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tourette
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Endless Night Augment>>>
Nov 5th, 2013 at 8:44pm
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Unable to unslot it with a jeweler's kit..

...anyone else?
  
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Charon
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Re: Endless Night Augment>>>
Reply #1 - Nov 5th, 2013 at 8:50pm
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fixed u20 according to lam patch notes.
  
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Vendui
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Re: Endless Night Augment>>>
Reply #2 - Nov 5th, 2013 at 9:09pm
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tourette wrote on Nov 5th, 2013 at 8:44pm:
Unable to unslot it with a jeweler's kit..

...anyone else?


they want you to farm for each one you want to use... gotta get people to run mabar somehow.. XD
  
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Braegan
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Re: Endless Night Augment>>>
Reply #3 - Nov 5th, 2013 at 9:33pm
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Vendui wrote on Nov 5th, 2013 at 9:09pm:
they want you to farm for each one you want to use... gotta get people to run mabar somehow.. XD



Good luck with that now! Smiley
  
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Re: Endless Night Augment>>>
Reply #4 - Nov 5th, 2013 at 9:35pm
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tourette wrote on Nov 5th, 2013 at 8:44pm:
Unable to unslot it with a jeweler's kit..

...anyone else?


According to a guildie, that augment adds something like 5% more of a DPS increase than all the other augments out currently, so unless you're slotting devotion to help with heals it's probably your best choice anyway. Btw he's asian so I trust his math.
  

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Re: Endless Night Augment>>>
Reply #5 - Nov 5th, 2013 at 9:45pm
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PirateBootie21 wrote on Nov 5th, 2013 at 9:35pm:
According to a guildie, that augment adds something like 5% more of a DPS increase than all the other augments out currently, so unless you're slotting devotion to help with heals it's probably your best choice anyway. Btw he's asian so I trust his math.



Lulz... Asian = Elite at everything.. i trust his math too
  
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Re: Endless Night Augment>>>
Reply #6 - Nov 6th, 2013 at 5:17am
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You probably got your guildy wrong, the augment gives your weapon a 5% chance to apply one negative level to the mob.
Depending on the difficulty and level of you quest you are running this can be much more than only 5% better than any other augment. Unless you are farming in korthos...
  
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PirateBootie21
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Re: Endless Night Augment>>>
Reply #7 - Nov 6th, 2013 at 8:17am
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SwashbucklerHater wrote on Nov 6th, 2013 at 5:17am:
You probably got your guildy wrong, the augment gives your weapon a 5% chance to apply one negative level to the mob.
Depending on the difficulty and level of you quest you are running this can be much more than only 5% better than any other augment. Unless you are farming in korthos...


So I asked him to make sure I wasn't talking out of my ass, or that I hadn't heard him wrong, and yea, he went all asian on me.

"It's a lot more than 5-10%. It's more of a 300-500%.

So basically: Neg level proc reduced mob HP by a retarded amount based off of base HP.
One Neg level on a scaled EE mob can be worth anywhere from like 500 to 1k hp. (Or more in the case of some orange names I guess)

200/20 = 10 damage per hit avg. (Ultra worst case scenario for example only)

500/20 = 25 damage per hit avg. (Realistic conservative scenario based on a number of factors such as: prior damage, existance of orangenames that skew the dps increase significantly, and the existence of things that don't get neg leveled that skew it the other way)

1000/20 = 50 damage per hit avg. (An unlikely scenario based on minimal prior damage and the existence of orange names, ignores the (subtraction of a huge amount) as my estimate to correct for the existence of scenarios that prevent neg levels)


Current best redslot augments are 2d6 or 7 per hit.

10 (Ultra Faggotcase scenario) is 143% of that.
25 (conservative estimate scenario) is 357% of that.
50 (more of a better/best case trash only scenario) is 714% of that.

Further, elemental resistances and immunities are prevalent; that 7 elemental per hit isn't actually 7 per hit at all when averaged out over ddo (element respective of course, no comments here element wise). Elemental resistances of magnitudes greater than 7 are found far more often than an immunity to negative levels, making the relative DPS increase far higher as well.

Note: Comments regarding Bosses being immune to neg levels can be partially ignored by the tendency for bosses to have elemental resist as well. The existence of undead (while less prevalent at endgame) however, as well as rednames, leads to the severe gap between the conservative and bestcase scenarios.

Also: All numbers are estimates based off of my best guesses for a nice round average value that takes into partial consideration all prior factors as well as several unlisted. They will be highly affected by scaling and are based on the assumption that you are running epic elite only."

Cheesy
  

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Re: Endless Night Augment>>>
Reply #8 - Nov 6th, 2013 at 9:35am
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PirateBootie21 wrote on Nov 6th, 2013 at 8:17am:
So I asked him to make sure I wasn't talking out of my ass, or that I hadn't heard him wrong, and yea, he went all asian on me.

"It's a lot more than 5-10%. It's more of a 300-500%.

So basically: Neg level proc reduced mob HP by a retarded amount based off of base HP.
One Neg level on a scaled EE mob can be worth anywhere from like 500 to 1k hp. (Or more in the case of some orange names I guess)

200/20 = 10 damage per hit avg. (Ultra worst case scenario for example only)

500/20 = 25 damage per hit avg. (Realistic conservative scenario based on a number of factors such as: prior damage, existance of orangenames that skew the dps increase significantly, and the existence of things that don't get neg leveled that skew it the other way)

1000/20 = 50 damage per hit avg. (An unlikely scenario based on minimal prior damage and the existence of orange names, ignores the (subtraction of a huge amount) as my estimate to correct for the existence of scenarios that prevent neg levels)


Current best redslot augments are 2d6 or 7 per hit.

10 (Ultra Faggotcase scenario) is 143% of that.
25 (conservative estimate scenario) is 357% of that.
50 (more of a better/best case trash only scenario) is 714% of that.

Further, elemental resistances and immunities are prevalent; that 7 elemental per hit isn't actually 7 per hit at all when averaged out over ddo (element respective of course, no comments here element wise). Elemental resistances of magnitudes greater than 7 are found far more often than an immunity to negative levels, making the relative DPS increase far higher as well.

Note: Comments regarding Bosses being immune to neg levels can be partially ignored by the tendency for bosses to have elemental resist as well. The existence of undead (while less prevalent at endgame) however, as well as rednames, leads to the severe gap between the conservative and bestcase scenarios.

Also: All numbers are estimates based off of my best guesses for a nice round average value that takes into partial consideration all prior factors as well as several unlisted. They will be highly affected by scaling and are based on the assumption that you are running epic elite only."

Cheesy


Fail.

If the neg level does not proc on the first hit, that aument is usless.

Mob with 10000 hp.

You hit him and neg proc, 1000 dmg done (10% of actual hp). So mob hp will look like (10000/9000 = 9000/9000)

You hit him 10 times for 100 dmg and then augment proc, 0 dmg done (hp of the mob will look like 9000/9000)
  
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Re: Endless Night Augment>>>
Reply #9 - Nov 6th, 2013 at 9:42am
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PirateBootie21 wrote on Nov 6th, 2013 at 8:17am:
he went all asian on me


Ask your friend to make a Vault account.

His reasonably exhaustive analysis is good stuff.
  

Groo The Wanderer wrote on Sep 8th, 2013 at 10:43pm:
they will probably congratulate themselves on how long they "kept it going" never able to see that it could have easily managed to keep itself going for far longer if they had just meddled far less drastically and with some semblance of an actual gameplan.
Darth Anonymous wrote on Feb 1st, 2014 at 1:11pm:
Hearing something has "merit" but we don't have "time" kind of says everything about how Turbine works on things.
eighnuss wrote on May 27th, 2014 at 12:52pm:
everyone but turbine knows that we are sad they are destroying our game
majmalphunktion wrote on Aug 30th, 2013 at 12:12am:
I don't make the game, I just get tested what they build. Sorry you are not happy.
Skoodge wrote on Nov 27th, 2014 at 6:54am:
DDO is easy to summarize - the greatest game to suck the most ass.
GooFY wrote on Mar 2nd, 2015 at 5:36pm:
Turbine - So incompetent that we are skeptical when they report their own incompetence.  
Meursault wrote on May 11th, 2015 at 8:10pm:
Other companies will settle for shitting out garbage, Turdbin actually prefers to. Especially if they can get us to buy it, that just cracks them up.
Meursault wrote on Nov 12th, 2015 at 2:50pm:
Breaking something and putting it back together isn't as good as not breaking it to begin with, it's not even close.
palmer01 wrote on Nov 20th, 2015 at 9:05am:
Devs do not care what players want - they already have an agenda and give out token gestures so the paladins can feel worthy.
PersonaNonGrata wrote on Oct 4th, 2016 at 1:24am:
The DDO devs aren't motivated by a positive user experience.

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PirateBootie21
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Re: Endless Night Augment>>>
Reply #10 - Nov 6th, 2013 at 9:43am
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ctyrell wrote on Nov 6th, 2013 at 9:35am:
Fail.

If the neg level does not proc on the first hit, that aument is usless.

Mob with 10000 hp.

You hit him and neg proc, 1000 dmg done (10% of actual hp). So mob hp will look like (10000/9000 = 9000/9000)

You hit him 10 times for 100 dmg and then augment proc, 0 dmg done (hp of the mob will look like 9000/9000)


"Note: Comments regarding Bosses being immune to neg levels can be partially ignored by the tendency for bosses to have elemental resist as well. The existence of undead (while less prevalent at endgame) however, as well as rednames, leads to the severe gap between the conservative and bestcase scenarios.

Also: All numbers are estimates based off of my best guesses for a nice round average value that takes into partial consideration all prior factors as well as several unlisted. They will be highly affected by scaling and are based on the assumption that you are running epic elite only."

Please refer to the above. Nub.
  

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Re: Endless Night Augment>>>
Reply #11 - Nov 6th, 2013 at 9:43am
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Mabar more like gaybar.
  
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Re: Endless Night Augment>>>
Reply #12 - Nov 6th, 2013 at 9:53am
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ctyrell wrote on Nov 6th, 2013 at 9:35am:
You hit him 10 times for 100 dmg and then augment proc, 0 dmg done (hp of the mob will look like 9000/9000)


The augment will proc on average 5% of the time.

If the tenth swing procs, the mob will still lose a level and a level's worth of HP.

In your example, it would be 8000/9000.

The proc need not happen on the first hit to be meaningful.

The Neg level debuff also reduces saves which improves the effectiveness of other actions, indirectly improving DPS.


I look forward to Vanshilar's assessment of the Neg Level augment and hope it's as exhaustive as his analysis of the value of Vorpal
  

Groo The Wanderer wrote on Sep 8th, 2013 at 10:43pm:
they will probably congratulate themselves on how long they "kept it going" never able to see that it could have easily managed to keep itself going for far longer if they had just meddled far less drastically and with some semblance of an actual gameplan.
Darth Anonymous wrote on Feb 1st, 2014 at 1:11pm:
Hearing something has "merit" but we don't have "time" kind of says everything about how Turbine works on things.
eighnuss wrote on May 27th, 2014 at 12:52pm:
everyone but turbine knows that we are sad they are destroying our game
majmalphunktion wrote on Aug 30th, 2013 at 12:12am:
I don't make the game, I just get tested what they build. Sorry you are not happy.
Skoodge wrote on Nov 27th, 2014 at 6:54am:
DDO is easy to summarize - the greatest game to suck the most ass.
GooFY wrote on Mar 2nd, 2015 at 5:36pm:
Turbine - So incompetent that we are skeptical when they report their own incompetence.  
Meursault wrote on May 11th, 2015 at 8:10pm:
Other companies will settle for shitting out garbage, Turdbin actually prefers to. Especially if they can get us to buy it, that just cracks them up.
Meursault wrote on Nov 12th, 2015 at 2:50pm:
Breaking something and putting it back together isn't as good as not breaking it to begin with, it's not even close.
palmer01 wrote on Nov 20th, 2015 at 9:05am:
Devs do not care what players want - they already have an agenda and give out token gestures so the paladins can feel worthy.
PersonaNonGrata wrote on Oct 4th, 2016 at 1:24am:
The DDO devs aren't motivated by a positive user experience.

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PirateBootie21
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Re: Endless Night Augment>>>
Reply #13 - Nov 6th, 2013 at 10:04am
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OldCoaly wrote on Nov 6th, 2013 at 9:42am:
Ask your friend to make a Vault account.

His reasonably exhaustive analysis is good stuff.


He's got a Vault account. Look for an inordinate amount of Moose around his posts. Meese? We say meese.
  

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Re: Endless Night Augment>>>
Reply #14 - Nov 6th, 2013 at 10:14am
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OldCoaly wrote on Nov 6th, 2013 at 9:53am:
If the tenth swing procs, the mob will still lose a level and a level's worth of HP.

In your example, it would be 8000/9000.



It doesn't work like that. After spamming negative levels on a mob, it will appear to have full health, as long as its maximum HP drops below its current HP. After a couple seconds, its negative level regeneration will make it appear that your statement is correct.


PirateBootie21 wrote on Nov 6th, 2013 at 8:17am:
200/20 = 10 damage per hit avg. (Ultra worst case scenario for example only)



He doesn't even divide by 19 instead of 20?
« Last Edit: Nov 6th, 2013 at 10:17am by Dickbutt »  
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Re: Endless Night Augment>>>
Reply #15 - Nov 6th, 2013 at 10:16am
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OldCoaly wrote on Nov 6th, 2013 at 9:53am:
The augment will proc on average 5% of the time.

If the tenth swing procs, the mob will still lose a level and a level's worth of HP.

In your example, it would be 8000/9000.

The proc need not happen on the first hit to be meaningful.

The Neg level debuff also reduces saves which improves the effectiveness of other actions, indirectly improving DPS.


I look forward to Vanshilar's assessment of the Neg Level augment and hope it's as exhaustive as his analysis of the value of Vorpal


no, it reduces the MAX hp of the mob. so i fthe mob its already damage, you dont win anything apart from the -2 to saves (that will last few seconds cause its epic)

https://www.ddo.com/forums/showthread.php/407401-Negative-Level-Max-HP-Effect-on...
  
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Re: Endless Night Augment>>>
Reply #16 - Nov 6th, 2013 at 10:18am
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PirateBootie21 wrote on Nov 6th, 2013 at 9:43am:
"Note: Comments regarding Bosses being immune to neg levels can be partially ignored by the tendency for bosses to have elemental resist as well. The existence of undead (while less prevalent at endgame) however, as well as rednames, leads to the severe gap between the conservative and bestcase scenarios.

Also: All numbers are estimates based off of my best guesses for a nice round average value that takes into partial consideration all prior factors as well as several unlisted. They will be highly affected by scaling and are based on the assumption that you are running epic elite only."

Please refer to the above. Nub.


... not talking about UD.. no talking about Bosss.. read again. Negative level dont do anything to a mob if hes already damaged.
  
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Re: Endless Night Augment>>>
Reply #17 - Nov 6th, 2013 at 10:19am
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Dickbutt wrote on Nov 6th, 2013 at 10:14am:
He doesn't even divide by 19 instead of 20?


Idk, he's the asian not I, I'm just referencing his post for the purpose of stuff.
  

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Re: Endless Night Augment>>>
Reply #18 - Nov 6th, 2013 at 10:54am
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ctyrell wrote on Nov 6th, 2013 at 10:16am:
no, it reduces the MAX hp of the mob. so i fthe mob its already damage, you dont win anything apart from the -2 to saves (that will last few seconds cause its epic)

https://www.ddo.com/forums/showthread.php/407401-Negative-Level-Max-HP-Effect-on....


Thank you for the link.

Here is the third sentence from your link (emphasis mine):

Quote:
Equivalently, each negative level reduces a mob's maximum hp by 10% of its current max hp.

In the quoted text, "current max hp" refers to the HP of the mob prior to being neg leveled.

Neg leveling reduces both current HP and max HP. 

Neg leveling stacks.

Neg Leveling is diminishing returns, but the first few make a big difference.


Kinerd speaks about level regeneration in the 7th post of the thread.

His observations match the wiki entry that states epic ward regenerates 1 level per 10sec. 


On a weapon that will be used against mobs that are vulnerable to neg leveling, the neg level augment offers more benefit than any other augment.
  

Groo The Wanderer wrote on Sep 8th, 2013 at 10:43pm:
they will probably congratulate themselves on how long they "kept it going" never able to see that it could have easily managed to keep itself going for far longer if they had just meddled far less drastically and with some semblance of an actual gameplan.
Darth Anonymous wrote on Feb 1st, 2014 at 1:11pm:
Hearing something has "merit" but we don't have "time" kind of says everything about how Turbine works on things.
eighnuss wrote on May 27th, 2014 at 12:52pm:
everyone but turbine knows that we are sad they are destroying our game
majmalphunktion wrote on Aug 30th, 2013 at 12:12am:
I don't make the game, I just get tested what they build. Sorry you are not happy.
Skoodge wrote on Nov 27th, 2014 at 6:54am:
DDO is easy to summarize - the greatest game to suck the most ass.
GooFY wrote on Mar 2nd, 2015 at 5:36pm:
Turbine - So incompetent that we are skeptical when they report their own incompetence.  
Meursault wrote on May 11th, 2015 at 8:10pm:
Other companies will settle for shitting out garbage, Turdbin actually prefers to. Especially if they can get us to buy it, that just cracks them up.
Meursault wrote on Nov 12th, 2015 at 2:50pm:
Breaking something and putting it back together isn't as good as not breaking it to begin with, it's not even close.
palmer01 wrote on Nov 20th, 2015 at 9:05am:
Devs do not care what players want - they already have an agenda and give out token gestures so the paladins can feel worthy.
PersonaNonGrata wrote on Oct 4th, 2016 at 1:24am:
The DDO devs aren't motivated by a positive user experience.

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Re: Endless Night Augment>>>
Reply #19 - Nov 6th, 2013 at 10:57am
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OldCoaly wrote on Nov 6th, 2013 at 10:54am:
In the quoted text, "current max hp" refers to the HP of the mob prior to being neg leveled.


No.
Current max HP refers to current max HP. Not current actual HP.

The only way neg leveling a mob will reduce its actual HP is if its max HP drops below its max HP.
  
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Re: Endless Night Augment>>>
Reply #20 - Nov 6th, 2013 at 11:14am
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OldCoaly wrote on Nov 6th, 2013 at 10:54am:
Thank you for the link.

Here is the third sentence from your link (emphasis mine):

In the quoted text, "current max hp" refers to the HP of the mob prior to being neg leveled.

Neg leveling reduces both current HP and max HP. 

Neg leveling stacks.

Neg Leveling is diminishing returns, but the first few make a big difference.


Kinerd speaks about level regeneration in the 7th post of the thread.

His observations match the wiki entry that states epic ward regenerates 1 level per 10sec. 


On a weapon that will be used against mobs that are vulnerable to neg leveling, the neg level augment offers more benefit than any other augment.


ok man, i give up. If you dont wanna learn how this actually works, at least i tried.

im not saying endless night augment its bad, but its worst that what you think.
« Last Edit: Nov 6th, 2013 at 11:15am by ctyrell »  
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Re: Endless Night Augment>>>
Reply #21 - Nov 6th, 2013 at 11:19am
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ctyrell wrote on Nov 6th, 2013 at 10:16am:
no, it reduces the MAX hp of the mob. so i fthe mob its already damage, you dont win anything apart from the -2 to saves (that will last few seconds cause its epic)

https://www.ddo.com/forums/showthread.php/407401-Negative-Level-Max-HP-Effect-on....



Dickbutt wrote on Nov 6th, 2013 at 10:14am:
It doesn't work like that. After spamming negative levels on a mob, it will appear to have full health, as long as its maximum HP drops below its current HP. After a couple seconds, its negative level regeneration will make it appear that your statement is correct.


Laraeph wrote on Nov 6th, 2013 at 10:57am:
No.
Current max HP refers to current max HP. Not current actual HP.

The only way neg leveling a mob will reduce its actual HP is if its max HP drops below its max HP.


DickButt, your post helped me the most to understand my mistake.


CTyrell, If the mob is already damaged, but the amount of damage is less than where the mob would be if neg-leveled, you come out ahead with the neg level (in addition to the soft benefits of reduced mob stats and saves).

Your example of 10 hits @ 100hp/hit on a 10k mob reducing HP to the same level as one neg level is valid.


Thank you all for helping me to understand the game better.
  

Groo The Wanderer wrote on Sep 8th, 2013 at 10:43pm:
they will probably congratulate themselves on how long they "kept it going" never able to see that it could have easily managed to keep itself going for far longer if they had just meddled far less drastically and with some semblance of an actual gameplan.
Darth Anonymous wrote on Feb 1st, 2014 at 1:11pm:
Hearing something has "merit" but we don't have "time" kind of says everything about how Turbine works on things.
eighnuss wrote on May 27th, 2014 at 12:52pm:
everyone but turbine knows that we are sad they are destroying our game
majmalphunktion wrote on Aug 30th, 2013 at 12:12am:
I don't make the game, I just get tested what they build. Sorry you are not happy.
Skoodge wrote on Nov 27th, 2014 at 6:54am:
DDO is easy to summarize - the greatest game to suck the most ass.
GooFY wrote on Mar 2nd, 2015 at 5:36pm:
Turbine - So incompetent that we are skeptical when they report their own incompetence.  
Meursault wrote on May 11th, 2015 at 8:10pm:
Other companies will settle for shitting out garbage, Turdbin actually prefers to. Especially if they can get us to buy it, that just cracks them up.
Meursault wrote on Nov 12th, 2015 at 2:50pm:
Breaking something and putting it back together isn't as good as not breaking it to begin with, it's not even close.
palmer01 wrote on Nov 20th, 2015 at 9:05am:
Devs do not care what players want - they already have an agenda and give out token gestures so the paladins can feel worthy.
PersonaNonGrata wrote on Oct 4th, 2016 at 1:24am:
The DDO devs aren't motivated by a positive user experience.

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Re: Endless Night Augment>>>
Reply #22 - Nov 6th, 2013 at 12:00pm
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When a mob is hit with a neg level, and it appears to gain HP is evidence of the effect Laraeph described.  Being neg'd doesn't give you hit points, it makes your pool smaller looking like a net gain.
  
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Re: Endless Night Augment>>>
Reply #23 - Nov 6th, 2013 at 4:33pm
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Who cares about all this augment bs when we have ghostbane?
  
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PirateBootie21
Korthos Resident
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Give me Pop - tarts nomnomnom

Posts: 82
Location: Korthos Beach
Joined: Nov 1st, 2013
Re: Endless Night Augment>>>
Reply #24 - Nov 6th, 2013 at 4:52pm
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I wanna quote the entire page after I put the stuff about %'es and show it to my parents.

"Look mom, I made a thing."
  

If you're raiding without a bowl of cereal: Quit client, uninstall, cry in corner.
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