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pgm152
09-05-2015, 08:41 AM
I finally acquired the 200 mushrooms necessary for a weapon upgrade. I upgraded the epic electric greatsword to give it Greater Electric Storm. According to the description the effect is 30D3 + 90 in damage with a 90 reflex save. Given that it took over 100 hours to acquire said mushrooms to upgrade it I'm expecting this thing to at least work as described.

It doesn't work as described. Against low level kobolds in harbor quests the storm usually does 63 damage with 78 being the highest value I saw. If the weapon actually rolled a 1 on a 3-sided die 30 times in a row(!!!) that would still be 120 damage to a level 2 kobold. The damage range isn't working.

Nor is the reflex save working either. A 90 reflex save should be a challenge for many mobs in epic hard but none of them ever fail to make the save against this weapon. In one case one mob rolled a 1 and took 65 damage from the effect, the rest all said "reflex save" over their heads and took 33 or 34 damage.

This item isn't working correctly.

Tlorrd
09-05-2015, 04:15 PM
I finally acquired the 200 mushrooms necessary for a weapon upgrade. I upgraded the epic electric greatsword to give it Greater Electric Storm. According to the description the effect is 30D3 + 90 in damage with a 90 reflex save. Given that it took over 100 hours to acquire said mushrooms to upgrade it I'm expecting this thing to at least work as described.

It doesn't work as described. Against low level kobolds in harbor quests the storm usually does 63 damage with 78 being the highest value I saw. If the weapon actually rolled a 1 on a 3-sided die 30 times in a row(!!!) that would still be 120 damage to a level 2 kobold. The damage range isn't working.

Nor is the reflex save working either. A 90 reflex save should be a challenge for many mobs in epic hard but none of them ever fail to make the save against this weapon. In one case one mob rolled a 1 and took 65 damage from the effect, the rest all said "reflex save" over their heads and took 33 or 34 damage.

This item isn't working correctly.

Unfortunately not surprised if this is the case. Also will not be surprised if you're not refunded your shrooms for a broken weapon.

Robai
09-05-2015, 04:49 PM
Wiki says (http://ddowiki.com/page/ToEE_Crafting#External_links) upgraded items become BtA despite crafting device saying it will be BtC.
Just curious what's the actual binding status on your weapon? Can you confirm it's BtA?

FestusHood
09-05-2015, 04:58 PM
Those numbers sound exactly the same as the numbers i see from the heroic versions. One difference is that everything in heroic doesn't save.

Hopefully the devs will look at this.

FestusHood
09-05-2015, 05:00 PM
Wiki says (http://ddowiki.com/page/ToEE_Crafting#External_links) upgraded items become BtA despite crafting device saying it will be BtC.
Just curious what's the actual binding status on your weapon? Can you confirm it's BtA?

The heroic weapons i made are bound to account.

Robai
09-05-2015, 05:39 PM
The heroic weapons i made are bound to account.

Thanks!

Firewall
09-06-2015, 10:49 AM
Yes the weapons have been bugged since day one. I found that out the hard way too. Only the heroic version of the effect is applying. There was already a thread about this here: https://www.ddo.com/forums/showthread.php/461558-epic-toee-upgraded-weapons-bugged.

Please fill in a bug report so the Devs might fix it hopefully sooner than later.

IronClan
09-06-2015, 06:34 PM
Even when working this AOE damage is a drop in the ocean, an unwanted aggro drawer and a unintended breaker of Fascinate/daze

I upgraded a caster weapon instead... +6 to saves riposte opens up my parry slot, 156 combustion kicks consecrate fire and alignment damage up, even spell penn is potentially useful on a Bard or Warlock melee.

Firewall
09-07-2015, 07:44 AM
Even when working this AOE damage is a drop in the ocean, an unwanted aggro drawer and a unintended breaker of Fascinate/daze

I upgraded a caster weapon instead... +6 to saves riposte opens up my parry slot, 156 combustion kicks consecrate fire and alignment damage up, even spell penn is potentially useful on a Bard or Warlock melee.


I have to disagree. When this would work an average of 150 AOE damage 5% of the time that can be boosted with the vulnerability proc that is conveniently also integrated in the weapon enhancements is nothing to sneeze at. Neither is the set bonus. If you have a TWF build going with a caster weapon will hamper your DPS. If you are THF even more so. Especially builds with a high attack speed and/or Perfect Single Weapon Fighting can benefit greatly from it. The usefulness depends entirely on the build. I planned to use it as offhand weapon for my thrower which has relatively low base damage but a very high attack speed.

Most melee builds already purposely do massive AOE damage with Cleave, GreatCleave, Whirlwind Attack, Celestia procs and so on. If drawing aggro or breaking fascinate is a common problem for you simply switch to another weapon for that time. You most likely already have multiple weapons for different purposes in the arsenal.

Aside from that this is definately a bug that should be fixed. I think all things should at least work as described.

Eth
09-07-2015, 08:08 AM
...that can be boosted with the vulnerability proc that is conveniently also integrated in the weapon enhancements is nothing to sneeze at.

This elemental vulnerability also conveniently prevents a 1st degree burns weapon from building up any vulnerability stacks. 1-20% extra damage on all damage sources is nothing to sneeze at either. ;)

For longer bossfights a caster weapon is better. Unless you have someone else building up the vulnerability stacks for you.

Firewall
09-07-2015, 08:59 AM
This elemental vulnerability also conveniently prevents a 1st degree burns weapon from building up any vulnerability stacks. 1-20% extra damage on all damage sources is nothing to sneeze at either. ;)

For longer bossfights a caster weapon is better. Unless you have someone else building up the vulnerability stacks for you.

Since i use it in the offhand with a thrower the elemental vulnerability does not proc anyway so this is not a problem. When soloing this is only a problem if you are TWF.
But i would agree that this would be nice if it would also be fixed.
In any case it's the player's choice if the weapons are used or fitting for the build or not. It should be fixed anyway.

NoWorries
09-08-2015, 10:27 AM
I finally acquired the 200 mushrooms necessary for a weapon upgrade. I upgraded the epic electric greatsword to give it Greater Electric Storm. According to the description the effect is 30D3 + 90 in damage with a 90 reflex save. Given that it took over 100 hours to acquire said mushrooms to upgrade it I'm expecting this thing to at least work as described.

It doesn't work as described. Against low level kobolds in harbor quests the storm usually does 63 damage with 78 being the highest value I saw. If the weapon actually rolled a 1 on a 3-sided die 30 times in a row(!!!) that would still be 120 damage to a level 2 kobold. The damage range isn't working.

Nor is the reflex save working either. A 90 reflex save should be a challenge for many mobs in epic hard but none of them ever fail to make the save against this weapon. In one case one mob rolled a 1 and took 65 damage from the effect, the rest all said "reflex save" over their heads and took 33 or 34 damage.

This item isn't working correctly.

It does appear that the greater effects are pulling the info from the regular level effects. Taking a look into this now.

Silverleafeon
09-08-2015, 11:18 AM
It does appear that the greater effects are pulling the info from the regular level effects. Taking a look into this now.

Could you see if the epic freezing ice effect on the sword from there has the same problem?

brian14
09-08-2015, 12:13 PM
It does appear that the greater effects are pulling the info from the regular level effects. Taking a look into this now.
I find it quite ironic. When TOEE was first released, heroic elite Zuggtmoy was unintentionally doing epic damage. Now turns out that epic upgraded weapons are doing heroic damage. Why could it not be other way around? :D

Hafeal
09-08-2015, 02:27 PM
It does appear that the greater effects are pulling the info from the regular level effects. Taking a look into this now.

Thanks for looking into this,

BUT,

Really guys? ToEE has now been out since April. So, we are just now figuring something isn't working? Either that emphasizes how much a grind it is to get these weapons and how few people have done so, or it shows the off-hand dismissiveness of the player base of this content to grind it, such that no one noticed the weapons not working right - which I highly doubt given the players knack to spot issues like this.

Either way, besides fixing this issue, please take some time to re-visit making ToEE better overall. Great start to content, but it needs polish and refinement, including a reduction in the grind.

Chauncey1
09-08-2015, 02:43 PM
Thanks for looking into this,

BUT,

Really guys? ToEE has now been out since April. So, we are just now figuring something isn't working? Either that emphasizes how much a grind it is to get these weapons and how few people have done so, or it shows the off-hand dismissiveness of the player base of this content to grind it, such that no one noticed the weapons not working right - which I highly doubt given the players knack to spot issues like this.

Either way, besides fixing this issue, please take some time to re-visit making ToEE better overall. Great start to content, but it needs polish and refinement, including a reduction in the grind.

It does take forever to farm enough mats to make anything from TOEE.
I have a severe deficit of epic gilled mushrooms and an overabundance of the epic parasol mushrooms.

ned_ellis
09-09-2015, 03:38 AM
Thanks for looking into this,

BUT,

Really guys? ToEE has now been out since April. So, we are just now figuring something isn't working? Either that emphasizes how much a grind it is to get these weapons and how few people have done so, or it shows the off-hand dismissiveness of the player base of this content to grind it, such that no one noticed the weapons not working right - which I highly doubt given the players knack to spot issues like this.

Either way, besides fixing this issue, please take some time to re-visit making ToEE better overall. Great start to content, but it needs polish and refinement, including a reduction in the grind.

I quote every word of this pos and I am one who quite likes toee and am farming the mats since I find the gear interesting so not a critic. Some tweaking however... ;)

legendkilleroll
09-09-2015, 04:42 AM
including a reduction in the grind.

Or just run elite, sure its not a get your item in one day like people seem to want these days or stroll through normal over and over.

People always saying game is easy, nothing to do, now im not gonna get into how good/bad the items are from here, yet when ToEE came out where you couldnt get what you wanted from normal on day 1, complaints happen

All this forum talk about EE needs incentive, yet when it does by quite alot in mushroom amounts, they dont want to do it. Just so used to easy mode, getting everything they want without any effort.

IronClan
09-09-2015, 03:22 PM
Could you see if the epic freezing ice effect on the sword from there has the same problem?

The problem the sword has is the same as the Epic cloak of Ice, one they are very familiar with because they made them that way on purpose.

2% chance to proc
5% chance for the mob to roll a 1
= very tiny proc rate

raeslys
09-10-2015, 07:42 AM
I finally acquired the 200 mushrooms necessary for a weapon upgrade. I upgraded the epic electric greatsword to give it Greater Electric Storm. According to the description the effect is 30D3 + 90 in damage with a 90 reflex save. Given that it took over 100 hours to acquire said mushrooms to upgrade it I'm expecting this thing to at least work as described.

It doesn't work as described. Against low level kobolds in harbor quests the storm usually does 63 damage with 78 being the highest value I saw. If the weapon actually rolled a 1 on a 3-sided die 30 times in a row(!!!) that would still be 120 damage to a level 2 kobold. The damage range isn't working.

Nor is the reflex save working either. A 90 reflex save should be a challenge for many mobs in epic hard but none of them ever fail to make the save against this weapon. In one case one mob rolled a 1 and took 65 damage from the effect, the rest all said "reflex save" over their heads and took 33 or 34 damage.

This item isn't working correctly.

the average can be calculated easily:

1d3 = (1+2+3) / 3 = 2 -> 30 x 2 + 90 = 150 average damage, that would be the right.

So, I have not used this crafting, it sucks IMOO, but If It not get 150 average damage It's very possible that not work appropriately. More people should confirm that it does not work properly.

Hafeal
09-10-2015, 08:28 AM
Or just run elite, sure its not a get your item in one day like people seem to want these days or stroll through normal over and over.

People always saying game is easy, nothing to do, now im not gonna get into how good/bad the items are from here, yet when ToEE came out where you couldnt get what you wanted from normal on day 1, complaints happen

All this forum talk about EE needs incentive, yet when it does by quite alot in mushroom amounts, they dont want to do it. Just so used to easy mode, getting everything they want without any effort.

Even running Elite is a grind. First off, grinding ANY materials for HE (levels 7-12) is a joke. I can sprint past levels actually getting better gear than grinding out. So, essentially, this gear becomes nothing more than twink gear for people running their multiple Heroic lives. EVEN then, ToEE is likely not to be on the list of xp quests as people run through those lives. Or if it is - it is likely not a grind, it is a 1 and done; how many heroic lives will it take to make the gear? 8? 9? 10?. So, imo, Heroic "grind" should be substantially reduced.

Now as for EE? I am not asking for loot to be handed out. I also don't mind challenge. BUT running ToEE on EE is also not on my schedule. EE is long. Like, really long. I mean really, really long, especially on EE. So I have to dedicate a large chunk of time to this quest to get it done, especially if I need to solo - and I cannot solo Elite. Sorry, I ain't uber. So that means hunting for groups. Besides waiting for my lfm to fill, know how many lfms I have seen for ToEE on EE in the last month on Khyber? 0. Let me spell that out - zero. And it wasn't 'cause they fill so fast.

I simply do not have the time to repeatedly run ToEE on EE with my limited game time. I am sure I am not the only one.

This isn't about handing out loot. This is about making content more user friendly. Part 1 should have been divided into an explorer area and a shorter quest, or two. Part 2 should have been divided into 4 quests (1 for each node). Scale rewards for an end quest by noting whether players had done 1, 2, 3, or 4 nodes. It would have allowed casual, time starved players more access to this content, imo. Add in the ludicrous grind, for gear generally regarded as sub-par, and you end up with very little used content. Shame really.

Krelar
09-10-2015, 09:22 AM
t More people should confirm that it does not work properly.

We already have confirmation from a dev in this thread that it's not working right. no further testing necessary until they tell us it's fixed.

ned_ellis
09-11-2015, 04:31 AM
Even running Elite is a grind. First off, grinding ANY materials for HE (levels 7-12) is a joke. I can sprint past levels actually getting better gear than grinding out. So, essentially, this gear becomes nothing more than twink gear for people running their multiple Heroic lives. EVEN then, ToEE is likely not to be on the list of xp quests as people run through those lives. Or if it is - it is likely not a grind, it is a 1 and done; how many heroic lives will it take to make the gear? 8? 9? 10?. So, imo, Heroic "grind" should be substantially reduced.

Now as for EE? I am not asking for loot to be handed out. I also don't mind challenge. BUT running ToEE on EE is also not on my schedule. EE is long. Like, really long. I mean really, really long, especially on EE. So I have to dedicate a large chunk of time to this quest to get it done, especially if I need to solo - and I cannot solo Elite. Sorry, I ain't uber. So that means hunting for groups. Besides waiting for my lfm to fill, know how many lfms I have seen for ToEE on EE in the last month on Khyber? 0. Let me spell that out - zero. And it wasn't 'cause they fill so fast.

I simply do not have the time to repeatedly run ToEE on EE with my limited game time. I am sure I am not the only one.

This isn't about handing out loot. This is about making content more user friendly. Part 1 should have been divided into an explorer area and a shorter quest, or two. Part 2 should have been divided into 4 quests (1 for each node). Scale rewards for an end quest by noting whether players had done 1, 2, 3, or 4 nodes. It would have allowed casual, time starved players more access to this content, imo. Add in the ludicrous grind, for gear generally regarded as sub-par, and you end up with very little used content. Shame really.

Again, very well put! I agree with the fact that people tend to want the best loot and straight away sadly but toee heroic loot, doesn't fit the same rationale...

pgm152
09-26-2015, 07:31 PM
According to the patch notes the Greater storm effect on the TOEE epic weapons was fixed in this last update. That is incorrect, my Greater Electric Storm TOEE proc is still doing 70-80 damage on level 2 kobolds. Please don't tell me that only NEW weapons crafted are fixed while EXISTING ones remain broken because that's the kind of thing that would make me pack up and go to another game.

pgm152
09-27-2015, 05:34 AM
As an update it appears the damage went up slightly. Previously against the harbor kobolds it maxed out around 68 dmg but now it seems to go up to around 80 dmg. That is a higher number but the weapon is supposed to do 30D3 + 90 dmg meaning 120-180 with a 150 or so average. Curiously the value went up but not to what the weapon states it can do.

FestusHood
09-27-2015, 06:26 AM
As an update it appears the damage went up slightly. Previously against the harbor kobolds it maxed out around 68 dmg but now it seems to go up to around 80 dmg. That is a higher number but the weapon is supposed to do 30D3 + 90 dmg meaning 120-180 with a 150 or so average. Curiously the value went up but not to what the weapon states it can do.

A similar problem exists with rogue elemental traps. They consistently do about 30% less damage than they should.

Saekee
09-27-2015, 06:36 AM
As an update it appears the damage went up slightly. Previously against the harbor kobolds it maxed out around 68 dmg but now it seems to go up to around 80 dmg. That is a higher number but the weapon is supposed to do 30D3 + 90 dmg meaning 120-180 with a 150 or so average. Curiously the value went up but not to what the weapon states it can do.

Kobold sneaky slippery! Kobold has improved evasion!