of both the following question should be answered: Is it necessary to counter both checks (Hide and Move Silently) of a sneaking person to detect him, or is one successful check sufficient?<br />
<br />
This is important, because the Spot skill seems to be a lot more useful than the Listen skill. Maybe the Spot skill is for detecting traps and secret doors only?<br />
<br />
IMO we should make a test with a character with only ranks in Spot and one wih only ranks in Listen. The quest "A Matter of Protection" would be good for a test, because it is short and has many sneaking enemies.--[[User:Ziu|Ziu]] 16:45, February 24, 2006 (EST)<br />
<br />
:Good idea :) -- [[User:Tihocan|Tihocan]] 17:11, February 24, 2006 (EST)<br />
<br />
<br />
::How this works is as follows. Spot is used to detect doors, traps, trap boxes, and invis enemies. Listen assists in the spoting(not related to spot) of invisible enemies. So adding a Bonus to the detect invis part of Spot only.<br />
::Sneaking is totally differant then these to and use move silently as a big assist to Sneak. When you are in sneak its your sneak check verses your enemys spot check plus the bonus of his/her listen.[[User:Pepcfreak|Pepcfreak]] 13:54, March 10, 2006 (EST)<br />
:::I typically put only spot or listen on a character. An easy check is this: Make a character with no skill in spot or listen. Go to where the bridge is pulled up in the Sewer Rescue mission. Can you see the rogue across the way now? Nope? Remake, add listen. Can you see the rogue across the way now? Do the same with spot. When I have no spot or listen, I can't see them. When I do, I plug them with arrows from across the way. Beating one check is plenty. Though, I have no idea how that weighs in on invisible opponents.[[User:KakarisMaelstrom|KakarisMaelstrom]] 17:50, April 27, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Spot&diff=13773Talk:Spot2006-04-27T21:50:47Z<p>KakarisMaelstrom: </p>
<hr />
<div>We should try to clarify whether the Spot skill or the Listen skill is more important for detecting sneaking enemies. Since sneak is a combination of both the following question should be answered: Is it necessary to counter both checks (Hide and Move Silently) of a sneaking person to detect him, or is one successful check sufficient?<br />
<br />
This is important, because the Spot skill seems to be a lot more useful than the Listen skill. Maybe the Spot skill is for detecting traps and secret doors only?<br />
<br />
IMO we should make a test with a character with only ranks in Spot and one wih only ranks in Listen. The quest "A Matter of Protection" would be good for a test, because it is short and has many sneaking enemies.--[[User:Ziu|Ziu]] 16:45, February 24, 2006 (EST)<br />
<br />
:Good idea :) -- [[User:Tihocan|Tihocan]] 17:11, February 24, 2006 (EST)<br />
<br />
<br />
::How this works is as follows. Spot is used to detect doors, traps, trap boxes, and invis enemies. Listen assists in the spoting(not related to spot) of invisible enemies. So adding a Bonus to the detect invis part of Spot only.<br />
::Sneaking is totally differant then these to and use move silently as a big assist to Sneak. When you are in sneak its your sneak check verses your enemys spot check plus the bonus of his/her listen.[[User:Pepcfreak|Pepcfreak]] 13:54, March 10, 2006 (EST)<br />
:::I typically put only spot or listen on a character. An easy check is this: Make a character with no skill in spot or listen. Go to where the bridge is pulled up in the Sewer Rescue mission. Can you see the rogue across the way now? Nope? Remake, add listen. Can you see the rogue across the way now? Do the same with spot. When I have no spot or listen, I can't see them. When I do, I plug them with arrows from across the way. Beating one check is plenty. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:50, April 27, 2006 (EDT)<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Sorcerer&diff=13772Talk:Sorcerer2006-04-27T21:47:20Z<p>KakarisMaelstrom: </p>
<hr />
<div>There are no familiars in DDO- removing for accuracy -- [[User:ArgleBargle|ArgleBargle]] 16:29, January 17, 2006 (PST)<br />
<br />
No school specialization either from what I can read on the forums. You could select only spells of one school, but that is a very different thing than being a specialist. -- [[User:Pirho420|koolkat]] 10:11, February 11, 2006 (PST)<br />
<br />
Well do did remove the access to the page that I have done to show what's the benefit of of putting spells in diffretn School. If you don't like the name you migt re-namne ist. But just removing it? Why? [[User:Naryas|Naryas]] 11:23, February 11, 2006 (PST)<br />
<br />
:I guess you're talking about this diff: http://en.ddowiki.ws/index.php?title=Sorcerer&diff=6249&oldid=6246 (use the history to see who changed what). Contact the person who made the diff if you don't like it. By the way, I would put any specialization of the sorcerer class in a specific section (like for cleric for instance), not at the beginning in the introduction. -- [[User:Tihocan|Tihocan]] 11:49, February 11, 2006 (PST)<br />
<br />
::Because an Evoker is something that doesnt exist in DDO. You think that it does, but specialist mages are not in DDO. A specialist mage (and only wizards can have a School Specialization) gives up two school to gain more benefit in his Specialized school namely being able to cast an additional spell per day per level of his chosen school. What you were describing is a sorcerer that chooses only evocation spells. That is not an Evoker. If you wish to edit them they are still present in the wiki and Ill give the links here. [[Abjurer]] [[Evoker]] [[Illusionist]] [[Conjurer]] [[Transmuter]] [[Diviner]] [[Enchanter]] [[Necromancer]]. Please keep in ming what you were attempting to describe would totally confuse most D&D players as you were calling those specific specalist mages as sorcerers who only chose spells from those schools. -- [[User:Pirho420|koolkat]] 11:59, February 11, 2006 (PST)<br />
<br />
:::: Tihocan. I agree there is point to put them in the end instead. Pirho420 have been nice doing that :)<br />
::::: koolkat, I know that DDO don't have the Wizard School Specialization alá PnP in DDO. What I asked is why you didn't rename the links if you thought that "evoker" was a reserver word becource it is used for somthing in PnP that don't exist in DDO. For me it's not importen to use the word "evoker". I just wanted describe the best attributes, feats, skills etc for a Sorcerer that have selected his spells from one School. (Mabe some Wizards will think this information are usefull also. But Wizards are more a generalis in DDO then he is in PnP.) [[User:Naryas|//Naryas]] 23:35, February 11, 2006 (PST)<br />
::::::I know I was getting confused and thinking that Specialization was in DDO, yet only implemented for sorcerers for some reason. It is a rather delicate point to write in english so everyone could understand what you are talking about. I am not sure what your native language is, but I can tell it isnt english. I dont know what else to call what you are suggesting doing. Personally I think it would create a gimped sorcerer because the enhancements arent school specific. Most of the enhancements will help the evocation spells and thats about it. It seems to me that they should be combined into one page about considerations about a sorcerer or something like that. -- [[User:Pirho420|koolkat]] 07:17, February 12, 2006 (PST)<br />
<br />
:::::::"Personally I think it would create a gimped sorcerer because the enhancements arent school specific. Most of the enhancements will help the evocation spells and thats about it." It's true that the three of the enhancements right now are about elemental damage. They are realy strage. As far as I now there is no cold damage dealing spell at lvl 1 but there is a enhancements that give bonus in it. I don't think they have thought this throw realy. But I don't expekt is to change before release. But even if it from a min/max persektive right now is not the best build to avoide elemental direct damage spell build a sorcerer. Some people might think a build like that would be fun from a RP perspektive. And they might like to have advise about the more specilized builts. Then you could make a statement about the from a powergamer view in the starting a Sorcerer thread telling what the "best" spells ;) But I guess that will be be highly depitable as the chances it that they will continue to change the enchanments and the effect of the spell as they evaluate the game. (And it's true I'm not english.)[[User:Naryas|//Naryas]] 12:29, February 12, 2006 (PST)<br />
<br />
::::::::Somewhat regardless of the depth of the conversation, sorcerers do not specialize. Wizards did. And not in DDO. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:47, April 27, 2006 (EDT)<br />
<br />
==Spell points==<br />
I removed some info that should not be necessary (see [http://en.ddowiki.ws/index.php?title=Sorcerer&diff=9295&oldid=9163 here]). However, it did not seem to be coherent with the spell points list in the advancement table and the bonus spell points list on the [[Spell point]] page. This should be verified. [[User:Tihocan|Tihocan]] 16:37, March 6, 2006 (EST)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Rogue&diff=13771Talk:Rogue2006-04-27T21:45:06Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Trap finding: active or passive==<br />
24.62.107.222 just declared this class feat as passive. It is still declared as active in the beta KB. Can anyone check? Could it be that this feat is automatically used when using search, but search still needs to be activated? -- [[User:Tihocan|Tihocan]] 12:01, February 20, 2006 (PST)<br />
<br />
:Since there is no button you can press for it I think it is best to list is as passive even if it only goes off when search is hit. No way to verify it that I can think of, unless massivly high spot skill could detect 20+ boxes at high levels. --[[User:Drjones|Drjones]] 13:38, February 23, 2006 (EST)<br />
<br />
:: Clearly passive. You don't click a button for using the trapfinding bonus. It is an add-on to Search. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:45, April 27, 2006 (EDT)<br />
<br />
==Level 10 class feat==<br />
<br />
The Level 10 granted feats are not synchronized between the chart and the list. The chart claims "Special Ability" while the list claims "Improved Evasion". -- [[User:Vekx|Vekx]] 09:17, February 16, 2006 (PST)<br />
:You're right but... hard to say which one is right, or even if both may be right. Will need to be investigated -- [[User:Tihocan|Tihocan]] 12:01, February 20, 2006 (PST)<br />
:After seeing a discussion about it on the DDO forums, I removed the "Special Ability" in the table and replaced it with Improved Evasion -- [[User:Tihocan|Tihocan]] 13:56, February 21, 2006 (PST)<br />
<br />
==Common class feats==<br />
<br />
NB: the evasion class feat is common with the ranger (=> need to synchronize updates) -- [[User:Tihocan|Tihocan]] 06:14, January 15, 2006 (PST)<br />
:The Evasion description has been moved to a template, so synchronizing is automatic. [[User:Dedridd|Dedridd]] 12:58, February 2, 2006 (PST)<br />
<br />
NB: the trap sense, uncanny dodge and improve uncanny dodge class feats are common with the barbarian (=> need to synchronize updates) -- [[User:Tihocan|Tihocan]] 19:17, January 15, 2006 (PST)<br />
<br />
==Multiclassing and class feats==<br />
Would it be worth noting in this seciton or in the feat description that a multi class characer may recive Improved version of a feat if they allready have the base when it is given?<br />
--[[User:Drjones|Drjones]] 13:41, February 23, 2006 (EST)<br />
<br />
:If I undesrtand correctly what you mean, this should be specified in a multiclassing guide. I believe there is one floating around, even though it's not linked from the front page -- [[User:Tihocan|Tihocan]] 14:36, February 23, 2006 (EST)<br />
<br />
[[Category:Disputed facts]]<br />
[[Category:Discussions in progress]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Rogue&diff=13770Talk:Rogue2006-04-27T21:44:58Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Trap finding: active or passive==<br />
24.62.107.222 just declared this class feat as passive. It is still declared as active in the beta KB. Can anyone check? Could it be that this feat is automatically used when using search, but search still needs to be activated? -- [[User:Tihocan|Tihocan]] 12:01, February 20, 2006 (PST)<br />
<br />
:Since there is no button you can press for it I think it is best to list is as passive even if it only goes off when search is hit. No way to verify it that I can think of, unless massivly high spot skill could detect 20+ boxes at high levels. --[[User:Drjones|Drjones]] 13:38, February 23, 2006 (EST)<br />
<br />
:: Clearly passive. You don't click a button for using the trapfinding bonus. It is an add-on to Search.<br />
<br />
==Level 10 class feat==<br />
<br />
The Level 10 granted feats are not synchronized between the chart and the list. The chart claims "Special Ability" while the list claims "Improved Evasion". -- [[User:Vekx|Vekx]] 09:17, February 16, 2006 (PST)<br />
:You're right but... hard to say which one is right, or even if both may be right. Will need to be investigated -- [[User:Tihocan|Tihocan]] 12:01, February 20, 2006 (PST)<br />
:After seeing a discussion about it on the DDO forums, I removed the "Special Ability" in the table and replaced it with Improved Evasion -- [[User:Tihocan|Tihocan]] 13:56, February 21, 2006 (PST)<br />
<br />
==Common class feats==<br />
<br />
NB: the evasion class feat is common with the ranger (=> need to synchronize updates) -- [[User:Tihocan|Tihocan]] 06:14, January 15, 2006 (PST)<br />
:The Evasion description has been moved to a template, so synchronizing is automatic. [[User:Dedridd|Dedridd]] 12:58, February 2, 2006 (PST)<br />
<br />
NB: the trap sense, uncanny dodge and improve uncanny dodge class feats are common with the barbarian (=> need to synchronize updates) -- [[User:Tihocan|Tihocan]] 19:17, January 15, 2006 (PST)<br />
<br />
==Multiclassing and class feats==<br />
Would it be worth noting in this seciton or in the feat description that a multi class characer may recive Improved version of a feat if they allready have the base when it is given?<br />
--[[User:Drjones|Drjones]] 13:41, February 23, 2006 (EST)<br />
<br />
:If I undesrtand correctly what you mean, this should be specified in a multiclassing guide. I believe there is one floating around, even though it's not linked from the front page -- [[User:Tihocan|Tihocan]] 14:36, February 23, 2006 (EST)<br />
<br />
[[Category:Disputed facts]]<br />
[[Category:Discussions in progress]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Heal_(skill)&diff=13769Talk:Heal (skill)2006-04-27T21:42:49Z<p>KakarisMaelstrom: </p>
<hr />
<div>==When Heal is used==<br />
<br />
Does having a high heal skill help you to be revived, or is it only based on the heal skill of the character trying to revive you?<br />
<br />
:It does not help you to be revived -- [[User:Tihocan|Tihocan]] 10:39, February 21, 2006 (PST)<br />
<br />
::heal only effects the character that is doing the revivings ability to revive you.[[User:Pepcfreak|Pepcfreak]] 13:43, March 10, 2006 (EST)<br />
<br />
==Party members or nearby party members==<br />
<br />
To clarify: is it the highest heal skill of any party member that counts, or the highest within a given range of the shrine? -- [[User:Tihocan|Tihocan]] 14:08, February 24, 2006 (EST)<br />
<br />
:At a shrine? The highest (within range). For reviving, the person doing it uses their own skill. You step back and let that person do their thing. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:42, April 27, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Fatigued&diff=13768Talk:Fatigued2006-04-27T21:40:30Z<p>KakarisMaelstrom: </p>
<hr />
<div>Will need to figure out how this translates to DDO (I have some doubt about the 8h of rest ;) -- [[User:Tihocan|Tihocan]] 07:16, February 15, 2006 (PST)<br />
<br />
:The only place I'm aware of seeing fatigue is in relation to [[Rage]]. For one minute after you rage, you suffer a -2 STR and -2 CON. It doesn't slow you down or anything. It just wears off. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:40, April 27, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Far_Shot&diff=13767Talk:Far Shot2006-04-27T21:38:53Z<p>KakarisMaelstrom: </p>
<hr />
<div>==In DDO?==<br />
This feat doesn't appear in the DDO Compendium. I'm removing it from the feat categories it belongs to, but I'll leave the stub in place until someone can confirm that it's not in the game.<br />
:Definitely not in game. There are a few feats in the data files that didn't get implemented though.[[User:KakarisMaelstrom|KakarisMaelstrom]] 17:38, April 27, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Dwarven_Waraxe&diff=13766Talk:Dwarven Waraxe2006-04-27T21:37:12Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Handedness==<br />
I was only able to capture an information screen for this weapon from a vendor, so I was not able to confirm that this weapon is 2 handed for non-dwarves, as the description suggests. For now, I've included this weapon in both the 1 and 2 handed categories. If anyone can confirm and note the findings appropriately for this weapon, I'd appreciate it. [[User:Dedridd|Dedridd]] 09:56, March 16, 2006 (EST)<br />
:I haven't checked it in game but the DDO forums constantly correct people: "No, it's 2 handed in PnP, in DDO it is 1 handed" [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:37, April 27, 2006 (EDT)<br />
<br />
[[Category:Discussions in progress]]<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Diplomacy&diff=13765Talk:Diplomacy2006-04-27T21:34:03Z<p>KakarisMaelstrom: the chest stuff is nonsense, but diplomacy does increase options on npcs</p>
<hr />
<div>==Rumors of diplomacy affecting loot==<br />
Personal opinion: this is only superstition from some players, and I suggest you ignore it. [[User:Tihocan|Tihocan]] 14:07, March 1, 2006 (EST)<br />
:To clarify, that means that is Tihocan's personal opnion on that. I suggest marking it as {rumor|}, as it is not verified numerically in game regardless of how widely-believed it is. {{:User:Peerless/Sig1}} 14:43, March 1, 2006 (EST)<br />
::Done -- [[User:Tihocan|Tihocan]] 15:04, March 1, 2006 (EST)<br />
:::There's really no possibly way to prove that it does or does not in-game... it's way too open to good and bad luck streaks coinciding with you using diplomacy in such ways or not. On the beta forums, on of the developers did in fact laugh at the concept of diplomacy working in such a matter though did not give a straight definitive answer. --Uky<br />
::::It is possible to prove it, if you record enough data. I am currently doing it for quest NPCs. But will take a long time before I have enough data to be confident in the results. [[User:Tihocan|Tihocan]] 10:51, March 2, 2006 (EST)<br />
:::::I absolutely guarantee diplomacy makes a difference on loot. However, not on CHESTS. It only improvements bonuses on quest turn-in's when those turn-in's are randomly determined. It increases the number of options, not the quality of those options. However, if their loot table allows a slim possibility of an elemental weapon (or something like that), it will give the impression that you are getting "better loot". Better loot can be translated roughly to: Because I got more options, I got something I needed. Want to prove it? Go run something like Sewer Rescue 100 times, 50 with diplomacy, 50 without. The difference is plainly obvious in even a few tests. My high diplomacy characters easily double the options. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:34, April 27, 2006 (EDT)<br />
<br />
The [http://www.ddo.com/index.php?page_id=77 DDO FAQ] states here that Diplomacy does not in fact affect loot on chests. : [[User:Ardan|Ardan]] 16:56, March 6, 2006 (EST)<br />
<br />
:Yay, noticed that too today, was going to get it fixed here. [[User:Tihocan|Tihocan]] 17:02, March 6, 2006 (EST)<br />
<br />
::Will do as soon as I am able to fix something in the CSS formatting. [[User:Tihocan|Tihocan]] 17:07, March 6, 2006 (EST)<br />
<br />
:::I know, it's been too long... but will do it some day :/ [[User:Tihocan|Tihocan]] 11:04, March 17, 2006 (EST)<br />
<br />
==Influence of charisma==<br />
<br />
"Also, with a high enough charisma, certian NPC dialogues will have addition options." I find it weird that Charisma would affect that, shouldn't it be just the diplomacy skill? What do you think about that?<br />
<br />
:Sounds like a development issue, not a diplomacy one? [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:34, April 27, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Talk:Axeblock&diff=13764Talk:Axeblock2006-04-27T21:28:27Z<p>KakarisMaelstrom: </p>
<hr />
<div>==Exact value==<br />
<br />
Need to double-check damage reduction for lesser version [[User:Tihocan|Tihocan]] 11:00, March 17, 2006 (EST)<br />
<br />
==Related note==<br />
<br />
I have a set of +1 Leather Armor of Axeblock. It may be bugged, but is giving me 5 DR to everything but slashing. It is my baby. I haven't had another piece of Axeblock equipment and I haven't reported it because I like it being broken the way it is. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:28, April 27, 2006 (EDT)<br />
<br />
[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Category_talk:Sorcerer_/_Wizard_spells&diff=13763Category talk:Sorcerer / Wizard spells2006-04-27T21:26:25Z<p>KakarisMaelstrom: </p>
<hr />
<div>==TOC==<br />
I'd like to add a TOC but only with the main sections (L1 -> L5) and not all schools. Anyone knowing how to do it can do it! (I searched a bit and did not find a direct easy way) -- [[User:Tihocan|Tihocan]] 06:30, February 10, 2006 (PST)<br />
<br />
:I did one by hand on the [[Knownloots]] page, because an automatic TOC would have had way too many levels on it, too. I'll do it for this page if you don't get to it first. [[User:Dedridd|Dedridd]] 15:46, March 7, 2006 (EST)<br />
<br />
::K will have a look at it [[User:Tihocan|Tihocan]] 17:26, March 7, 2006 (EST)<br />
<br />
== List with spell that don't have Somatic component. Possible to do in a smart way? ==<br />
<br />
I think a nice feature whould be to be able to get a list with:<br />
all spell that don't have Somatic component.<br />
The reason for this is that they don't fail in heavy armor.<br />
So if someone like to roleplay a arcanecaster multiclass (like Sorcerer/Paladin) he/she could easy pick spell that don't fail in heavy armor.<br />
Is there any easy way of doing this? (As the spells are allready marked with "S" if the are using a Somatic component) [[User:Naryas|//Naryas]] 00:40, February 14, 2006 (PST)<br />
:Try.... Featherfall. I have checked this before and I believe that it is the only one. Unlike NWN, you can't pull the heavy armor wizard in this game. [[User:KakarisMaelstrom|KakarisMaelstrom]] 17:26, April 27, 2006 (EDT)<br />
<br />
== Tested divine / arcane crossover ==<br />
I tried both, L1 sorc -> L4 Pally,and a theurge, L1 sorc -> L3 cleric. Before update 5, if I had heavy armor prof, then I had no failure (except for shields) but this is not the case anyore. Furthermore they haven't added still spell feat, and have infact, made all spells subject to arcane failure.<br />
The only real option is to carry around a good robe, and have it hotbar'd next to your heavy armor. Swapping robe -> heavy takes some time, heavy -> robe is instant tho ...<br />
This would allow oneself to buff or switch roles w/o failure but a lower AC of course. Hope this helps some. Matt.<br />
<br />
:Have you registered? Also, your spaces were screwing with things - they are used to designate code snippets (-: {{:User:Peerless/Sig1}} 21:20, February 19, 2006 (PST)<br />
::Thx for the edit, Im new to this :P I just signed up as [[User:DnD Nut|DnD Nut]]<br />
:::Make sure to login now - you are still logged out according to the edit history. And to sign your posts, all you have to use is four tildes - like this: {{4tildes}} it will automagically generate you a signature with a date of the post and everything (-: {{:User:Peerless/Sig1}} 16:55, February 21, 2006 (PST)<br />
::::Cool thx 4 the tip, guess I should read the posting help thread lol -- [[User:DnD Nut|DnD Nut]] 13:49, February 22, 2006 (EST)<br />
:::::Also, use colons to indent the replies - helps make the conversation follow-able (-: {{:User:Peerless/Sig1}} 14:19, February 22, 2006 (EST)<br />
<br />
==Otto's==<br />
Can someone confirm whether Otto's Resistable Dance is available to Wizards and Sorcerers? It's listed on this category page, but the detailed page for it says it's only a Bard spell. Also double check the spell level on it. [[User:Dedridd|Dedridd]] 12:16, February 23, 2006 (EST)<br />
:My wizard has Otto's --Uky<br />
<br />
== Chill Touch ==<br />
The estimated formula's way off now... just make a L1 caster with it... doesn't do near that much damage. --Uky<br />
<br />
== Formatting ==<br />
I'm seeing a lot of things bolded in this article - but bolded via <nowiki>''''</nowiki> and not using the DDO template. Is this just zealous emphasizing? Or is this formatting supposed to denote verified information? If if it's for verified, up-to-date information, then the template should be used, to the best of my understanding of Tihocan's master plan (reference: [[DDO numbers]]). [[User:Dedridd|Dedridd]] 14:55, March 7, 2006 (EST)<br />
:I agree - this page in specific is QUITE uglified. I think I'll try to clean it up a bit. {{:User:Peerless/Sig1| 14:57, March 7, 2006 (EST)}}<br />
::Yes, I said so to the guy who put all the bold. I plan to fix it as soon as I have time, which should be tomorrow. Today's been much too busy, unfortunately. I need to write the policy on how to format data so that it is clear for everyone. [[User:Tihocan|Tihocan]] 15:20, March 7, 2006 (EST)<br />
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:::I'm not sure if you mean you said not to bold, or to use the template? If the template just applies bold formatting, the latter isn't going to change the legibility (or lack thereof). I would question the necessity of marking some of the data that's currently bold, but I'm satisifed if this is something you're already planning on handling. [[User:Dedridd|Dedridd]] 15:40, March 7, 2006 (EST)<br />
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[[Category:Disputed facts]]</div>KakarisMaelstromhttps://ddowiki.com/index.php?title=Category_talk:Skills&diff=13762Category talk:Skills2006-04-27T21:25:13Z<p>KakarisMaelstrom: verify search, no roll</p>
<hr />
<div>==Haggle==<br />
Someone just moved the Haggle skill from active to passive. According to the beta KB: "Haggle must be activated for it to work.". Can someone check please? -- [[User:Tihocan|Tihocan]] 12:27, January 30, 2006 (PST)<br />
:The edit was by an anonymous user - change it back with a commented note <!-- like this --> (edit this page to see) to him, always give registered users the benefit of the doubt, but never give the same to anonymous users. [[User:70.137.13.166|Anonymous user 70.137.13.166]], if your reading this, I suggest you register - we love ya anyway (-: -- {{:User:Peerless/Sig1| 22:32, January 30, 2006 (PST)}}<br />
::Ok, I'll check it anyway once I get in game -- [[User:Tihocan|Tihocan]] 05:40, January 31, 2006 (PST)<br />
:::My bad, registered now... haggle is passive though. [[User:Tarod|Tarod]]<br />
::::My bad, terod, and welcome to the wiki! {{:User:Peerless/Sig1| 08:48, January 31, 2006 (PST)}}<br />
<br />
==Categories==<br />
<br />
Well, you've kind of... got the idea... but you don't manually build a category list. If you add <nowiki>[[Category:Skills]]</nowiki> to the bottom of a page, then that article will automatically appear in the skills category; better yet, if you put <nowiki>[[Category:Passive skills]]</nowiki> (please keep everything uncapitalized, like that, except for A) the first level of an entire name, and B) proper names like Acid Arrow or Dr. Bumblebee) on the passive skills pages and <nowiki>[[Category: Active skills]]</nowiki> on the pages of the active skills, then add the <nowiki>[[Category:Skills]]</nowiki> tag to those two categories themselves, those categories become sub-categories of <nowiki>[[Category:Skills]]</nowiki>, or ''nested categories''' as we call them. Technically, the entire site should be one big un-broken (but not necessarily linear) string of nested categories, and every page should be in at least one terminatory category (meaning it has no further connections or sub-categories). This is, obviouly, not always possible, but is good to adhere too. -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 01:25, January 14, 2006 (PST)<br />
<br />
:Aaah, cool, thanks for the explanation! -- [[User:Tihocan|Tihocan]] 08:02, January 14, 2006 (PST)<br />
<br />
::NP - dang it, I love this job! lol -- [[User:66.58.239.135|66.58.239.135]] 11:25, January 14, 2006 (PST)<br />
::P.S. Check it out now - and DANG I just made that entire set of edits without logging in ^^/ poop. -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 11:40, January 14, 2006 (PST)<br />
<br />
:::Yum yum! -- [[User:Tihocan|Tihocan]] 18:47, January 14, 2006 (PST)<br />
:::By the way you're contradicting yourself: you've created Open_Lock and Use_Magical_Device (with all-caps) :P -- [[User:Tihocan|Tihocan]] 19:20, January 14, 2006 (PST)<br />
::::Not like I meant to do so - I just applied the category and stub tags to the documents you had listed. lol -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 23:59, January 14, 2006 (PST)<br />
<br />
Hmm, should categories really be used this way? Why add categories that are organized the same way that you're hand-organized them yourself with added short descriptions next to them? Seems redundant... should add categories that group things that aren't already grouped that way normally..? --[[User:Uky|Uky]] 21:33, January 17, 2006 (PST)<br />
<br />
:I don't normally involve myself individually, but I couldn't pass this up - that's the point. Categories are here so that you don't have to hand-write and update the info. I had it all categorized, but I don't know who went and broke it, and added the list to the page itself, which is weird ^^/ -- <sub>[[Enter:User:SilverSide|&#8465;ilver]]</sub>[[Enter:User:SilverSide|&#167;]]<sup>[[Enter:User talk:SilverSide|&#8465;ide]]</sup> 22:29, January 17, 2006 (PST)<br />
:: Well I agree categories are nice for grouping things together in ways you normally wouldn't (like all spells of a specific element), but unless there's some way to add a little description next to the entries, it's still not as good as a hand-written page. If a person who's never played D&D's looking into DDO and what skills do what.. he's not going to want to click on the link for every single skill. He wants a single page of short descriptions to browse through. So you'd still want at least one hand-written page in the most normal organization. My remark was just that why make categories for the basic stuff already hand-written (where it SHOULD be hand-written), seems redundant. Categories like putting UMD into "cat:skills/class skills/rogue" or anything else that doesn't already exist on the normal page... that I could understand.<br />
<br />
:: Heh, I agree that it's very weird that this list is added directly to the page itself though.. oO --[[User:Uky|Uky]] 00:07, January 18, 2006 (PST)<br />
<br />
<br />
==Skill and Skills==<br />
<br />
What do people think of merging the [[Skill]] and [[Skills]] pages? It seems like it would make sense to me. [[User:Flendon|Flendon]] 14:32, January 29, 2006 (PST)<br />
<br />
:The [[Skill]] page is the definition of a skill, while [[Skills]] is the list of all skills in the game. Right now, the definition page is quite basic, as I just wrote it in a hurry. But it could be expanded more. -- [[User:Tihocan|Tihocan]] 18:20, January 29, 2006 (PST)<br />
<br />
==Navigation==<br />
Given the Navigation box on the right that's part of the skin and always visible (of which the first link is the Home page), is there a need for the navigation section on this page? All the links listed are on the Home page. [[User:Dedridd|Dedridd]] 10:27, March 8, 2006 (EST)<br />
<br />
:I had just copied the main navigation from the front page and palced them in the root folder of each catagory so that a person would not have to abck track to see other areas. I go no further than the main catagoried that are listed and this would be very helpfull for many. Most my guild frequents this site and wondered why there werent any navigations so i only added a few where they agreed would be helpfull. As i know that to much is annoying [[User:Pepcfreak|Pepcfreak]]<br />
<br />
::Ok, minus the Home page link, I'm beginning to think this has some merit. But only if we standardize on it. It would probably confuse users to only have the navigation links on a few pages. What if we templatized for the grey box and the links like it is on the home page, and found a way to put it at the top of ''all'' the pages? What does everyone think about that? Useful, or annoying? I'm on the fence with this one, but it seems like it might help visitors who aren't hip to the search function. [[User:Dedridd|Dedridd]] 11:09, March 8, 2006 (EST)<br />
<br />
:::I think the home link should remain. Although i do note it is on the right, when i first came here i was completely lost took me a bit to understand where to go. I dont think the navigation shouldn't reach any further than from root to one pages past. like >classes>cleric thats it. [[User:Pepcfreak|Pepcfreak]] 11:16, March 8, 2006 (EST)<br />
<br />
::I agree that having some standard navigation tab with links to the main interesting sections would be a good idea. Actually, this could be directly in a site navigation tab on the right. It could be separate from the more "editor-oriented" tab that is currently in place. [[User:Tihocan|Tihocan]] 11:47, March 8, 2006 (EST)<br />
<br />
<br />
In addition I added the navigation to the following areas. "Classes, Races, Enhancements, Feats, Skills, Equipment, and Places." Within these i have only added the menu into subcatagories in the Classes and Races these are "'''Calsses:''' Barbarian, Bard, Ceric, Fighter, Paladin,Ranger, Rogue, Sorcerer, and Wiz" "'''Races:'' Dwarves, Elves, Halflings, Humans, and Warforged." The standard code i use is as follows and is an exact replica of that which is displayed on th [[home]] page.<br />
<br />
<nowiki><br />
----<br />
<br />
'''Navigation'''<br />
<br />
[[Home]] - [[Classes]] - [[Races|Races]] - [[Enhancements|Enhancements]] - [[Feats|Feats]] - [[Skills|Skills]] - [[Equipment|Equipment]] - [[Places|Places]]<br />
----<br />
</nowiki><br />
<br />
Please use this where you see fit and so that i matches the universal Navigation on all other created screens. [[User:Pepcfreak|Pepcfreak]] 11:54, March 8, 2006 (EST)<br />
<br />
:If this is going to be on multiple pages, it has to be in a template, so that if we decide we want to add a link to Widgets, all we have to do is modify the template instead of over a dozen pages. This would also make it easy to remove the navigation bar should Tihocan implement the tab idea. [[User:Dedridd|Dedridd]] 12:20, March 8, 2006 (EST)<br />
<br />
::That code is on the pages i listed. I will personaly remove all navigations i had implemented as soon as i am aware of the right navigation area. Though i still strongly suggest that along with the right navigation there should be an area at the top with the same navigational functionality. Please contact me on msn pepcfreak@hotmail.com. [[User:Pepcfreak|Pepcfreak]] 12:47, March 8, 2006 (EST)<br />
<br />
:::Ok, I moved the code into a template, and used it on the pages linked to in the navigation (ie, Home, Classes, Races, Enhancements, Feats, Skills, Equipment, but not Places because of the way the browse page is laid out). I also updated some of the links, because some of them caused redirects to get to the final page. This caused some of the links to not turn into just bolded text when you went to that page, but now it works like you would expect a navigation bar to. Try out one of those pages to see what I mean. I left the Home link in the nav bar since you think it's needed, but moved it to the last link since I think the others are more important. How's that look? Note that if this looks acceptible to everyone for now, all the other pages with the nav code needs to be updated to use <nowiki>{{Navigation}}</nowiki> instead. We can tweak the code in one place if the look, layout, or content needs to change. [[User:Dedridd|Dedridd]] 12:54, March 8, 2006 (EST)<br />
<br />
::::I would keep Home first. Having Home as first link is kind of standard in navigation bars. What would be best is actually a home link at the top left of every page, with some kind of logo, like what we had before changing skins. [[User:Tihocan|Tihocan]] 13:33, March 8, 2006 (EST)<br />
<br />
:::::Home's been moved to be the first link on the nav bar. 13:54, March 8, 2006 (EST)<br />
<br />
:::ps - Tihocan, I know you mentioned something different with a nav tab someplace. I'm all for alternates, just let us know. This is just a consolidation effort for now. :) [[User:Dedridd|Dedridd]] 12:57, March 8, 2006 (EST)<br />
<br />
::::Anything that makes the site better is welcome. The fact is I have the feeling that the navigation tab on the right is mostly unused, and probably will have to be reworked. [[User:Tihocan|Tihocan]] 13:33, March 8, 2006 (EST)<br />
<br />
:: Dedridd i am working on the redirect of the [[places]] as i write this im cleaning it up and making it a bit more "clean" shall i say. So if you could please re-edit it to direct to [[Places]] for the time being as i will be finishing that up shortly. [[User:Pepcfreak|Pepcfreak]] 13:50, March 8, 2006 (EST)<br />
<br />
:Ok all, never noticed this - I swore to take a two day break from the wiki and my computer life - had 168 e-mails when I got back, this page's update was one of them. Anyway, tihocan, see your talk page - after some work to seperate the memcached's for the sites, you can work on the sidebar module on your own. For the rest of you, move this discussion to [[MediaWiki talk:Sidebar]]. Thanks. {{:User:Peerless/Sig1|15:12, March 8, 2006 (EST)}}<br />
<br />
==Search and rolls==<br />
Is it true that search does not require any roll? Can someone give proof of it? [[User:Tihocan|Tihocan]] 09:52, March 10, 2006 (EST)<br />
<br />
::Its a silent roll. Your search skill check is whats used. If your skill check meets or beats that of the trap or hidden door (or any other manner these are also predetermined numbers) you will find it. Now there are 2 search checks when searching for traps. 1 is finding the trap the 2nd is locating the disable box. [[User:Pepcfreak|Pepcfreak]] 11:09, March 10, 2006 (EST)<br />
<br />
:::So if I understand correctly, this means there is a (or even 2) roll(s), right? (I'm talking about the DDO implementation by the way, not the official PnP rules) [[User:Tihocan|Tihocan]]<br />
<br />
::They are just checks i did not mean to mislead you on the "silent rolls" No rolls at all. Its Spot Check verse: the following, Traps, doors, and Trap Disable boxes. No virtual dice are rolled. [[User:Pepcfreak|Pepcfreak]] 13:44, March 10, 2006 (EST)<br />
<br />
:::Ok, this is weird though, why didn't they stick to the PnP rules? Also, do you have any source of information proving this fact? (not that I don't believe you, but before marking something as 100% sure, I'd rather be 100% sure). [[User:Tihocan|Tihocan]] 14:11, March 10, 2006 (EST)<br />
<br />
::::I am not so sure that rolls arent made. I know I have recieved spot danger warnings on my rogue, while a ranger has not, but the ranger recieved spot dnager warnings when I did not. We differend only py a point or 2 in spot. -- [[User:Pirho420|koolkat]] 14:12, March 10, 2006 (EST)<br />
<br />
:::::I can verify. SEARCH has no roll. If you have enough skill, you can find it. They changed it (I presume because it made traps too tough to find and spring). SPOT, however, has a silent roll. This I believe is Compendium information at this point.[[User:KakarisMaelstrom|KakarisMaelstrom]] 17:25, April 27, 2006 (EDT)<br />
[[Category:Discussions in progress]]<br />
[[Category:Disputed facts]]</div>KakarisMaelstrom