View Full Version : Question regarding Mirrors and Docents
Tobril
10-27-2014, 01:06 PM
From the release notes for update 21 patch 1: https://www.ddo.com/en/update-23-patch-1-release-notes
The look of created Cosmetic docents will change depending on the body feat of the warforged wearing it (Adamantine, Composite, or Mithril), in the same way their associated armors change their look based on a warforged's body feat.
Does this mean that if an adamantine body warforge glamors a docent,
the look is still based on the body of the warforge that equips the docent?
So an adamantine docent transferred to a composite body warforge will
look like the composite version?
Basically I'm trying to avoid making an awesome looking adamantine
docent only to have it look like the lame composite version.
RD2play
10-27-2014, 01:23 PM
From the release notes for update 21 patch 1: https://www.ddo.com/en/update-23-patch-1-release-notes
The look of created Cosmetic docents will change depending on the body feat of the warforged wearing it (Adamantine, Composite, or Mithril), in the same way their associated armors change their look based on a warforged's body feat.
Does this mean that if an adamantine body warforge glamors a docent,
the look is still based on the body of the warforge that equips the docent?
So an adamantine docent transferred to a composite body warforge will
look like the composite version?
Basically I'm trying to avoid making an awesome looking adamantine
docent only to have it look like the lame composite version.
the glammer will be like the docent its based on so, if you glammer for the adamant look the char you want it on should have ada-body as well, so if your char has the composite plate the glammer will look like the composite version (the way I understand it the glammer will copy over the looks of the docent so the cosmetic wil be affected by body feat) could be considered lame as you are able to wear a glimmered heavy armour on an otherwise light armoured when you are a fleshie. (but coding wise its understandable, when you put your docent in the barter it does not know what body feat to use. the only way to "fix" this would be to have the choice out of 3 looks)
Tobril
10-27-2014, 01:26 PM
the glammer will be like the docent its based on so, if you glammer for the adamant look the char you want it on should have ada-body as well, so if your char has the composite plate the glammer will look like the composite version (the way I understand it the glammer will copy over the looks of the docent so the cosmetic wil be affected by body feat) could be considered lame as you are able to wear a glimmered heavy armour on an otherwise light armoured when you are a fleshie. (but coding wise its understandable, when you put your docent in the barter it does not know what body feat to use. the only way to "fix" this would be to have the choice out of 3 looks)
That's how I read it, I was hoping someone could definitively confirm
with proof, as we all know sometimes these things don't work as advertised.
Cordovan
10-27-2014, 01:33 PM
From the release notes for update 21 patch 1: https://www.ddo.com/en/update-23-patch-1-release-notes
The look of created Cosmetic docents will change depending on the body feat of the warforged wearing it (Adamantine, Composite, or Mithril), in the same way their associated armors change their look based on a warforged's body feat.
Does this mean that if an adamantine body warforge glamors a docent,
the look is still based on the body of the warforge that equips the docent?
So an adamantine docent transferred to a composite body warforge will
look like the composite version?
Basically I'm trying to avoid making an awesome looking adamantine
docent only to have it look like the lame composite version.
The resulting cosmetic will look like the version of the armor that is linked to the body feat. So, if you made a cosmetic docent and equipped it on a warforged with Adamantine Body, the cosmetic would look like the armor looks on a warforged with Adamantine Body. If you took that same cosmetic and equipped it on a warforged with Mithril Body, it would look like the armor looks on a warforged with Mithril Body. The cosmetic will change to match the body feat of the warforged equipping it.
G_Lich
10-27-2014, 11:48 PM
When can we expect runearms and weapons?
Cordovan
10-28-2014, 11:55 AM
When can we expect runearms and weapons?
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
Monkey-Boy
10-28-2014, 12:01 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
make the mirror look exactly like the item you want to mirror, effects and all.
FuzzyDuck81
10-28-2014, 12:11 PM
I'd be more in favour of raw weapon skin only, with no particle effects - i'm a fan of a simple, elegant look for my weapons.
My armour, on the other hand, will be fantabulous rainbows all the way.
However, if there was a "create without particle effects then have particle effect of choice", surely "no particles" would be an option? Could it be that the selection you make on the cosmetic creation is what sticks & is fixed rather than having the whole toggle thing?
Zzevel
10-28-2014, 12:12 PM
make the mirror look exactly like the item you want to mirror, effects and all.
Agreed..
Per the Docent conversation I would definitely Glamour more Docents if it didn't change with body type. There are several good looking docents out there that get UGLY on say an Adamante body type. I would glamour it on one of my Mitheral WF just to keep it looking good on my Adamantine WF.
Tobril
10-28-2014, 12:19 PM
Update: 10-28-2014
Cosmetic docents created via the mirror do not display correctly
on a composite bladeforged body.
An old bind-to-the-armor kit behaves in a similar way on composite bladeforged.
Basically it looks like a "layer" is missing.
<insert pictures here over lunch break>
PermaBanned
10-28-2014, 12:40 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
How about this:
When the weapon is placed in the Mirrors Barter Box, you get a list of options (like in the Thunderforge). At the top is the weapon with no particle effects, followed by the weapon with all the available particle choices (TForged, Holy, Shocking, Bloody, etc...) and you select the cosmetic you want from said list?
None of the coding hassle of a toggle, and total choice of what - if any - particle effects you want. Doable?
patang01
10-28-2014, 01:04 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
My preference would be to have the ability to create either. Meaning the regular Mirror for weapons, shields and armor for the regular look and then another one, say Mirror of Glamour that copies the particle effect. And that way you guys can start selling some interesting ones. Maybe even create things that work both on weapons, shields and armor.
Sorta like you have effects that works on cosmetic pets. To me it would be cool if I could make my Earth Savant look the part through an acidic effect that drips or 'burns' green from items and armor just as I have the green 'glowing eyes' now.
Also consider selling thematic sets. Like if you want to look like a Samurai, make a few sets. Or want to look like a Oriental Mystic etc. From head to toe.
FuzzyDuck81
10-28-2014, 01:43 PM
How about this:
When the weapon is placed in the Mirrors Barter Box, you get a list of options (like in the Thunderforge). At the top is the weapon with no particle effects, followed by the weapon with all the available particle choices (TForged, Holy, Shocking, Bloody, etc...) and you select the cosmetic you want from said list?
None of the coding hassle of a toggle, and total choice of what - if any - particle effects you want. Doable?
Basically what i was saying, but put far more elegantly :)
Thog like shiny but not all swirly & stuff!
G_Lich
10-28-2014, 02:32 PM
I have personally sold hats in TF2 for over $200 usd just because they were rare and had a unique particle effect (and cost $2.50 for a 1% chance to unbox). Particle effect and rarity matter to collectors. Just sayin'
I do like the fact that we have to go "find" base items for a certain look to glamer as it is right now and that theyre not all storebought cosmetics. It would be cool with me if you had to "rip" the effect off the weapon but If thats not doable I'm in the camp that the more customizable and faster-to-ship is pure benefit for everyone. Store only options would be cool... I WANT that rainbow fountain! But mostly I want to glamer a knives eternal with a glorious obscenity, the BB effect isnt as hard hitting since it clips the arm which is just a tovens/lucid basemesh with no fancy shader.
LrdSlvrhnd
10-28-2014, 05:10 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
I'm not quite seeing the difference here. From how it sounds: One is the raw weapon, and then we can customize it to add whatever we want. The other is full look with effects... and then we can customize it to add whatever we want.
Seems like pretty much the same thing to me, assuming option two's customization can also REMOVE stuff. Also, are you talking about carrying over the particle effects from the glamered weapon, or from the wielded weapon? (IE, with that second option, if I glamer a shocking sword and put the cosmetic on an acid axe, are you talking about it looking like a shocking weapon or an acid weapon?)
I like Perma's idea of a box where you can add the particular particle effects you want, and then that particular cosmetic has that look permanently - although a way to preview it might be nice, especially if you can't see what the base of the original looks like. Sounds like a customizable particle effect AND a toggle to turn particle effects off (not just on a cosmetic, but on ALL weapons) just isn't an option? So, basically, the cosmetic can't have two layers - one the base weapon, and one for the desired particle effects, and the toggle can turn off the second layer while keeping the first?
Maybe a dropdown box in the UI Settings or the Adv Graphics options with
WEAPON PARTICLE EFFECTS
As Weapon
Blank
Acid
Shock
Flaming
Force
Holy
Thunderforged
Etc.
Etc.
Etc.
that will cover ANY weapon, not just glamered cosmetics? (Sounds like a lot of coding, but what do I know... lol) It's not like you can have more than one (at least, I've never noticed more than one) so maybe a drop-down setting will cover it. So, basically, with or without a cosmetic, ALL of your weapons would drip acid, but a DAxe would still look like a DAxe, a mace would still look like a mace, etc.
Cordovan
10-28-2014, 05:18 PM
I'm not quite seeing the difference here. From how it sounds: One is the raw weapon, and then we can customize it to add whatever we want. The other is full look with effects... and then we can customize it to add whatever we want.
Seems like pretty much the same thing to me, assuming option two's customization can also REMOVE stuff. Also, are you talking about carrying over the particle effects from the glamered weapon, or from the wielded weapon? (IE, with that second option, if I glamer a shocking sword and put the cosmetic on an acid axe, are you talking about it looking like a shocking weapon or an acid weapon?)
I like Perma's idea of a box where you can add the particular particle effects you want, and then that particular cosmetic has that look permanently - although a way to preview it might be nice, especially if you can't see what the base of the original looks like. Sounds like a customizable particle effect AND a toggle to turn particle effects off (not just on a cosmetic, but on ALL weapons) just isn't an option? So, basically, the cosmetic can't have two layers - one the base weapon, and one for the desired particle effects, and the toggle can turn off the second layer while keeping the first?
Maybe a dropdown box in the UI Settings or the Adv Graphics options with
WEAPON PARTICLE EFFECTS
As Weapon
Blank
Acid
Shock
Flaming
Force
Holy
Thunderforged
Etc.
Etc.
Etc.
that will cover ANY weapon, not just glamered cosmetics? (Sounds like a lot of coding, but what do I know... lol) It's not like you can have more than one (at least, I've never noticed more than one) so maybe a drop-down setting will cover it. So, basically, with or without a cosmetic, ALL of your weapons would drip acid, but a DAxe would still look like a DAxe, a mace would still look like a mace, etc.
The particle effects would come from the weapon being Glamered, not the weapon being currently wielded. And yes, among the options we are investigating is the possibility of a custom "particle effect" that would essentially be "no particle effect." :)
Seikojin
10-28-2014, 06:02 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
I would prefer a second mirror. One with glitter; which carries the particle effect with it. Same price and all, just less bugs this way.
PermaBanned
10-28-2014, 06:09 PM
The particle effects would come from the weapon being Glamered, not the weapon being currently wielded. And yes, among the options we are investigating is the possibility of a custom "particle effect" that would essentially be "no particle effect." :)
Hmm... Let's disambiguate this a bit, if you would be so kind.
When I read "possibility of custom effects" I'm getting imiges of Mirroring my Bloody Hooked Blade and having the following options:
• Exact duplicate with "Bloody" particle effect
• Duplicate without "Bloody" particle effect
• Duplicate with alternate particle effect i.e. "Shocking"
Is ^that^ what you have in mind/are working on? If not, and the goal is just to offer Mirroring either with or without the item's standard particle effect {if any}, my I suggest (for simplicity's sake) dropping the word "custom?"
Zzevel
10-28-2014, 06:31 PM
The particle effects would come from the weapon being Glamered, not the weapon being currently wielded. And yes, among the options we are investigating is the possibility of a custom "particle effect" that would essentially be "no particle effect." :)
How close are we to a 'create your own custom look? i can see it now... buy the typed 'packs' from the DDO store.. say the "Dagger pack" has ALL the dagger base skins in the game to choose from then add your particle affect from the 'Particles Pack', the play with the color scheme from the 'Color Pack'... then go all out with switching Main hands from the 'I am Not Left Handed! Pack'...
Seriously a Mirror reflects something EXACTLY, If you're calling it a MIRROR, make it exact or don't make it at all. Go find a skin you do like to mirror.
Sebastrd
10-28-2014, 07:01 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
I'd prefer customizable particle effects, as that may allow for some cool and unique item combinations.
LrdSlvrhnd
10-28-2014, 09:08 PM
The particle effects would come from the weapon being Glamered, not the weapon being currently wielded. And yes, among the options we are investigating is the possibility of a custom "particle effect" that would essentially be "no particle effect." :)
That's what I thought, but wanted to be sure. And I definitely like that custom effect, if you're gonna be doing custom effects *g*
And I take it it would be permanent? You couldn't change things up as the mood strikes you without multiple glamered cosmetics? (Which is how it probably should be, just seeking clarification.)
G_Lich
10-29-2014, 04:21 AM
Back to docents... certain named docents not working. Quorforged Docent of Battle, Ancient Gemstone (2 of the best looking docents) :( Buyer beware.
EDIT: This is because my docents were armor kitted, oversight. Buy away :P
FuzzyDuck81
10-29-2014, 07:22 AM
The particle effects would come from the weapon being Glamered, not the weapon being currently wielded. And yes, among the options we are investigating is the possibility of a custom "particle effect" that would essentially be "no particle effect." :)
http://s2.quickmeme.com/img/62/628b747f8ccdfb757062f36a27eedecfc2295f515c0586e05f bfb0620c0571a2.jpg
Vellrad
10-29-2014, 07:30 AM
The resulting cosmetic will look like the version of the armor that is linked to the body feat. So, if you made a cosmetic docent and equipped it on a warforged with Adamantine Body, the cosmetic would look like the armor looks on a warforged with Adamantine Body. If you took that same cosmetic and equipped it on a warforged with Mithril Body, it would look like the armor looks on a warforged with Mithril Body. The cosmetic will change to match the body feat of the warforged equipping it.
The only reason to buy mirror on WF was to have better look, and composite plating looks like garbage all the time.
By implementing having feat to look good, you destroyed the usefulnes of mirror.
Steelstar
10-29-2014, 08:24 AM
Back to docents... certain named docents not working. Quorforged Docent of Battle, Ancient Gemstone (2 of the best looking docents) :( Buyer beware.
Hello! If you get a chance, would you mind posting (or filing in a bug report) pictures of what your character looks like with the Docent of Battle/Ancient Gemstone, and what they look like with the Glamered version of those docents? Seeing the difference will help us determine what's "not working" about them.
Thanks!
Loromir
10-29-2014, 01:57 PM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
I like the ability to have no particle effect.
Tobril
10-29-2014, 02:18 PM
Hello! If you get a chance, would you mind posting (or filing in a bug report) pictures of what your character looks like with the Docent of Battle/Ancient Gemstone, and what they look like with the Glamered version of those docents? Seeing the difference will help us determine what's "not working" about them.
Thanks!
Take a peek at this:
https://plus.google.com/photos/109948832377843399384/albums/6075685435457040481
This video will also show what's happening:
http://youtu.be/zv4anOBA_6o
For all docents I've seen, named or random, there seems to be some incorrect layers showing.
A workaround is to turn off the UI setting on the inventory screen and then drag the cosmetic
docent to the empty cosmetic slot.
All of these images and videos are a bladeforged with composite body.
Let me know if more detail is needed.
G_Lich
10-29-2014, 09:56 PM
Hello! If you get a chance, would you mind posting (or filing in a bug report) pictures of what your character looks like with the Docent of Battle/Ancient Gemstone, and what they look like with the Glamered version of those docents? Seeing the difference will help us determine what's "not working" about them.
Thanks!
+1 for being on the ball :P - Doesn't work means that it doesn't even show up as an option in the barter box.
Race: Bladeforged (May be exclusive to bladeforged)
Methods used:
1. Open mirror
2. Place named item in box
3. No results found
~
1. Open mirror
2. Choose Docent Glamer to 'load' mirror into ingredients shelf
3. Drag docent into box
4. No results found.
I can not hit create as it doesn't recognize as a docent I guess.
...
I don't remember wearing an ancient gemstone to have armor kitted it but it looks like a more heavily equipped "Dark Blade Warforged Clothing with Etched Guard" but with Etched Mail instead (more geometry on the armor pieces, as seen on Dark Leaf Warforged Clothing, but with green etching instead of black - This was never an armor kit option with green in it, but possibly an old armor kit with a glitch taking the color assignment off the gemstone being green)
Now that I think about it, the Quorforged was definitely oldstyle armor kitted, I've even got a video lying around doing the Risia jumps wearing it.
MY ERROR! old kitted docents don't work period, I just forgot those had kits on them. I will say that Dark Blade w/ Etched Mail with Green Etching looks badass... too bad :(
Failedlegend
10-30-2014, 09:54 AM
We're working on how best to incorporate particle effects. Previously on Lamannia, for example, the particle effect did not carry over into the resulting cosmetic. Some folks liked that because they liked the look of the "raw" sword, while others expressed their belief that particle effects should carry over. Additionally, we're looking to provide a method to customize the particle effects on your cosmetic weapon.
We'd be curious how many folks would prefer a system where the weapon was created without particle effects, and then they could add whatever particle effect they preferred to their cosmetic, or how many would prefer that the "normal" particle effect carry over onto the cosmetic, and then folks could customize that as desired. Unfortunately, it doesn't seem likely that we'd be able to have both (say, some kind of toggle switch to use either the "raw" weapon or the weapon with a particle effect, then be able to further customize that look.)
I'd say aim for an exact duplicate if only to have less complaints on use, than allow customization from there including a "Partical Scrubber"
G_Lich
11-01-2014, 12:57 AM
So the body feat look doesn't stick it appears... I took heavy armor last night on a toon with a nice looking light docent. It stayed until I relogged. When I came back on (as it is wont to do) it stopped showing the effect, so I took the cosmetic off, put it back on, and the base skin is still there but now I have heavy armor pieces over that skin.
Is this WAI? I was under the impression that the kit "look" was locked in once crafted, i.e. I knew the kit had a good light armor look, so I made sure to craft it on the composite body before I took my adamantine feat.
Edit: bladeforged w/ adamantine body now
Edit edit: So tired of paying money to QC ...
Edit edit edit: Is there a way to make a barterbox Armor Kit that gives you all options for base skin, armor pieces, and color assignment? i.e. custom. WTB 750 TP
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