View Full Version : Loot table querrys, U14 before & after
Captain_Wizbang
08-07-2012, 10:35 AM
Since I like mythbusting,
As of Menace of the Underdark:
Chest level is equal to the quest's Normal CR, -1 on Casual, +1 on Hard, +2 on Elite, +any current global or personal loot boosts.
Treasure tables go up to chest level 31.
Above 25, lower level things on the tables begin to be cut out.
I've seen incontrovertible evidence on the live game servers that treasure tables above 25 are being properly referenced when they should be.
Some of the questions I have, can't get answered because of disclosing the actual formula to us is perfectly fine. It's always been that way, and should be. So I'll keep the few questions Feather should be able to answer short.
Artifacts, did the drop rate change w/ U14, and did that rate carry over to FR side, Also are there plans for some new artifacts to be introduced?
Named items pre U14, will the older items be getting upgrades to be in-line with post U14 standards?
Are there changes coming to "Options/ rewards based on player class" setting?
Any chance of certain ddo-store specialty items appearing in chests? (*Box of Chocolate* eg)
Any chance we will see items with attributes based on Faerun/ Eberron settings specifically?
Any chance of a short lived Jewel of Fortune that can be cast on a party?
Breakables loot, did the new formula carry over to these?
Any proposed changes to assigning chest items to other players? (renown comes to mind for an example.)
Any chance Orange & Red Named bosses can start dropping Treasure bags w/ CR appropriate loot? (4 Lts in shroud eg)
Those are the initial questions I have.
As I have stated before. When MotU went live, the changes to the loot tables, and loot are one of the best and most polished upgrades we've seen in a long time. It's a very complex and delicate system, and you absolutely nailed it. (Judges gave you 9.5, and you are in medal contention)
My biggest question is # 1 though, upgrading older named items to me is huge.
Feather_of_Sun
08-07-2012, 10:55 AM
Some of the questions I have, can't get answered because of disclosing the actual formula to us is perfectly fine. It's always been that way, and should be. So I'll keep the few questions Feather should be able to answer short.
Artifacts, did the drop rate change w/ U14, and did that rate carry over to FR side, Also are there plans for some new artifacts to be introduced?
Are you referring to items like the Sunblade, Dwarven Thrower, and Ioun Stones? Generally, they have specific level ranges they drop in, unless put in specifically as named treasure (Garamol and Dreaming Dark respectively for those ones). There aren't any new ones in Forgotten Realms content yet, but that doesn't mean there won't ever be.
Named items pre U14, will the older items be getting upgrades to be in-line with post U14 standards?
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
Are there changes coming to "Options/ rewards based on player class" setting?
I'd have to go with a negative on this one. People have a lot of misconceptions about this game option.
Here's what it DOES do:
On quest end reward lists that are entirely random, and have no chance of any named or special items appearing (including crafting ingredients such as from Necropolis or Vale), if the Class-Based End Rewards option is checked on, it will restrict the base type of the items that appear to specific types based on your class.
It has no function on any reward lists that can include any named items or special ingredients, and it does not restrict the effects that can appear on an item- only what types of items you'll see.
Since there's so much misunderstanding about how it works as it is, we'd rather not cause further problems by changing it.
Any chance of certain ddo-store specialty items appearing in chests? (*Box of Chocolate* eg)
I'll check with our store people.
Any chance we will see items with attributes based on Faerun/ Eberron settings specifically?
Yes.
Any chance of a short lived Jewel of Fortune that can be cast on a party?
I'll suggest it to our Store people.
Breakables loot, did the new formula carry over to these?
Breakables can only drop the same types of things they used to (Common: Money. Uncommon: Potions, etc. Rare: Items.)
We may overhaul them further in the future, but for now they're mostly the same as before the expansion.
Any proposed changes to assigning chest items to other players? (renown comes to mind for an example.)
We're open to the possibility of future UI changes to make it harder to assign something to the wrong player by mistake, if that's what you're referring to. That's the only kind of complaint with it that I'm aware of.
Any chance Orange & Red Named bosses can start dropping Treasure bags w/ CR appropriate loot? (4 Lts in shroud eg)
Unlikely. Our content team instead places chests in dungeons where they feel they are appropriate.
If we were instead to have bosses just give you loot, we'd have to take -out- the chests you normally get after them. Seems like a lot of changes, for no real reason.
Captain_Wizbang
08-07-2012, 11:15 AM
Thanks for response Feather.
Outstanding work by all of you on this subject.
Captain_Wizbang
08-07-2012, 11:17 AM
This old hippie absolutely refuses to throw away his preconceived notion of the loot population as per the DM Guide 1978 :eek:
legendlore
08-07-2012, 11:21 AM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
Any chance of more things like the new 3 barrel cove items? They where the best (not best like in best dps etc, best like in fun) items in all of u14 according to me. They just sparked the imagination for so many possible builds with their alternative stats for to-hit/damage it would be nice to see more like it spread among the levels to support builds fighting with alternative stats.
legendlore
08-07-2012, 11:25 AM
Also when on the subject of loot tables. Any chance of adding larger scroll bundles to the loot lists? Something like every loot level above the scrolls original loot level you get a d6 extra ones.
I currently have 11 mass heal scrolls that I hold on tighter to than pots for a rainy raid (this was on my bard). Pots you get about every 3rd/4th quest end reward, but those scrolls are just so incredibly rare you never want to use them.
Nick_RC
08-07-2012, 11:48 AM
Feather while you are here I believe there is something wrong with the highest loot tables when a bonus us added to them.
You may have been on vacation but +2 loot weekend we just had created some problems. I started a thread on it here.
http://forums.ddo.com/showthread.php?t=386305
It seemed like we would only get higher than 22 lvl items after we hit ransack. Something's fishy.
N
Dolphious
08-07-2012, 12:22 PM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
That completely makes sense, and I understand time restrictions and such. But I do want to note that based on my interactions in games the various upgrades have been VERY popular. There are tor scale run LFMs up all the time, people trading and farming shield pieces, etc. So if you can find time to do some more upgrades/revisions I think that's time well spend that the player base appreciates.
Either way keep up the good work :)
CeltEireson
08-07-2012, 12:24 PM
Not exactly an encouragement to Feather of Sun to contribute to the forums - basically throwing two insults his way. As for the review - like all items in an update they'll be on Lammania prior to live so everyone will get their chance to comment I'm sure.
Edit: Ah posts removed I see.
Wizzly_Bear
08-07-2012, 12:55 PM
Not exactly an encouragement to "dev" to contribute to the forums - basically throwing two insults his way. As for the review - like all items in an update they'll be on Lammania prior to live so everyone will get their chance to comment I'm sure.
Edit: Ah posts removed I see.
nm
7-day_Trial_Monkey
08-07-2012, 01:02 PM
I would like to know how high the random loot tables go.
Level 24 quest + 2 elite + 1 loot gem + 2 loot weekend bonus + 1 dragonmark mojo
Do we have level 30 loot tables? It sure would be nice to know.
Captain_Wizbang
08-07-2012, 01:06 PM
I would like to know how high the random loot tables go.
Level 24 quest + 2 elite + 1 loot gem + 2 loot weekend bonus + 1 dragonmark mojo
Do we have level 30 loot tables? It sure would be nice to know.
Lvl 31
LordPiglet
08-07-2012, 01:26 PM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
.
Snipped a bunch. While I can understand that you guys need to move forward and old loot is old loot. However, it would be real nice if at least the devotion could be corrected on epic named items. I don't know about your system, but I would imagine updating the epic helms to all having the same devotion level and removing the 2 seperate devotions on the shining crest of st markus shouldn't take very long (well and I'm sure there'd be some testing et al.).
MrkGrismer
08-07-2012, 01:27 PM
Any proposed changes to assigning chest items to other players? (renown comes to mind for an example.)
IIRC renown in chests used to be re-assignable when it first started, but then all these 'disposable' guilds started popping up where a bunch of people in the disposable guild would quest with one person from their real guild, and assign all the renown to that person. All the rewards, none of the decay... plus a very small guild bonus
bbqzor
08-07-2012, 01:33 PM
Currently, I am working on the treasure in Update 16 and 17.
Please, if at all possible in any way, allow us the chance to provide feedback on these before they go live.
DDO has a history of "near misses" with itemization, and right now the game is at critical mass on that point. U14 essentially out-dated the vast majority of old loot and content, but did not introduce a very wide range of new loot to take its place. As a result, in most cases, grinding randomly dropped items from cr25+ chests seems the only source of top loot.
This makes the game comparable to something like diablo2, not ddo, and has seriously hurt end game populations (on Sarlona at least). We need sources of widely usable, named (ie set drop locations so farmable) loot. Simply spamming ransacks and checking the AH isn't reproduce-able and thus isn't something people can rely on, and really hurt the game. Random gen items may be valuable, but it is impossible to plan a build out and kit it up with them, across multiple characters/people/guilds/etc... in short its functionally as if they're not there from a practical standpoint. This is why having named loot in set locations is so important.
It is absolutely critical the next few rounds of loot are not near-misses, but are instead dead on and cover most, if not all, of the areas desired by players. Without this, the end game will continue to burn out, resulting the game declining. And right now, its declining way faster than U14 increased it (again, at least where I play)... it simply cannot sustain itself with the current environment. We need an influx of content with consistent and desirable methods to work on character advancement, with avenues of advancement available to everyone. And as XP is already well beyond what can easily be done on people for awhile, that job falls to the realm of itemization. It simply must be done well the next few releases. The alternative is to not log in.
We're open to the possibility of future UI changes to make it harder to assign something to the wrong player by mistake, if that's what you're referring to. That's the only kind of complaint with it that I'm aware of.
Here is the top one for me, in sequence:
-Persons A, B, C, and D open a chest.
-Person A gets an item Person B wants; Persons C and D see nothing of interest.
-Person A opens the drop down to pass their item to Person B.
-Person C begins recalling while the menu is open, and recalls.
-Person D goes afk awhile.
-The Drop Down menu for passing loot remains unchanged, and continues to look identical on Person A's screen.
-Person A selects Person B in the menu, and clicks to transfer the item.
-The Game Engine has realized person C recalled, and repopulated the drop down menu on its end, but there was never a change to the players visible UI.
-The name Person A clicked on was no longer person B, because the game repopulated the list but did not update the UI since the menu was already opened and it doesn't update "on the fly".
-Person A may have clicked on Person B, but the game thinks its actually Person C.
-As Person C already recalled, the item is stuck at rot in the chest forever.
The fix to this is most likely to add a confirmation box ("You wish to pass [item] to [person]? Y/N). Having the list update on the fly still leaves room for an accidental misclick (someone recalls out right as their clicking and the names shuffle under the cursor). Alternatively you could have the menu automatically close anytime it changes, forcing us to open a new updated one, but that may be frustrating to players as the windows just close out underneath them.
This has happened so many times, its now somewhat common to see people asking for everyone to either stay in raid until loot is passed, or for people to wait until after everyone recalls before passing. I've also seen people verbally call out passing so that (hopefully) others stop recalling a moment. All are hindrances which are really just poor workarounds to the menu being incorrect. And hopefully this breakdown leads to it being fixed soon (I've seen so much loot rot in pugs as people try to move fast and get to the next event, its a crime).
Captain_Wizbang
08-07-2012, 01:34 PM
used to be re-assignable when it first started.
I remember that.
Too bad that got abused.
Ranncore
08-07-2012, 02:03 PM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
Are you working on anything a Cleric might use? There wasn't a single named item in MotU with devotion on it. There wasn't a single named shield. All the heavy armor was clearly made for fighters, and even the armor in the clerics of amauntor set is better for FvS than it is for clerics. My cleric is hunting what is clearly designed for wizards in Motu. And since nearly all of the pre-u14 loot is now... very terrible, that doesn't leave my cleric with much to quest for. Shopping for epic gear on the AH isn't much fun.
Wizzly_Bear
08-07-2012, 02:18 PM
I would like to know how high the random loot tables go.
Level 24 quest + 2 elite + 1 loot gem + 2 loot weekend bonus + 1 dragonmark mojo
Do we have level 30 loot tables? It sure would be nice to know.
31.
But we have level 30 challenges. +2 loot gem, +1 DM, +3 loot bonus = 36, if we fail to get the +35% xp bonus. +2 more if it counts as elite.
Epitome
08-07-2012, 03:50 PM
Feather,
Is there any plans in the works to randomly offer different metal types to the new epic materials? I.e., the chance for a mithral planeforged tower shield or such being generated? There is little use to clear these items for crafting as it is now without some of these more desirable metallic properties.
Brennie
08-07-2012, 04:37 PM
Named items pre U14, will the older items be getting upgrades to be in-line with post U14 standards?
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
I'd like to add a slightly more specific query in this vein - Feather, is there any possibility you or your team can review and adjust some of the items that did not translate particularly well due to the u14 changes to Armor and Spellpower?
Notable examples of this are:
Any instances of of Superior Spelltype 4 (For Paladins and Rangers) or Superior Spelltype 6 (For Bards and Artificers) on high level or Eberronian epic items - these were just fine for their intended purposes before the spellpower change, but the direct translation leaves them extraordinarily lacking!
Potency being supremely weaker than individual spelltype bonuses. While this makes sense and is probably fine for randomrolled items, some named items have lost tremendous value since they are so much less useful than a single-type randomrolled caster stick of equal level. Good examples of this are the Epic Ornamented Dagger, ToD Necklaces, and the very unfortunate Lucid Dreams (Quick fix to make this one Impulse 80-90 or something would probably be great)
Some screwy direct translations that simply didn't work well, notable epic Challenge items which have spellpower 90 for a specific element twice (Once for Superior element 9 and once for Epic element 6)
Some items that require a lot of time investment to acquire being severely outclassed by equal(ish) randomroll items, or items that are tremendously easy to acquire. Notably Alchemical Caster-oriented weapons, which cap out at 90 spellpower. Since it takes Shroud-worthy grinding (i.e Several weeks minimum) to even make alchemical weapons, they should probably have a longer lifespan than 2 levels or so.
Spellpower Clickies on items have devalued to the point of uselessness. Some named items, notably ToD belts, are much, much less desirably than they were before u14. The clickies themselves don't have to change, but these items themselves might need something else to keep them going, like adding a static single-type spellpower (Say, spellpower 80-90 for Savant belts, or some such)
Some named armors and shields have less than desirable base attributes compared to randomrolled armors/shields since the revamp of u14. Shade has done some extensive documenting of this.
Mostly unrelated to named items, but lack of non-metal medium armors on the loot tables from level 4+ seems like an egregious oversight when introduced at the same time as Druids. Druids seem to be stuck wearing either hide/darkleaf armor with level 1 base stats, or work very hard to get dragonscale... and that's about it for medium armor choices. Some form of hide armor or darkleaf should probably be added to the randomroll loot tables, so that druids have at least some medium armor options, as well as decent mid-to-high level base armor to craft on should they desire to do so,
@OP - Ferd, good questions.
@Feather - Good answers. As always, its good to see the Turbine staff involved in the community!
Zzevel
08-07-2012, 04:58 PM
In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
I saw the rest but I guess I missed things were changing in Tempest Spine... needs to find out what changed...
http://forums.ddo.com/showthread.php?t=376809&highlight=U14
http://ddowiki.com/page/Update_14_named_items
Nothing Listed...
Fefnir_2011
08-07-2012, 06:26 PM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
Is there a chance of seeing higher drop rates for old epic items, or even dropping them fully formed in chests? Of course I mean within reason; I understand that you want things like the epic Ring of Spell Storing to remain rare and valuable, but I see no reason why it should take a month of farming eDQ1+2 to make say a epic Shard of Vollun or epic Bracers of the Hunter.
Or are you more likely to wait until you could have time to adjust them upwards, instead of worrying about raising them now only to drop them later, or even have two separate versions to avoid a suddenly powerful item flooding the market? It seems to me raising the drop rate now could be far easier than rebalancing the over 30 epic Sands items, although it could cause trouble down the road.
bbqzor
08-07-2012, 09:19 PM
Theres something else I wanted to add to this, now that I think about it.
Since I like mythbusting ... I've seen incontrovertible evidence (http://forums.ddo.com/showthread.php?t=387032) on the live game servers that treasure tables above 25 are being properly referenced when they should be.
That could easily be somewhat misleading. What I mean is, yes, a table above 25 may have been referenced for that drop. But, just seeing the item doesn't mean that it happened "when they should be". Some people, myself included, have experienced seemingly incorrect pulls from chests using your given formula. Others have claimed the ML of loot went up after ransack... clearly not intentional.
While I admit items like that prove the tables are referenced, at least at some point, by some thing, in some way, it does not mean that its working properly and consistently.
Please hop on, down a loot gem, hit some EEs, some cr30 challenges, etc, and see for yourself. And while youre there, please notice some of the chests in Demonweb Quests are permanently locked even after defeating the named. Its related, since we can't get any loot to see what the MLs are. Srsly.
Theres a ton more examples in threads like this one and the other one. Having things drop on occasion, doesn't mean they're dropping correctly. I'm not saying you're wrong, only that one/some drop(s) doesn't mean its working right. Theres enough people on the forums and in game saying its off that a closer look would do some good. Remember the WF amp issue... lotta threads on it, and they weren't for nothing. Thanks for taking the time to look at all. Cheers.
sephiroth1084
08-07-2012, 09:21 PM
I have a few questions of my own then, Feather:
Any chance of getting an overhaul to the epic dungeon tokens system (their droprates in chests, as Treasure Bags from monsters, and the costs for purchasing augment crystals for slotting epic items)? The system was way too expensive/punitive before the droprates were cut in half (or more), and before we got a bunch of new epic content that essentially rewards 0 tokens.
Have you looked over any of the threads that had been up about a year ago, and which Genasi had been looking at and participating in to some degree, regarding upgrades for the epic items of The Carnival, Sentinels, Red Fens, Vault of Night, and Desert epics? Seems like some of the suggestions in those threads could be easily applied to the old loot without eating up a lot of man hours.
Are there any plans to revamp the raid loot for Caught In The Web to A) improve some of the less desirable items that currently exist, and B) introduce new items in the raid for the characters that were otherwise left in the cold (most importantly, divine casters)?
Any chance of seeing Divine Vengeance (the Holy Avenger-inspired sword in A Vision of Destruction) upgraded to be worthwhile at all? Or especially to be a worthwhile endgame weapon (with further upgrades requiring stuff from endgame content)?
arjiwan
08-08-2012, 03:02 AM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Currently, I am working on the treasure in Update 16 and 17.
It is really sad in my personal opinion that the current items are not sure to be given an investment on time. Not all of the players are having ADD by being distracted with new shinies. Too bad there are a lot of items that are useless that can be upgraded to be a potential added fun to the game.
Oh well.
Cyndrome
08-08-2012, 09:40 AM
We'd love to make some adjustments. In U14, I did make changes to a number of things I thought really needed them, such as the Shields of Legend from Necropolis 4, the dragonscale armors in Gianthold, and the rare items in Tempest Spine.
Unfortunately, the thing preventing this from happening on a wider scale is the investment of manpower and time it'd require. I and the rest of the design team are booked pretty solid for the foreseeable future, unless Eladrin sees fit to change the priority of what we're working on.
Thanks for popping in on several of the threads yesterday. I have to give you guys credit on the changes to the necro shields and dragon scale armors. They were needed and I think the items are now level appropriate. The old necro shields and dragon scale armor were a grind and basically cosmetic. Great job of putting new life into them.
I have managed not to talk much trash about the items from the new content. Despite my disappointment in some of it (raid and challenge turn ins especially), I really like the gear options I have now. As much as I want to see well balanced and creative loots in the upcoming content I would hate to see the stuff from the old epics further languish. I think the "old" epic items are tough - there are tons of them and even the ones that were tweaked by Genasi's review are suffering due to game changes like spell power. The majority of the ones that have not been changed are about as useful as vendor trash. I hope some time is given to review a few of them per update.
oradafu
08-08-2012, 09:58 AM
Congrats to the OP for getting some of his questions answered.
Unfortunately, I've been asking since MOTU Closed Beta about the lack of metal-based quarterstaves found in the new epic loot tables and still haven't gotten an answer.
The Devs had been Jimmy-on-the-Ball on responding to players questions when the same problem had recurring with monk wraps for years. However, I've yet to hear the Devs answer the same question about quarterstaves. There's never been a reply from them that staves might drop in end chains in the past (that information came from other players). They've never said that they have problem coding metal-based staves on to random loot, like they did with wraps. The Devs haven't acknowledged they are attempting to fix the problem. They haven't even acknowledged that there is a problem with no metal-based random quarterstaves.
Note: the problem I'm currently speaking about is not regular metal-based quarterstaves. They can be found as a very rare drop as an end reward for Deleras, Threnal and Sorrowdusk. I'm currently talking about the new random epic quarterstaves that contain 2[xdx] damage. If the problem is similar to the wraps metal-based coding, please tell us that's the problem. But as of right now, there is only one Epic 2[xdx] DR break/boss beater: Epic Natt Ganns after being slotted with good. There is no other way of getting an Epic 2[xdx] DR breaker, unless it's got a combination of the following effects of Metalline, Align, Good, Holy. Additionally, I've stated before, the quarterstaff was left out of the Dragonbeaters, so Acrobats were left out when it comes to all major Epic Elite Boss fights.
Can I get a response on this problem please?
LordPiglet
08-08-2012, 10:39 PM
Currently, I am working on the treasure in Update 16 and 17.
Hopefully we can get a +8 wisdom item that isn't on a robe. For whatever reason, apparently the fact that Clerics, FvS and Druids use wisdom as a casting stat seems to have been over looked. The Wizardy IX items only come with charisma or int, not wisdom. It would be really nice to have a medium armor version of the spidersilk robes with wisdom or charisma, instead of these items that are apparently only build for arcanes/bards(who could also use a non robe choice) and arti's.
oradafu
08-09-2012, 03:18 AM
Hopefully we can get a +8 wisdom item that isn't on a robe. For whatever reason, apparently the fact that Clerics, FvS and Druids use wisdom as a casting stat seems to have been over looked. The Wizardy IX items only come with charisma or int, not wisdom. It would be really nice to have a medium armor version of the spidersilk robes with wisdom or charisma, instead of these items that are apparently only build for arcanes/bards(who could also use a non robe choice) and arti's.
In case you didn't know, there is the Terrorweb Chitin Breastplate that can come with +8 WIS. (In fact, I have one with the +8 WIS). Granted, it doesn't have any spellcasting stuff on it, but it is a medium armor that can have +8 WIS on it.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.