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View Full Version : TOD rings are not working with wraps



peterzenn
01-05-2017, 04:13 AM
Title says it.

Fix it.

Thanks. Why would I want ravenloft when my monk cannot use those rings, right?

AhhhGeeze
01-05-2017, 09:54 AM
Title says it.

Fix it.

Thanks. Why would I want ravenloft when my monk cannot use those rings, right?

wraps are now coded as exotic weapons per update 33, so why would/should the rings work with them now?

PermaBanned
01-05-2017, 10:08 AM
Agreed, they need to fix (flag?) all the (non-animal form specific) "...{only} works with Unarmed Combat" things like ToD rings to also include Handwraps.

As to:

Why would I want ravenloft when my monk cannot use those rings, right?Because all the new content has been below level 18 for Heroics (can't use ToD rings) or at 30/Legendary (shoud have much better than non-scaling 2d6 damage Ring options by then)?

Really, much as I'd like to see them fixed (for proprieties' sake if nothing else), the ToD ring's level range of usefullness is small and the level range of them being desirable equipment is even smaller. With other more pressing issues in the game, I can deal with ToD rings getting back burnered. (Hopefully they're also being more through this time and will drop a one-patch "all Unarmed effects that used to work with Wraps now do again" ... and be correct.)


wraps are now coded as exotic weapons per update 33, so why would/should the rings work with them now? um... You forgot the "/sarcasm" there... right?

AhhhGeeze
01-05-2017, 10:21 AM
Agreed, they need to fix (flag?) all the (non-animal form specific) "...{only} works with Unarmed Combat" things like ToD rings to also include Handwraps.

As to:
Because all the new content has been below level 18 for Heroics (can't use ToD rings) or at 30/Legendary (shoud have much better than non-scaling 2d6 damage Ring options by then)?

Really, much as I'd like to see them fixed (for proprieties' sake if nothing else), the ToD ring's level range of usefullness is small and the level range of them being desirable equipment is even smaller. With other more pressing issues in the game, I can deal with ToD rings getting back burnered. (Hopefully they're also being more through this time and will drop a one-patch "all Unarmed effects that used to work with Wraps now do again" ... and be correct.)

um... You forgot the "/sarcasm" there... right?


no, no sarcasm.

pre 33 the wraps were not coded as weapons, they were coded as something else - but they were not weapons like, say, a great axe. They had their own special category.

post 33, the wraps are now coded as exotic weapons.

The TOD rings, say with a holy burst shard added, would not work when wearing ring/wielding a regular weapon pre33. If wraps are now coded as weapons, why would the rings work with them now?

Enoach
01-05-2017, 10:32 AM
I think the addition of the Green Steel and Legendary Green Steel hand wraps was the DDO solution to the TOD rings not working with handwraps.

I think the handwraps while not as flexible as the rings, still opens up for some pretty nice effects for level 12 & level 26 respectively.

PermaBanned
01-05-2017, 10:36 AM
If wraps are now coded as weapons, why would the rings work with them now?Why would they work? Because the Dev(s?) who was(were) responsible for changing Wrap's coding from "funky unarmedish thing" to "exotic weapon" had done a right good job in ensuring there was no loss of capability during the change over.

But that didn't happen, so they don't work. Really, there's no sensible reason (if you have one, please elaborate) why the Handwrap change was effectively: "Good news! Handrwaps are now coded as weapons to fix a bunch of stuff that didnt work with Handwraps! If you had ToD rings or similar "Unarmed" affecting items, they no longer function! Yay for progress!"

AhhhGeeze
01-05-2017, 10:42 AM
Why would they work? Because the Dev(s?) who was(were) responsible for changing Wrap's coding from "funky unarmedish thing" to "exotic weapon" had done a right good job in ensuring there was no loss of capability during the change over.

But that didn't happen, so they don't work. Really, there's no sensible reason (if you have one, please elaborate) why the Handwrap change was effectively: "Good news! Handrwaps are now coded as weapons to fix a bunch of stuff that didnt work with Handwraps! If you had ToD rings or similar "Unarmed" affecting items, they no longer function! Yay for progress!"

a sensible reason? How about we start with the basic premise of - TOD Rings don't work with weapons. Handwraps are now weapons, ergo they no longer work with TOD rings.

Is that too difficult to understand? Seems pretty straight forward to me. And pretty sensible, to boot.

PermaBanned
01-05-2017, 10:55 AM
a sensible reason? How about we start with the basic premise of - TOD Rings don't work with weapons. Handwraps are now weapons, ergo they no longer work with TOD rings.

Is that too difficult to understand? Seems pretty straight forward to me. And pretty sensible, to boot.
Sometimes I envy the bliss others seem to have in abundance...

AhhhGeeze
01-05-2017, 10:59 AM
Sometimes I envy the bliss others seem to have in abundance...

sometimes i wonder why people tilt at windmills when the reasons behind changes are readily apparent.

Guess i'm not privy to all the "special illusions" the don quixote's of the world see where none exist to the sane and rational

Therrias
01-05-2017, 11:06 AM
wraps are now coded as exotic weapons per update 33, so why would/should the rings work with them now?

Raid loot should do what it is intended to do. If it doesn't, then it is broken. We understand the why they are broken, but that is not really pertinent to whether they should be fixed.

If for some reason, fixing ToD rings to what they were intended to do is "too hard" then they could simply let it apply to all weapons. Easy peasy, and hardly gamebreaking.

Mofus
01-05-2017, 11:08 AM
You guys are being trolled by someone who joined in 2016 that does not remember that the old tod ring system for monks was meant to work as intended with what ever wraps you were using. Stop the madness, make them work again :)

Enoach
01-05-2017, 12:00 PM
You guys are being trolled by someone who joined in 2016 that does not remember that the old tod ring system for monks was meant to work as intended with what ever wraps you were using. Stop the madness, make them work again :)

And the reason TOD rings were set up that way was because we were told handwraps could not be added to the Greensteel matrix. This was added to handwraps specifically and did not effect other weapons.

So the question is should this benefit continue now that the reason why it was created has been resolved?

Cantor
01-05-2017, 12:15 PM
I think the addition of the Green Steel and Legendary Green Steel hand wraps was the DDO solution to the TOD rings not working with handwraps.

I think the handwraps while not as flexible as the rings, still opens up for some pretty nice effects for level 12 & level 26 respectively.

Kinda my view. But if you had made them for use with wraps, it still kinda sucks.

Enoach
01-05-2017, 12:28 PM
Kinda my view. But if you had made them for use with wraps, it still kinda sucks.

I don't disagree that it sucks. This was a single Medium Shard effect. I think getting GS/LGS Handwraps as an option is much better as the Rings were only useful at level 18+

Now what could be done for those that made these rings is to change the Decrafting part so that these rings can be De-crafted without need of a yellow taper (I think this is what was needed). This would allow those that have these rings to add a more beneficial Medium Augment. These effects are now not useful anymore after all.

NaturalHazard
01-05-2017, 01:15 PM
I don't disagree that it sucks. This was a single Medium Shard effect. I think getting GS/LGS Handwraps as an option is much better as the Rings were only useful at level 18+

Now what could be done for those that made these rings is to change the Decrafting part so that these rings can be De-crafted without need of a yellow taper (I think this is what was needed). This would allow those that have these rings to add a more beneficial Medium Augment. These effects are now not useful anymore after all.

they should do this at the very least, yeesh some of those rings were not easy to get.And it would not be game breaking, though they might lament not being able to sell the fix in the store but that.

Steve_Howe
01-05-2017, 01:43 PM
ToD rings still work as long as you're actually fighting "Unarmed."

Using handwraps no longer counts as fighting "Unarmed" technically.

Kebtid
01-05-2017, 01:48 PM
iF you are in wolf or bear form /for whatever reason/ and using hwraps (just need the centerd flag tho), tod rings still apply since it still has the old wraps code.
Is only way i can think off to use the burst effects.

frepla
01-05-2017, 03:06 PM
wraps are now coded as exotic weapons per update 33, so why would/should the rings work with them now?

Are you saying we should accept it as wai, or you simply agree with me that now that they are coded as weapons they no longer stack with wraps.

Or are you saying that you can beat a troll in an argument? Coz that is possible of course, looking at your other posts.

frepla
01-05-2017, 03:09 PM
ToD rings still work as long as you're actually fighting "Unarmed."

Using handwraps no longer counts as fighting "Unarmed" technically.

I see, so they changed tod rings to be specific to druids. That soudns like how BP solves its oil spills...


https://www.youtube.com/watch?v=2AAa0gd7ClM

frepla
01-05-2017, 03:26 PM
they should do this at the very least, yeesh some of those rings were not easy to get. And it would not be game breaking, though they might lament not being able to sell the fix in the store but that.

That too.

goldengibblet
01-05-2017, 03:28 PM
Title says it.

Fix it.

Thanks. Why would I want ravenloft when my monk cannot use those rings, right?

Did you try turning it off and then back on?

Soleran100
01-05-2017, 03:43 PM
This was something that was brought up years ago. It was explained that if they made wraps into weapons the rings would stop working (yup like 3-5 years ago this very topic was covered when discussing wraps to weapons.)

Now wraps are weapons and time to move past the tod burst rings that work at lvl 18 vs gs wraps that work at what lvl 12 or 14?

frepla
01-06-2017, 12:15 AM
This was something that was brought up years ago. It was explained that if they made wraps into weapons the rings would stop working (yup like 3-5 years ago this very topic was covered when discussing wraps to weapons.)

Now wraps are weapons and time to move past the tod burst rings that work at lvl 18 vs gs wraps that work at what lvl 12 or 14?

Ahem. Dont get me wrong. But i did not complete tod gazlillions of times, to have my rings made useless. Not to mention that the rings are supposed to be a (mostly) monk thing.

frepla
01-06-2017, 12:17 AM
Maybe a dev or Q&A guy willing to chime in and give some info as to whether there is any plan to fix it, or it will remain like this?

Robbenklopper
01-06-2017, 07:20 AM
Title says it.

Fix it.

Thanks. Why would I want ravenloft when my monk cannot use those rings, right?

On principle you´re right, something that did work before should do in the after, too. Their original introduction was for compensating not-existant GS Wraps on a Monk. Now that we got GS wraps after some waiting period, compensation is no longer necessary, and the "working" TOD ring would give wrap users and unfair benefit compared to other classes/weapon users, let´s not Forget about this.
I am a Monk Player, i did craft rings. They´re banked. Since before U33. For months, if not years. Just becoz there is better stuff to wear, for months, if not years. Get over it, they had their time and entitlement, which is over. Call it Evolution, call it powercreep, call it sad. If a dev could fix the Problem with a snip, then sure, make em work, if not ... no loss.

You could run ravenloft with These:
http://ddowiki.com/page/Item:Wraps_of_Endless_Light_(Level_16)
http://ddowiki.com/page/Item:Scraps_of_Enlightenment
http://ddowiki.com/page/Item:Thunder_and_Lightning_(Level_18)

peterzenn
01-06-2017, 07:31 AM
On principle you´re right, something that did work before should do in the after, too. Their original introduction was for compensating not-existant GS Wraps on a Monk. Now that we got GS wraps after some waiting period, compensation is no longer necessary, and the "working" TOD ring would give wrap users and unfair benefit compared to other classes/weapon users, let´s not Forget about this.
I am a Monk Player, i did craft rings. They´re banked. Since before U33. For months, if not years. Just becoz there is better stuff to wear, for months, if not years. Get over it, they had their time and entitlement, which is over. Call it Evolution, call it powercreep, call it sad. If a dev could fix the Problem with a snip, then sure, make em work, if not ... no loss.


We have items bestowing flaming burst dmg on any weapon (red dragon scale armor) or other items that grant thunderstuck property to any weapon.

So yes, they could just copypaste properties/rewrite them with a single snip. Tod rings do not make you OP. Not with the new crafting system anyway, where the ring would mean some extra bonus to the already existing one.

Nevertheless as frepla I would expect a dev or Q&A guy to chime in and say something about this issue. At the very least.

AhhhGeeze
01-06-2017, 05:57 PM
You guys are being trolled by someone who joined in 2016 that does not remember that the old tod ring system for monks was meant to work as intended with what ever wraps you were using. Stop the madness, make them work again :)

Or, you are talking to someone who 1) isnt trolling and 2) has solo healed TOD multiple times on a (pre-radiant servant) cleric with 1900 sp and stacks of heal scrolls.

I am someone who understands exactly how and why the rings were supposed to work for monks. The rings were designed to work with the wraps because there was no green steel wrap crafting in the game. There are now green steel wraps. They should not get the benefit of the TOD rings anymore - because they no longer need it.

The rings are nice but are no longer anywhere close to the be-all, end all items they once were. The game has changed, gear changed, so suck it up buttercup and deal with it,

frepla
01-07-2017, 03:45 AM
http://ddowiki.com/page/Incredible_Potential

It does compare greensteel with incredible potential bonus damage, however, nowhere does it say, that rings were a "solution to greensteel wraps not existing".

Maybe a dev can hop in during the weekend and we can haz a discussion about this and some cheeseburger.

NaturalHazard
01-07-2017, 04:26 AM
be hilarious if they *fixed* and they started working with other weapons, even ranged.................:p

Guartwog
01-08-2017, 04:16 AM
be hilarious if they *fixed* and they started working with other weapons, even ranged.................:p

You kid, but in my mind this is the only reasonable solution.

The rings were initially designed *specifically* for unarmed combat (wraps were considered unarmed, not weapons back then) in order to make up for the fact that GS wraps didn't exist (there were only GS weapons - see previous brackets!). My guess is that if they fixed it for wraps, the default would be applying it to every weapon since now wraps are - as far as I understand - typed in the same way as a greataxe or longbow.

Frankly, if we're looking at ToD rings, I would much rather just see a boost in abilities that keeps the raid (and the Devil's Shavarath quests) at least somewhat relevant. I'd imagine it would take a lot less coding to just remove the damage portion of them, boost the stats and set bonuses up to make sense for current gear (like, +7 or 8/+1exc. maybe?) and make the craftable part +3 ins. ability. Something like that. After all, despite being a lower level than the starter Eveningstar gear, the grind is much more brutal and IMO the quality of the item should reflect that (i.e. ML18 gear which rivals that ML20 stuff). Then again, I know zilch about coding so I just made up that part.

In my opinion, anybody that has been playing enough to HAVE an upgraded ToD ring probably needs gear that might be able to last more than 1 or 2 levels more than they need the extra dps - most stuff is dying fast enough as is. If we're talking about bringing back utility for the rings and set bonuses, I'd say this is probably a better option.

And if you DO have a ring upgraded with the burst (I've got 2, so I lump myself in here), I'd propose - and again, knowing zilch about coding this may be more trouble than it's worth - having a stone of change recipe to exchange old Shavarath gear with the new stuff. It sucks to lose the Shroud mats, but let's be honest - a fairly sizeable portion of the player base can solo elite Shroud without much trouble and most of the rest can do it with half a group once they're into epics. Losing the medium mats needed to re-craft effects on it really shouldn't be a big deal at this point.

All that having been said, I am very much of the opinion that this should be waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay far down on the priority list.