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Default The Totally NEW Team Corwin Thread

June 4th, 2017, 07:14
After over 3 hours of effort my son is unable to get DDO to launch on my laptop. We've even tried using old Pylotro, but nothing, including re-installing the game and a whole bunch of MS files has worked; we keep getting the 0xc000007b error and nothing on the net for fixing that has worked either. Therefore, unless someone here can come up with a fix quickly, I won't be playing for the next 8 weeks while I'm away from home.
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June 4th, 2017, 16:01
What kind of PC do you have (OS Version, 64-bit or 32-bit Graphics card, RAM, CPU and so on).

Have you tried to update all drivers possible?

When does the game crash. At the initial load screen before you get to the Options menu?

I see one suggested solution is to update Windows? Are you one of those who have turned off Windows update then you might have to do it now?

This is a Place where you have possible solutions. Guess Your son has tried them all:
http://www.tomshardware.co.uk/answer…xc000007b.html

Hasn't Your Laptop run DDO before?
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June 5th, 2017, 00:59
Yes it ran DDO before all the latest updates. Everything is up to date including Win 10. When you click on the launcher you get the immediate error message I posted; nothing else happens. All my other games, etc run perfectly.
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June 6th, 2017, 16:16
Put in a tech ticket to standing stone with the error code see if they respond and can tell you what to do. Also try deleting the launcher icon and doing it from inside the standing stone program file only.
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June 7th, 2017, 00:40
After 3 days and reverting to an earlier version of windows we may have it working for now. It seems win updates are corrupting certain old .dll files which DDO needs. The laptop will need a total rebuild, etc when we return to fix the issue properly.
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June 8th, 2017, 01:40
Definitely won't be able to play this week as we'll be travelling. Sorry.
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June 8th, 2017, 04:45
U36 News: Artificer changes
Code:
Hello!
In the not-too-distant future (u36), a revamp to Artificer Battle Engineer, as well as some Artificer class features, will be heading your way! Here's what to expect:


Base class:

   •Rune Arm cooldown is improved by 30%. (This is the improvement that Thermal Venting currently gives, which has been removed from the BE tree.)
   •Rune Arm Charge Decay while moving is reduced by 50%. (This is the improvement that Arcane Capacitors currently gives, which has been removed from the BE tree.)
   •There is no longer a penalty to movement speed while charging a Rune Arm.
   •Artificers now get Warhammer and Light Hammer proficiencies.
   •Improved Critical: Bludgeoning has been added to the Arti class feat list.
   •Artificer Admixture spells now fire straight down if the caster has themself hard-targeted. (This will essentially deploy it on you… assuming you're standing on solid ground.)
   •Lightning Sphere now has a functional saving throw - for both monster AND player casters


Rune Arms:

   •(Note: None of this really applies to Knives Eternal, Machinations of Madness, or Whirling Words. They were already doing most of this.)
   •Rune Arm shots now scale with 100% Spell Power. Most were scaling at 50% or 80% previously.
   •Rune Arm weapon imbues now scale with 200% Melee or Ranged power (whichever is higher)
   •Homing on Rune Arms now works at about the same angles you can shoot a crossbow at and still hit your target (roughly 80 degrees). It was previously about 20 degrees for most Rune Arms, meaning you'd be shooting your crossbow and hitting your target, but your Rune Arm shots would just shoot wherever your camera was looking. Long story short, homing should be more reliable now.
   •Cannonball Shot (used by Glass Cannon) now uses homing.
   •Cannonball Shot now has a much smaller projectile, which fixes a lot of bad behavior, such as:
       •It should no longer create the projectile behind a creature you're fighting at melee range
       •It should no longer instantly explode on firing because you're playing a Gnome or Halfling and the projectile was taller than you were
Battle Engineer changes
Code:
Tree Changes:

Core 2: Gets +1 Stable Charge Tier in addition to everything it already does. (This replaces Rune Arm Overcharge, which has been removed from the BE tree.)
Core 4: Gets +1 Stable Charge Tier in addition to everything it already does. (This replaces Rune Arm Overcharge, which has been removed from the BE tree.)
Core 5: Gains +15 PRR and MRR in addition to everything it already does.
Core 6: Gains +2 INT (for a total of +4), +1 Competence bonus to Crit Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars in addition to everything it already does.

Tier 1:
Weapon Training: Add third line: Light Hammers, Warhammers, Morningstars.
Field Engineer: No changes.
NEW: Field Scrapper: +1/2/3 to Sunder DCs.
Thaumaturgical Conduits: (Moved down from Tier 2)
Item Defense: No changes.

Tier 2:
Weapon Training: Add third line: Light Hammers, Warhammers, Morningstars.
Wrack Construct: Made sure it matches Mechanic's version.
NEW: Caustic Strike: (Melee: +1/2/3 [w]) (Crossbow: +0.5/1/1.5[w]), adds 3d6 Acid damage and 10d6 Rust damage. This damage scales with Spell Power. Ranged variant requires a crossbow. 6 second cooldown.
Extra Action Boost: (Moved down from Tier 3)
Attack or Damage Boost: (Attack moved in here from T1, made multiselect with Damage.)

Tier 3:
Weapon Training: Add third line: Light Hammers, Warhammers, Morningstars.
Disable Construct: Made sure it matches Mechanic's version.
STR/DEX/INT: No changes.

Tier 4:
Weapon Training: Add third line: Light Hammers, Warhammers, Morningstars.
Battle Mastery (Fusilade/Haste Boost): Fusilade now lasts for 18 seconds (was 6).
NEW: Shatter Defenses: (Melee: +1/2/3 [w]) (Crossbow: +0.5/1/1.5[w]), procs Improved Sunder. DC 14+INT Mod+Sunder bonuses. Ranged variant requires a crossbow. 10 second cooldown, shares a cooldown with Sunder.
NEW: Agility Engine: 3/6/10% Doublestrike and Doubleshot while wearing a Rune Arm.
STR/DEX/INT: No changes.


Tier 5:
NEW: Reconstructed Armaments: +1 Competence Bonus to Critical Threat Range with chosen line (Crossbows, Hand-and-a-half, or Hammers/Morningstar).
Weapon Attachment: No changes.
NEW: Thunder-Shock Weapon: (Melee: +3 [w]) (Crossbow: 1.5[w]), +3d6 Electric Damage which scales with Spell Power. Procs Trip, DC 14+INT Mod+Sunder Bonuses. Ranged variant requires a crossbow. 12 second cooldown, shares a cooldown with Trip.
NEW: Unlock Potential: +20 Melee and Ranged Power while wearing a Rune Arm.
Tactical Mobility: Move 10% faster while wielding Rune Arm.
FAQ
Code:
What's the current status of this feature?
Built and ready to roll out with U36. That said, there's still time to make adjustments (though not enough time to wholly alter direction).

Why Hammers and Morningstars?

   •Artificers in P&P don't especially excel with one weapon type or another, but there are a fair few official images of them with these kinds of weapons.
   •We wanted a bludgeoning option, as well as some simple/martial options
   •All three of these weapons are somewhat underserved in DDO
   •Synergy with the Onatar deity, who has similar themes
   •Synergy with Gnomes and Dwarves, who make good Artificers in P&P and also get bonuses with these weapons.

There aren't a lot of good Hammers and Morningstars out there right now…
    •Fair! But there will be more.

Why is the Crossbow damage lower on the actives?

    •Artificers tend to focus on Repeaters, who get extra returns from +[w] attacks. Cutting it by half, but multiplying it by three shots still comes out a bit ahead.

Why isn't Weapon Attachment getting changes?
    •It just got some upgrades during the Race Tree Pass.

Does Endless Fusillade still have that super-long windup animation?
    •Yes! …But we also tripled its duration without increasing its cost. Keeping the animation means we can make it a lot more powerful.

Any changes to Arcanotechnician?
    •Not at this time. They just got a pass a little over a year ago!

So? This pass is bigger than that one was!
    •Arcanotechnician before that pass was a better tree than Battle Engineer is now (on Live) - It's a solid tree in its current state (with some good builds using it), and the base class changes above will help them.

Rune Arms DCs are really difficult to attain in Epics!
    •Yep. At this point, they have the same DC as a 10th level Artificer spell, more or less. Which isn't the easiest to attain! That isn't best fixed in the Battle Engineer tree, though. Arcanotechnician has a leg up on attaining those DCs (as it should). We added a few things behind the scenes as part of this pass that will help us better improve Rune Arm DCs in the future, if needed. In any case, most Rune Arms will be doing more damage than before regardless of DCs.

You didn't mention the poor Iron Defenders here, they're still terrible!
    •Yes, they are. In working on this pass, we did a lot of meetings, research, and discussion about Arti dog and Druid wolf pets - And came to the conclusion that a meaningful pass to improve them (not even including AI changes, just statistic and enhancement based) was going to take twice as long as the Arti pass above, at minimum. It's something we'd love to do someday, as they're a core part of these classes; it's just not in the cards for the moment.

Third Tree?
    •I wish. Not yet, sorry.  Smiley
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June 10th, 2017, 00:00
Internet's down, so I'll be out tonight
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June 15th, 2017, 15:45
Corwin, you are about to lose your crown, need to log in on the boss when you can.
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June 15th, 2017, 22:15
Internet is still wonky, but it is up. Basically Comcast in a nutshell. I may have fixed it just a second ago, but we'll see. At any rate, I intend to be in tomorrow, but given me having Comcast, I may have issues.
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June 17th, 2017, 11:43
Sorry everyone. Lay down to rest a little after 3pm & woke up at just before midnight.
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June 17th, 2017, 17:13
Originally Posted by Aletys View Post
Sorry everyone. Lay down to rest a little after 3pm & woke up at just before midnight.
I'm doing a similar thing almost every day now !

I mean, I'm coming home from work around 6 P.M. , eat a little, feel tired, go to bed, wake up in the middle of the night !
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June 17th, 2017, 17:49
Hi Alrik long time no see in here. lol


Aletys, np we figured as much. Got Corwin his level so we took 13. We got a Von 5 and 6 done. Figure we can do again next week as well with you.
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June 18th, 2017, 13:11
I had withdrawn from the forum for some time, but was still reading from time to time.
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June 21st, 2017, 19:59
Upcoming changes to DDO, at U36. TLR AA is no longer going to work on non-bows, Artificer gets a small upgrade, Warlocks get stomped on, Drow and Deep Gnomes' SR gets a minor upgrade that can make it a viable defense finally, Stealth is getting a change (I'm not familiar enough with stealth mechanics to know if it's an upgrade, downgrade, or what), and AoE spells now have clear borders.

Hello!

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

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

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

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



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

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

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

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

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



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

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

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

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



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

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

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



Area of Effect Spells With U36, most Area of Effect spells cast by enemies (such as Ice Storm and Web) now have visible indicators of their boundaries on the ground. This should make more clear where enemy effects begin and end, and improve players' ability to analyze the battlefield.
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June 22nd, 2017, 00:39
I just picked up playing again, have my new Deep Gnome wizard in the guild.

He's Justix.

Going to try and meet some of you all on Friday in game.
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June 22nd, 2017, 17:30
Welcome back! We'll look for you on Friday. 7pm US time. I think that's GMT-4 this time of year. Oh, I was your tour guide yesterday.
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Default Game Update Yesterday - Allow time tomorrow

June 22nd, 2017, 17:31
There was an update yesterday to fix an exploit. Took me about 10 mins for it to download & install, so give time for it before our guild run tomorrow.
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June 22nd, 2017, 22:50
Thanks for showing me around the ship! Looks like there are Dragonborn now, too. The new developers seem to be supporting the game well.
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June 24th, 2017, 07:35
Plan for next week, assuming attendance remains the same-

Alts will run Offering.
Alts that have 14 take 14.
Alts run Wiz King
--at that point, alts and mains are even content-wise

Toon shuffle as desired, pick which will be the main going forward, other one will become alt. Let's call them runners and sitters.
We play the runners but the sitters are not released (maintain a toon at lvl14)

When JM returns, we either jump back to the sitters to catch her up or she might have a toon that fits where the runners are at that time. We'll figure it out.

Upcoming content for the runners: Lordsmarch1, Lordsmarch2, maybe Archons, GH.
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