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Dungeon alert raises mob saves ?
Mar 30th, 2015 at 11:17am
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So just caught this by Varg :
Quote:
  • Temple Cultists are designed to be pretty weak on saving throws. On Epic Elite shouldn't have any saving throw over 50. Some of their saves are as low as 37 on Epic Elite.  Unless you are getting Dungeon Alert, which does increase saving throws, or if they are getting buffed by some other enemies or something along those lines.  (This is taking into account their natural bonuses from DEX, CON, and WIS, of course.)

  • WHAT ?!@7(3%+
    I know you can't hit and damage shit on a melee under alert, try killing that Thrill fucker under Red skull but I never even heard or read about higher saves ?
      
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    Re: Dungeon alert raises mob saves ?
    Reply #1 - Mar 30th, 2015 at 11:42am
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    Surprise for me as well.
      
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    Re: Dungeon alert raises mob saves ?
    Reply #2 - Mar 30th, 2015 at 11:52am
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    Vargouille: I should also be asking if Dungeon Alert is active while testing saving throws. Dungeon Alert, at all levels, increases monster saves (increasing along with Dungeon Alert).  There are some places we probably need to make sure Red Alert isn't happening when it should not be, as well.

    Cheesy
      
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    Re: Dungeon alert raises mob saves ?
    Reply #3 - Mar 30th, 2015 at 1:12pm
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    It has always been doing it...

    I know it's not really noticeable usually, but the saves are raised by DA.
      

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    Re: Dungeon alert raises mob saves ?
    Reply #4 - Mar 30th, 2015 at 1:44pm
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    I do not believe this to be true at all.
      
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    Re: Dungeon alert raises mob saves ?
    Reply #5 - Mar 30th, 2015 at 1:45pm
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    Flav wrote on Mar 30th, 2015 at 1:12pm:
    It has always been doing it...

    I know it's not really noticeable usually, but the saves are raised by DA.



    By how much?  I've seriously never noticed a difference.

    I do love how they have no idea how high the saves on the monsters actually are.
      
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    Re: Dungeon alert raises mob saves ?
    Reply #6 - Mar 30th, 2015 at 4:04pm
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    Bigjunk wrote on Mar 30th, 2015 at 1:45pm:
    By how much?  I've seriously never noticed a difference.

    I do love how they have no idea how high the saves on the monsters actually are.

    Quote:
    It can be as high as +28 to saves on the highest levels of Dungeon Alert. There are some straight saving throw boosts and some ability score boosts monsters receive with higher Dungeon Alert. It's much, much lower on low levels. Green alert is +4 (or +20%) to saves (+2 to saves and +4 to ability scores).

    Quote:
    Monsters in Epic Elite get a special bonus to save against magic, and only magic, while they are healthy. This doesn't affect non-magical effects. There's a similar but smaller bonus on Epic Hard.

    "Magic" in this case means all spells, and possibly some other abilities/effects that we've explicitly marked as magical over the years.

    This starts at +6 to saves, drops to +4 once the monster is hurt at all, and then to +2 when between 50% and 75% health. Below 50% health they receive no bonus.

    For Temple of Elemental Evil, since this wasn't planned around, we're simply excluding this bonus. We don't want to blindly change what others have done in the past (and make all existing Epics easier), so we'll see what happens going forward after Update 25.

    https://www.ddo.com/forums/showthread.php/457761-Temple-of-Elemental-Evil-Round-...
      
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    Re: Dungeon alert raises mob saves ?
    Reply #7 - Mar 30th, 2015 at 5:55pm
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    Now we know why they deliberately engineer red alert into their encounters.
    +28 to save eh?  Guess that makes being a DC caster tougher in EE.....
    Smiley

    I didn't know this mechanic existed.  Very interesting if true.
    It's not April 1 yet is it?  Maybe Vargouille got his prank date wrong?

      
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    Re: Dungeon alert raises mob saves ?
    Reply #8 - Mar 30th, 2015 at 9:10pm
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    Well I thought this was true and not surprised by dev confirmation...however the hugeness of the red DA saves buff is indeed baffling.  /uninstall
      
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    Re: Dungeon alert raises mob saves ?
    Reply #9 - Mar 30th, 2015 at 10:44pm
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    Quote:
    We don't want to blindly change what others have done in the past

    lolololololololololololololololol.

    I guess they don't want to, but just can't figure out how to stop? Or they prefer to change past mechanics with eyes wide open, fully aware of everything they're fucking up?
      

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    Re: Dungeon alert raises mob saves ?
    Reply #10 - Mar 30th, 2015 at 11:44pm
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    Revaulting wrote on Mar 30th, 2015 at 10:44pm:
    lolololololololololololololololol.

    I guess they don't want to, but just can't figure out how to stop? Or they prefer to change past mechanics with eyes wide open, fully aware of everything they're fucking up?


    Yes, the irony in the statement is strong.
    Are we sure this isn't an April's fools joke? It has all the elements.
      
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    Re: Dungeon alert raises mob saves ?
    Reply #11 - Mar 31st, 2015 at 3:06am
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    Bigjunk wrote on Mar 30th, 2015 at 1:45pm:
    By how much?  I've seriously never noticed a difference.


    It's not really noticeable in Heroics ( something like +1/+2/+3/+4 ) but it's definitely noticeable if you don't have a maxed DC character in Epics.
      

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    Re: Dungeon alert raises mob saves ?
    Reply #12 - Mar 31st, 2015 at 3:40am
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    I have known this to be true since 2009, the game went online and i started playing wizzie, noticing difference how niac sucked on yellow alerts.

    The change is significant on epic or if you are a first life caster doing heroics.
      

    Vaultaccount wrote on Aug 29th, 2016 at 7:06pm:
    The most broken epic PL in the game is the ridiculous AC buff from martial PLs. But when you include all the inherent benefits from reincarnation, the thing is above the roof. The benefit from TR was supposed to be minimal, but now it is game breaking. start a new character and you will feel, you will get raped in heroics.

    Personally I think lower heroics on new characters are harder than Legendary Elite content on a character with good gear and has all destinies farmed.


    Arkat wrote on Apr 2nd, 2014 at 4:14pm:
    And someone in another thread called ME delusional recently!

    Wow.

    Have you EVER gone to Law School Feyn? Have you EVER been asked by a United States Senator who is now the Vice President of the United States to write a paper just for him on a particular topic of Constitutional Law for his use as a Senator? Have you ever been asked to help a very notable Harvard PhD turned Constitutional scholar with his very-well received book on Legal Philosophy and Constitutional Revolutions? Have you ever been offered a job as a Deputy Attorney General BEFORE you even graduated Law School?

    No? Then STFU you fucking amateur.


    Meat-Head wrote on Jul 29th, 2015 at 12:03am:
    Thx. I was semi-waiting because windows 10 will be here soon. but, the crashing is making me want to punch old people.


    IMARANGER wrote on Sep 8th, 2014 at 5:40pm:
    Pretty sure that the fact that a service can be hacked doesn't make it the "community chest".
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    Re: Dungeon alert raises mob saves ?
    Reply #13 - Mar 31st, 2015 at 3:52pm
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    DropBear wrote on Mar 30th, 2015 at 5:55pm:
    Now we know why they deliberately engineer red alert into their encounters.
    +28 to save eh?  Guess that makes being a DC caster tougher in EE.....
    Smiley

    I didn't know this mechanic existed.  Very interesting if true.
    It's not April 1 yet is it?  Maybe Vargouille got his prank date wrong?


    Those fucking crafty bastards. All through that DCs/instakill debate back in the day, I don't remember this coming out.

    Ah, I still want old TWF back, who am I kidding. I'll go back to my hole.
      
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    Re: Dungeon alert raises mob saves ?
    Reply #14 - Mar 31st, 2015 at 7:50pm
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    You know I honestly thought this might be happening but wrote it off as me being paranoid.

    Allah-fucking-dammit I should have KNOW that being paranoid is always the right call when it comes to Turbine.
      

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    Re: Dungeon alert raises mob saves ?
    Reply #15 - Mar 31st, 2015 at 8:42pm
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    Alright. At least it's not one of the "everybody knows it except me" things ha.
    Noone except Cetus and all 20 casters on the server gives a shit about fort saves anyway.
      
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    Re: Dungeon alert raises mob saves ?
    Reply #16 - Apr 2nd, 2015 at 4:06pm
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    DropBear wrote on Mar 30th, 2015 at 5:55pm:
    Now we know why they deliberately engineer red alert into their encounters.
    +28 to save eh?  Guess that makes being a DC caster tougher in EE.....
    Smiley

    I didn't know this mechanic existed.  Very interesting if true.
    It's not April 1 yet is it?  Maybe Vargouille got his prank date wrong?



    waiting for someone to say that mobs also get HP buffs you can't see during DA as well.  or that PRR/MRR is jacked up like crazy with the saves.  neither would surprise me at this point.
      

    Revaulting wrote on Jul 7th, 2015 at 8:16pm:
    Have you tried a lower difficulty, such as the official forums?
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    Re: Dungeon alert raises mob saves ?
    Reply #17 - Apr 2nd, 2015 at 4:14pm
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    DA - Shittiest game mechanic in history, and yet there is still room to find out that it's even worse than we thought it was.  Thanks Turbine - you never cease to amaze!
      
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    Re: Dungeon alert raises mob saves ?
    Reply #18 - Apr 2nd, 2015 at 7:41pm
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    GooFY wrote on Apr 2nd, 2015 at 4:14pm:
    DA - Shittiest game mechanic in history, and yet there is still room to find out that it's even worse than we thought it was.  Thanks Turbine - you never cease to amaze!


    right?
      

    Revaulting wrote on Jul 7th, 2015 at 8:16pm:
    Have you tried a lower difficulty, such as the official forums?
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    Re: Dungeon alert raises mob saves ?
    Reply #19 - Apr 2nd, 2015 at 10:00pm
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    These days, I am more surprised when they do something right than I am when they do something dumb.
      

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    Re: Dungeon alert raises mob saves ?
    Reply #20 - Apr 2nd, 2015 at 11:06pm
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    "This starts at +6 to saves, drops to +4 once the monster is hurt at all, and then to +2 when between 50% and 75% health. Below 50% health they receive no bonus. "

    Turbine pushing dc casters to kill steal?
    Awesome strategy!   Grin
      
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    Re: Dungeon alert raises mob saves ?
    Reply #21 - Apr 3rd, 2015 at 2:56am
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    Vindicator wrote on Apr 2nd, 2015 at 11:06pm:
    "This starts at +6 to saves, drops to +4 once the monster is hurt at all, and then to +2 when between 50% and 75% health. Below 50% health they receive no bonus. "

    Turbine pushing dc casters to kill steal?
    Awesome strategy!   Grin


    That would imply they actually have some strategy which I believe is giving them too much credit.    Tongue

      
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    Re: Dungeon alert raises mob saves ?
    Reply #22 - Apr 3rd, 2015 at 3:30am
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    Vindicator wrote on Apr 2nd, 2015 at 11:06pm:
    "This starts at +6 to saves, drops to +4 once the monster is hurt at all, and then to +2 when between 50% and 75% health. Below 50% health they receive no bonus. "

    Turbine pushing dc casters to kill steal?
    Awesome strategy!   Grin


    With all the mechanisms in place in the game, it's not pushing.... violently pushing would be more in line...
      

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