View Full Version : Any news on rune arm in regard to U32 CC?
Andrash
09-05-2016, 02:10 AM
So? How will this stuff work? Rune arms will have an "inherent ml (or ml shard)" that will be fixed and limit what u can put on the arm?
UurlockYgmeov
09-05-2016, 03:08 AM
So? How will this stuff work? Rune arms will have an "inherent ml (or ml shard)" that will be fixed and limit what u can put on the arm?
http://ddowiki.com/page/Talk:Cannith_Crafting/U32#Runearms
quick and long. existing remain existing unless you cleanse them.
then ml is set by ml of runearm
if <= level 10, only can craft suffix and prefix. if >10 then can add 'extra' slot.
still treated as trinket
any crafted effects that are scaling will scale to the inherent ml of the runearm.
Andrash
09-05-2016, 04:21 AM
http://ddowiki.com/page/Talk:Cannith_Crafting/U32#Runearms
quick and long. existing remain existing unless you cleanse them.
then ml is set by ml of runearm
if <= level 10, only can craft suffix and prefix. if >10 then can add 'extra' slot.
still treated as trinket
any crafted effects that are scaling will scale to the inherent ml of the runearm.
So if I understand correctly, there will be a "potential effect limit" on rune arms, based on their innate ML? Will it be possible to put a kinetic lore 20% on a newly acquired Titan's Fist? (It is ml 11.)
What will happen to raid rune arms? Will they become BTA upon craftage?
Which effect on Toven is considered a unique one? Lightning strike weapons? Tranform kinetic energy? Insightful int (missing part effect)? Insightful fortification 10%?
If CC challange gear will be as good as that frozen tunic in the link, that is a good sign... for the challange gear at least.
Requiro
09-05-2016, 04:49 AM
http://ddowiki.com/page/Talk:Cannith_Crafting/U32#Runearms
quick and long. existing remain existing unless you cleanse them.
then ml is set by ml of runearm
if <= level 10, only can craft suffix and prefix. if >10 then can add 'extra' slot.
still treated as trinket
any crafted effects that are scaling will scale to the inherent ml of the runearm.
The only question left is what "very unique effects" stay after cleaning.
My guesses are:
DDO Store Rune Arm - None
Thought Spike (ML 1) - None
Flame Warden (ML 1) - None
Flicker (ML 3) - None
Candlelight (ML 3) - None
Chimera's Breath (ML 5) - Proficiency: Bastard Sword
Chulchannad's Claw (ML 5) - None
Strinati's Hand Cannon (ML 5) - None
Khyber's Fury (ML 5) - None
The Devourer's Hunger (ML 7) - None
The Pea Shooter (ML 7) - None
Coronach (ML 7) - Coronach
The Disciplinator (ML 9) - None or Smiting Weapons
Hand of the Tombs (ML 9) - None or Disrupting Weapons
Recoyle (ML 9) - Anathema
Trial by Fire (ML 11) - None
Titan's Fist (ML 11) - None
Chill of Winter (ML 13) - None or Freezing Ice Guard
The Turmoil Within (ML 13) - None or Attack Bonus +2
Arcing Sky (ML 13) - None
Tira's Splendor (ML 15) - Embodiment of Law and Tira's Splendor
Glorious Obscenity (ML 17) - Taint of Chaos, Mind Turbulence
Toven's Hammer (ML 19) - Missing Parts maybe Lightning Strike Weapons
Animus (ML 19) - Taint of Evil
Lucid Dreams (ML 19) - Mind Drain, Will Save -2 and maybe Nightmare Guard
vms4ever
09-05-2016, 07:00 AM
There is a thread in the Lammania Cannith Crafting section on the rune arm crafting https://www.ddo.com/forums/showthread.php/478246-Rune-Arms-First-thoughts . (I started the thread and UurlockYgmeov did the heavy lifting.) Screenshots are included.
There are some definite oddities in the effects that are removed in crafting. Hopefully those will be adjusted before release.
Andrash
09-05-2016, 08:04 AM
There is a thread in the Lammania Cannith Crafting section on the rune arm crafting https://www.ddo.com/forums/showthread.php/478246-Rune-Arms-First-thoughts . (I started the thread and UurlockYgmeov did the heavy lifting.) Screenshots are included.
There are some definite oddities in the effects that are removed in crafting. Hopefully those will be adjusted before release.
"Abandon all hope ye who enter here"
I would have hoped that Steelstar, the big arti-fan, would do something to save masterfulship for rune arms, bot nuw, they will become some erratic gear.
I would prefer making named rune arms uncraftable, but masterfulable, while adding craftability (but no masterfulship) to STORE Rune Arms. Which would be a win win, as spending TP in store would mean +3 effects for you, while simply farming/having named rune arms would be same as it was before.
UurlockYgmeov
09-05-2016, 02:02 PM
There is a thread in the Lammania Cannith Crafting section on the rune arm crafting https://www.ddo.com/forums/showthread.php/478246-Rune-Arms-First-thoughts . (I started the thread and UurlockYgmeov did the heavy lifting.) Screenshots are included.
There are some definite oddities in the effects that are removed in crafting. Hopefully those will be adjusted before release.
I think many of those inconsistencies will go away for the next build of Lamannia (if there is one). It does seem that 'most' effects are staying on the runearms; but there is a upside.
If you don't like what is removed, walk over to the device workstation and just exchange it back for a brand spanking new one! :P
Of course, like with all updates, check the wiki and talk to other players about the actual changes before you do anything drastic, like cleansing your runearm.
"Abandon all hope ye who enter here"
I would have hoped that Steelstar, the big arti-fan, would do something to save masterfulship for rune arms, bot nuw, they will become some erratic gear.
I would prefer making named rune arms uncraftable, but masterfulable, while adding craftability (but no masterfulship) to STORE Rune Arms. Which would be a win win, as spending TP in store would mean +3 effects for you, while simply farming/having named rune arms would be same as it was before.
Masterful IS used on all rune arms just like it is being used for the updated cannith crafting.
From my personal experience, the rune arms post U32 are just as good, if not can be *much* more powerful than pre U32.
Example - Greater Force Rune Arms (btw -- ALL store bought rune arms are now in the wiki and fully fleshed out) with kinetic lore AND force spell power AND evocation focus.... Lucid dreams and Animus NEVER hit so hard. Especially since the Lore / Spell Power are scaled to the minimum level of the rune arm AND the scaling is better than pre U32 (IMHO YMMV).
I will be the first in line to bug report if HotT loosing disrupting weapons after U32 and being cleaned. I already have filed a bug report on it, because IMHO it is an oversight. HotT entire flavor is based upon disrupting weapons.
OH - and there is a slight chance that the one or two bugs with existing named rune arms (Titan's Fist (http://ddowiki.com/page/Item:Titan%27s_Fist)) might be fixed (the int 6 - which if fixed and auto scaled would remain a +6 for ml:6).
But if having that rune arm a level earlier is super important, apply masterful craftsmanship to it now. BTW, you can get marks of house cannith from the store if you don't have enough House C favor (50) to buy them, and it is only like crafting 30 in any existing school to make the shard of masterful craftsmanship I, they are bta and any one can apply them since that doesn't take any crafting levels.
Andrash
09-06-2016, 12:12 AM
I think many of those inconsistencies will go away for the next build of Lamannia (if there is one). It does seem that 'most' effects are staying on the runearms; but there is a upside.
If you don't like what is removed, walk over to the device workstation and just exchange it back for a brand spanking new one! :P
Of course, like with all updates, check the wiki and talk to other players about the actual changes before you do anything drastic, like cleansing your runearm.
Masterful IS used on all rune arms just like it is being used for the updated cannith crafting.
From my personal experience, the rune arms post U32 are just as good, if not can be *much* more powerful than pre U32.
Example - Greater Force Rune Arms (btw -- ALL store bought rune arms are now in the wiki and fully fleshed out) with kinetic lore AND force spell power AND evocation focus.... Lucid dreams and Animus NEVER hit so hard. Especially since the Lore / Spell Power are scaled to the minimum level of the rune arm AND the scaling is better than pre U32 (IMHO YMMV).
I will be the first in line to bug report if HotT loosing disrupting weapons after U32 and being cleaned. I already have filed a bug report on it, because IMHO it is an oversight. HotT entire flavor is based upon disrupting weapons.
OH - and there is a slight chance that the one or two bugs with existing named rune arms (Titan's Fist (http://ddowiki.com/page/Item:Titan%27s_Fist)) might be fixed (the int 6 - which if fixed and auto scaled would remain a +6 for ml:6).
But if having that rune arm a level earlier is super important, apply masterful craftsmanship to it now. BTW, you can get marks of house cannith from the store if you don't have enough House C favor (50) to buy them, and it is only like crafting 30 in any existing school to make the shard of masterful craftsmanship I, they are bta and any one can apply them since that doesn't take any crafting levels.
Appreciate your response. To be honest I have a titans fist of cannith, khyber and orien, and on most of my main toons, so I could just ignore the ungone masterful. However, I do not like the fact that newcomers (friends, etc) will not gain these benefits, and that they will have a different rune arm configuration for their toons. It is not a huge pain, but it bothers me.
But a different question now: do crafted rune arms become BTA too? COz then toven and titan may be bta rune arms soon. XD
And if I understand correctly: masterful will remain on the older rune arms after disjunction? So it may be possobile to have a bta ml 9 titans fist for me? Coz then I am all in for the changes. :P
Andrash
09-06-2016, 12:15 AM
Appreciate your response. To be honest I have a titans fist of cannith, khyber and orien, and on most of my main toons, so I could just ignore the ungone masterful. However, I do not like the fact that newcomers (friends, etc) will not gain these benefits, and that they will have a different rune arm configuration for their toons. It is not a huge pain, but it bothers me.
But a different question now: do crafted rune arms become BTA too? COz then toven and titan may be bta rune arms soon. XD
And if I understand correctly: masterful will remain on the older rune arms after disjunction? So it may be possobile to have a bta ml 9 titans fist for me? Coz then I am all in for the changes. :P
Oops now that I think of it disjuncting titan will make it lose the alrdy decent 15% kinetic lore. Well, as an alternative I can use the old kinetic lore flexible docent, hehe.
sithhound
09-06-2016, 12:37 AM
I think this is a huge wasted opportunity to beef up arti's. I love the concept of the artificer, and while yes, they can be beastly at mid-levels, honestly, who builds for levels 5-15? No one. Arti's start losing their mojo about 16, and by epic levels, they are complete weaksauce.
They have 2 comparatively weak trees (still waiting for tree 3 and a dedicated ED), and they're once sweet ability, int to damage, was completely trumped with the Harper tree. They're dogs, while a really, really cool concept, were long ago nerfed to complete uselessness.
C'mon devs, throw the poor arti's a bone. Give them bad@$$ runearms. Dang.
Andrash
09-08-2016, 01:29 AM
Btw, have I asked if disjuncting pre u 32 rune arms will remove masterful craftsmanship?
Btw, have I asked if disjuncting pre u 32 rune arms will remove masterful craftsmanship?
Masterful craftsmanship stay, but effect from his vanish.
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