PDA

View Full Version : Ravenloft Expansion Preview #3 Loot



Cocomajobo
11-30-2017, 03:03 PM
First, if you haven't already, please visit the main thread (https://www.ddo.com/forums/showthread.php/491895-Ravenloft-Expansion-Preview-3) for information relevant to the entire preview.

Second, below you will find the new full layout of Named loot planned for the Ravenloft Expansion. To make parsing it easier the following things are primarily what has changed:


There has been significant reworking to the Set Bonuses effects.
The Set Bonuses gear layout
The effect layout of the non-Raid weapons
A large portion of the raid weapons effects have been significantly redesigned
The Damage Dice profiles on all weapons has been redesigned
A couple new items have been added to the quest loot

Cocomajobo
11-30-2017, 03:05 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Non-Raid Weapons:





Barovian/Morninglord's (One of Each Weapon type except Sceptre)

Damage Dice: 1.5(Normal Weapon Die for Type)/One Handed: 5(Normal Weapon Die for Type +2), Two-Handed: 5(Normal Weapon Die for Type +4)
Crit Profile: Normal Crit Profile for Weapon type

Undead Bane 3d10/9d10
Holy 3d6/9d6
Fiery 3d6/9d6
Silver, Alchemical
Red Augment Slot

Barovian/Morninglord's Sceptre

Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Potency 46/145
Insightful Potency 23/72
Spellsight 12/22
Insightful Spellsight 6/11
Red Augment Slot

Macabre/Nightmother's (One of Each Weapon type except Sceptre)

Damage Dice: 1.5(Normal Weapon Die for Type)/One Handed: 5(Normal Weapon Die for Type +2), Two-Handed: 5(Normal Weapon Die for Type +4)
Crit Profile: Normal Crit Profile for Weapon type

Human Bane 3d10/9d10
Mother Night's Embrace On Hit: 3d6 Evil Damage/On Hit: 9d6 Evil Damage
Chilling 3d6/9d6
Vampirism 1d2/4d2
Orange Augment Slot

Macabre/Nightmother's Sceptre

Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Spell Focus Mastery 2/7
Insightful Spell Focus Mastery 1/4
Spell Penetration 3/8
Insightful Spell Penetration 2/4
Orange Augment Slot


Raid Weapons:




Calamity, a Brush with Death Raid Khopesh

Damage Dice: 5(1d8+3)
Crit Profile: 19-20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Crippling Flames On Hit: 5% chance to apply 2 Negative Levels. On Crit: 135 to 325 Fire Damage
Hemorrhaging This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
Utter Disintegration This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
Purple Augment Slot
Red Augment Slot



Divinity, the Morninglord's Goal Raid Bastard Sword

Damage Dice: 5(1d10+3)
Crit Profile: 19-20/x2

Ghostbane 9d10
Holy 9d6
Axiomatic 9d6
Cold Iron (Metalline if Paladin)
(If Paladin: Coruscating 9d6)
Purple Augment Slot
Red Augment Slot



Duality, the Moral Compass Raid Handwraps

Damage Dice: 7(1d6+6)
Crit Profile: 17-20/x3

The Moral Compass Different Damage type depending on your Monk path:

If Fists of Light Monk: Unholy 9d6
If Fists of Dark Monk: Holy 9d6
Impact V
Vampirism 4d2
(If Monk: Enhanced Ki +3)
(If Monk: Axiomatic 9d6)
Red Augment Slot
Orange Augment Slot



Dusk, the Light Descends Raid Battle Axe

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2

Radiance +208
Radiance Lore +30%
Evocation Focus +8
Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Orange Augment Slot
Red Augment Slot



Echo of the Sunsword Raid Short Sword

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2

Coruscating 9d6 Light damage on hit
Blazing 21d6 Light damage on critical hit
Undead Bane 9d10
Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Orange Augment Slot
Red Augment Slot



Fate, the Knower of All Raid Throwing Dagger

Damage Dice: 5.5(1d4+3)
Crit Profile: 19-20/x2

Pick a Card This weapon randomly chooses a new card every 15 seconds. Each card has a different effect. There are 30 cards in the deck.
Sovereign Vorpal
Improved Deception
Metalline
Returning
Orange Augment Slot
Red Augment Slot



Flow, the Piercer of Hearts Raid Rapier

Damage Dice: 5(1d6+3)
Crit Profile: 18-20/x2

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Bewildering 5 This weapon saps the willpower and sense from your enemies, dealing 5 Wisdom damage on each hit.
Anarchic 9d6
Guardbreaking This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
Purple Augment Slot
Red Augment Slot



Gulthias Staff Raid Quarterstaff

Damage Dice: 5(1d6+6)
Crit Profile: 20/x2

Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
Animal Bane 9d10
Aberration Bane 9d10
Vampirism 4d2
Purple Augment Slot
Red Augment Slot



(When in Main-Hand) The Night Below, (When in Off Hand) The Light Above Raid Sickle

Damage Dice: 5(1d6+3)
Crit Profile: 20/x2

(When in Main-Hand) Nullification +208, (When in Off Hand) Devotion +208
(When in Main-Hand) Insightful Nullification +104, (When in Off Hand) Insightful Devotion +104
(When in Main-Hand) Void Lore +30%, (When in Off Hand) Healing Lore +30%
(When in Main-Hand) Insightful Necromancy Focus +4, (When in Off Hand) Efficient Metamagic - Empower Healing II
Orange Augment Slot
Red Augment Slot



Nocturne, the Song of Night Raid Quarterstaff

Damage Dice: 5(1d6+6)
Crit Profile: 19-20/x2

Impulse +208
Insightful Impulse +104
Quality Impulse +52
Kinetic Lore +30%
Evocation Focus +8
Quality Evocation Focus +1
Orange Augment Slot
Red Augment Slot



Pain, the Half of Whole Raid Dagger

Damage Dice: 5.5(1d4+3)
Crit Profile: 19-20/x2

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Deception
Sovereign Vorpal
Deception +17
Purple Augment Slot
Red Augment Slot
Pain and Suffering Set When 2 pieces are equipped: Gain +2(W)


Sanctity, the Morninglord's Keep Raid Great Sword

Damage Dice: 5(2d6+6)
Crit Profile: 19-20/x2

Ghostbane 9d10
Holy 9d6
Axiomatic 9d6
Cold Iron (Metalline if Paladin)
(If Paladin: Coruscating 9d6)
(If Paladin: Greater Dispelling)
Orange Augment Slot
Red Augment Slot



Savior, the Breaker of Chains Raid Light Hammer

Damage Dice: 5(1d8+3)
Crit Profile: 20/x2

Impactful 9d6
Bludgeoning 9d6
Screeching 9d6
Memory of Chains Broken Your hits have a 5% chance to Paralyze enemies for 5 seconds.
Orange Augment Slot
Red Augment Slot



Spiral, the Voice of the Elements Raid Sceptre

Damage Dice: 5(1d6+3)
Crit Profile: 20/x2

Elemental Spiral When held in the Main Hand: Cycles through Fire, Cold, Earth, Air giving the following buffs for 12 seconds each:

+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels
Combustion +208
Glaciation +208
Corrosion +208
Magnetism +208
Orange Augment Slot
Red Augment Slot



Spite, the Fractured Shards Raid Shuriken

Damage Dice: 7(1d2+3)
Crit Profile: 19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot



Suffering, the Half of the Whole Raid Dagger

Damage Dice: 5(1d4+3)
Crit Profile: 19-20/x2

Piercing 9d6
Constricting Nightmare Enemies struck by this weapon are stricken with a horrible fear of death, reducing their Physical Resistance and Magical Resistance by 10.
Wounding 5 This weapon saps the health from your enemies, dealing 5 Constitution damage on each hit.
Metalline
Orange Augment Slot
Red Augment Slot
Pain and Suffering Set When 2 pieces are equipped: Gain +2(W)



Torn, That Which Renders Despair Raid Great Axe

Damage Dice: 5(1d12+6)
Crit Profile: 20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Armor Piercing +15
Metalline
Orange Augment Slot
Red Augment Slot



Tremor, the Breaker of Bones Raid Maul

Damage Dice: 7(1d10+6)
Crit Profile: 19-20/x3

Impact V
Chilling 9d6
Weaken Undead While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
Crushing Wave This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
Purple Augment Slot
Red Augment Slot



Void, the Endless Cold Raid Long Bow

Damage Dice: 5(1d8+3)
Crit Profile: 20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



Volley, Arbalest of the Damned Raid Great Crossbow

Damage Dice: 5(2d8+3)
Crit Profile: 18-20/x2

Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
Nightmares This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Blunted Ammunition The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Purple Augment Slot
Red Augment Slot

Cocomajobo
11-30-2017, 03:06 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


No Set:

These pieces of equipment do not belong to any set.


Dreadcursed Defender Iron Defender Docent

Fortification +77/+202%
Physical Sheltering +14/+50
Vitality +19/+67
Don't Count Me Out! Your range of unconsciousness extends by 400 hitpoints.
Blue Augment Slot

Kindred Spirit Wolf Light Armor

Fortification +77/+202%
Physical Sheltering +14/+50
Vitality +19/+67
Don't Count Me Out! Your range of unconsciousness extends by 400 hitpoints.
Blue Augment Slot

Hound of the Night Pet Collar

Frostbite On Hit: Applies a stack of Vulnerable. This effect may only occur on-hit once every two seconds. On Vorpal: Applies a stack of Lethargy
Speed +15%/+30%
Deadly +5/+16
Doublestrike +6/+22
Red Augment Slot
Purple Augment Slot

Purifying Quiver Quiver

Burning Ammunition 1-2/1-8 Fire Damage on Ranged Attack
Blunted Ammuniotion The ammunition fired by this weapon deals blunt damage in addition to its other damage types.

Sinister Handaxe Handaxe

Damage Dice: 1.5(1d6)/7(1d6+2)
Crit Profile: 19-20/x3

Bleeding 1 to 8/8 to 40 damage on hit to those vulnerable to bleeding.
Keen I/V
Maiming/Greater Maiming
Left-Handed This Weapon gains +2(W) when wielded in the Off-Hand slot.
Orange Augment Slot

Cocomajobo
11-30-2017, 03:06 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Knight of the Shadows Set:

When 3 pieces are equipped:

You gain a +5/+20 Artifact Bonus to PRR and MRR.
You gain a +50% Artifact Bonus to threat generation with melee and ranged attacks.
You gain a +10% Artifact Bonus to Armor Class.


Armor

Platemail of the Barovian Lord Heavy Armor

Fortification +77%/+202
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Blue Augment Slot

Platemail of Strahd Raid Heavy Armor

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot



Belt

Plateshard Belt

Fortitude Saves +5/+16
Incite +19%/+59%
Constitution +6/+19
Insightful Incite +7%/+27%
Yellow Augment Slot

Rune-Sigiled Belt

Fortitude Saves +5/+16
Quality Fortitude Saves +1/+3
Spell Saves +5/+16
Protection from Evil
Blue Augment Slot



Goggles

Feargaze

Linguistics 10%
Intimidate +12/+22
Insightful Intimidate +6/+11
Quality Incite +3%/+13%
Green Augment Slot

The Masque Raid

Howl of Terror Clicky Caster Level 29
Charisma +20
Insightful Deadly +7
Soundproof Protects against stunning, dazing, and disorientation from sound-based spells such as Soundburst and Greater Shout.
Yellow Augment Slot
Green Augment Slot

Cocomajobo
11-30-2017, 03:07 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Crypt Raider Set:

When 3 pieces are equipped:

You gain a +2/+5 Artifact Bonus to hit and damage vs. Evil creatures.
You gain +5/+20 Artifact Bonus to Melee and Ranged Power
You gain -20% Artifact bonus to threat decrease with both melee and ranged attacks.

Armor

Coat of the Traveler Medium Armor

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Blue Augment Slot

Coat of Van Richten Raid Medium Armor

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded+2
Blue Augment Slot
Green Augment Slot

Memory of a Tailor's Duress Raid Docent

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded+2
Blue Augment Slot
Green Augment Slot


Trinket

Cursebane Focus

Curse Resistance +5/+16
Insightful Will +2/+7
Magical Sheltering +14/+50
Spell Saves +5/+16
Green Augment Slot

Bloodrage Chrism Raid

Healing Amplification +83
Calamitous Blows +10% Profane bonus to PRR and MRR while holding a two-handed weapon
Rune-fueled Warding DR of 30/- while holding a two-handed weapon
Bloodrage Defense +30 PRR and MRR while holding a two-handed weapon
Unnatural This item will uncenter you and break your druidic oath.
Blue Augment Slot
Green Augment Slot

Storm in a Bottle Raid

Stormrage Clicky Caster Level 29, 10 Charges
Elemental Resistance +45
Reflex Saves +16
Dodge +20%
Yellow Augment Slot
Green Augment Slot


Necklace

Ward-Inscribed Pendant

Quality Curse Resistance +1/+3
Quality Will Saves +1/+3
Constitution +6/+19
Natural Armor Bonus +6/+19
Yellow Augment Slot

Cocomajobo
11-30-2017, 03:08 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Silent Avenger Set:

When 3 pieces are equipped:

You gain a 5%/15% Artifact Bonus to Doublestrike and Doubleshot.
You gain +1/+3 Sneak Attack Dice.
You gain +5%/+25% Artifact bonus to Fortification Bypass.
You gain +5%/+10% Artifact bonus to Damage vs. Helpless Opponents.

Armor

Mist-laden Vestment Light Armor

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Memory of Hiding in Darkness Docent

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Disciple of the Dawn Clothing

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Vestments of Ravenloft Raid Light Armor

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot

Patience Through Peril Raid Clothing

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot


Cloak

Shadowhail Cloak

Hide +12/+22
Move Silently +12/+22
Deception +4/+16
Ghostly
Green Augment Slot

The Invisible Cloak of Strahd Raid

Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot


Belt

Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Deathblock
Diversion +9%/+31%
Green Augment Slot

Cocomajobo
11-30-2017, 03:08 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Beacon of Magic Set:

When 3 pieces are equipped:

You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.

Armor

Barovian Nobles' Regalia Clothing

Exceptional Universal Spell Lore +3%/+10%
Exceptional Universal Spell Power +8/+20
Fortification +77%/+202%
Shield Bonus +6/+19
Green Augment Slot

Memory of Fine Regalia Docent

Exceptional Universal Spell Lore +3%/+10%
Exceptional Universal Spell Power +8/+20
Fortification +77%/+202%
Shield Bonus +6/+19
Green Augment Slot

Mantle of Escher Raid Clothing

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Green Augment Slot
Blue Augment Slot


Belt

Silverthread Belt Belt

Enhanced Devotion +77/+202 Enhancement Bonus to Positive Spell Power
Enhanced Nullification +77/+202 Enhancement Bonus to Negative Spell Power
Healing Lore +11%/+29%
Void Lore+11%/+29%
Blue Augment Slot

Thrummingspark Cord Belt

Enhanced Magnetism +77/+202 Enhancement Bonus to Electric Spell Power
Enhanced Glaciation +77/+202 Enhancement Bonus to Cold Spell Power
Lightning Lore +11%/+29%
Ice Lore+11%/+29%
Yellow Augment Slot

Burnscar Sash Belt

Enhanced Corrosion +77/+202 Enhancement Bonus to Acid Spell Power
Enhanced Combustion +77/+202 Enhancement Bonus to Fire Spell Power
Acid Lore +11%/+29%
Fire Lore+11%/+29%
Green Augment Slot


Gloves

Blurfingered Gloves Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic - Maximize I/+II
Mystic Diversion +9%/+31
Blue Augment Slot

Cocomajobo
11-30-2017, 03:09 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Adherent of the Mists Set:

When 5 pieces are equipped:

You gain a +5/+20 Profane Bonus to Physical Resistance Rating.
You gain a +10/+20 Profane Bonus to Positive, Negative, and Repair Healing Amplification.
You gain a +5/+10 Profane Bonus to Melee and Ranged Power.
You gain a +10/+20 Profane Bonus to Universal Spell Power.


Belts

Vistani Fighter's Sash

Stunning +6/+22
Vertigo +6/+22
Vitality +19/+67
Deadly +5/+16
Yellow Augment Slot



Boots

Fleetfoot Greaves

Freedom of Movement
Speed +15%/+30%
Natural Armor Bonus +6/+19
Reflex Saves +5/+16
Yellow Augment Slot

Shadow's Footsteps

Dexterity +6/+Legendary
Insightful Dodge +2%/+Legendary
Doubleshot +4/+Legendary
Distant Diversion +9/+Legendary
Yellow Augment Slot

Softsole Slippers

Ghostly
Anthem Slowly regenerate Bard songs.
Perform +12/+22
Insightful Charisma +2/+9
Green Augment Slot




Bracers

Bracers of the Fallen Hero

Strength +6/+19
Insightful Constitution +2/+9
Stunning +6/+22
Quality Physical Sheltering +3/+12
Green Augment Slot

Lore-Fueled Packbanner

Insightful Constitution +2/+9
Physical Sheltering +14/+50
Insightful Doublestrike +2/+10
Druidic Stoneshape While in Wild Shape, you receive a Primal bonus to PRR equal to half the number of Wilderness Lore feats you have.
Green Augment Slot



Cloaks

Mantle of Fury

Constitution +6/+19
Raging Resilience While Raged, +4 Rage bonus to Fortitude Saves.
Doublestrike +6/+22
Dodge +6%/+19%
Green Augment Slot

Phasecloak

Intelligence +6/+19
Evocation Focus +3/+8
Quality Intelligence +1/+4
Wizardry +112/+412
Yellow Augment Slot

Scarlet Scale Cloak

Breath Weapon Focus +3/+8
Insightful Evocation Focus +2/+4
Spellsight +12/+22
Quality Constitution +1/+4
Blue Augment Slot

Silverthread Cloak

Wisdom +6/+19
Insightful Evocation Focus +2/+4
Fortification +77%/+202%
Physical Sheltering +14/+50
Yellow Augment Slot

Twisthallow Cloak

Transmutation Focus +3/+8
Insightful Transmutation Focus +2/+1
Spell Penetration +3/+8
Natural Armor Bonus +6/+19
Blue Augment Slot




Gloves

Crumbling Gloves

Insightful Dexterity +2/+9
Quality Intelligence +1/+4
Shatter +6/+22
Insightful Physical Sheltering +6/+24
Blue Augment Slot

Gauntlets of Innate Arcanum

Charisma +6/+19
Evocation Focus +3/+8
Quality Charisma +1/+4
Wizardry +112/+412
Yellow Augment Slot

Knifepalm

Assassinate +3/+9
Bluff +12/+22
Deadly +5/+16
Insightful Diversion +4%/+15%
Yellow Augment Slot

Molten Silver Gauntlets Raid

Feat: Pierce Silver
Deadly +16
Deception +17
Armor-Piercing +32
Blue Augment Slot
Green Augment Slot




Goggles

Garstone's Lenses

Insightful Rune Arm Focus +2/+4
Auto-Repair This item has a small percentage chance to cast a (Heroic: Repair Moderate Damage) (Legendary: Reconstruct) spell on you when you take damage.
Magnetism +77/+202
Devotion +77/+202
Blue Augment Slot

Negotiators Spectacles

Linguistics 10%
Diplomacy +Heroic/+Legendary
Quality Diplomacy +Heroic/+Legendary
Subtle Target Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes f
Green Augment Slot

Summoner's Spectacles

Conjuration Focus +3/+8
Insightful Conjuration Focus +2/Quality Conjuration Focus +1
Spell Penetration +3/+8
Quality Mystic Diversion +2%/+7%
Green Augment Slot

Symphonic Lenses

Charisma +6/+19
Perform +12/+22
Anthem
Feat: Mobility
Blue Augment Slot

Van Richten's Spectacles Raid

Dexterity +20
Reflex +16
Doubleshot +12
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot




Necklaces

Dawn's Herald-Charm

Wisdom +6/+19
Insightful Faith An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4
Sacred An item with this quality assists only wearers who have the ability to turn undead. Sacred items increase the owner's effective level for the turning check by +2.
Hallowed An item with this quality assists only wearers who have the ability to turn undead. Hallowed items increase the maximum Hit Dice of undead turned by +2.
Yellow Augment Slot

Fleetfoot Necklace Raid

Superior Reinforced Fists +1.5(W) to Unarmed.
Feat: Wind Through the Trees
Natural Armor Bonus +20
Wisdom +20
Yellow Augment Slot
Green Augment Slot

Kindred Pendant

Charisma +6/+19
Enchantment Focus +3/+8
Augment Summoning
Insightful Enchantment Focus +2/+4
Yellow Augment Slot

Reflective Bloodstone

Illusion Focus +3/+8
Insightful Illusion Focus +2/Quality Illusion Focus +1
Spell Penetration +3/+8
Magical Sheltering +14/+50
Blue Augment Slot




Rings

Adversion

Abjuration Focus +3/+8
Insightful Abjuration Focus +2/+4
Wizardry +112/+412
Spell Penetration +3/+8
Yellow Augment Slot

Cursebane Ring

Insightful Curse Resistance +2/+7
Vitality +19/+67
Quality Magical Sheltering +3/+12
Deathblock
Green Augment Slot

Deathwarden

Deathblock
Healing Lore +11%/+29%
Efficient Metamagic - Empower Healing +I/+II
Exceptional Devotion +10
Blue Augment Slot

Keylock Ring

Disable Device +12/+22
Open Lock +12/+22
Search +12/+22
Spot +12/+22
Blue Augment Slot

Perfect Pinnacle

Reinforced Fists +0.5(W)/+1(W) To Unarmed
Deadly +5/+Legendary
Stunning +6/+Legendary
Soul of the Elements While you are centered, this item grants you a bonus depending on your current monk stance

Air: Your attacks do an additional 3d6 Electric damage per hit and also cause your target to bleed for 1d8 damage per hit.
Earth: You gain a +10 Insight bonus to Armor Calss and Reflex Saves.
Fire: Your attacks have a chance of blinding your target and causing a fear effect.
Water: Your attacks have a chance to knock your target down.
Yellow Augment Slot

Ring of Nightfall

Insightful Intelligence +2/+9
Insightful Deadly +2/+7
Reflex Saves +5/+16
Physical Sheltering +14/+50
Green Augment Slot

Skulled Ring

Necromancy Focus +3/+8
Insightful Necromancy Focus +2/Quality Necromancy Focus +1
Wizardry +112/+412
Exceptional Nullification +10
Green Augment Slot




Offhand

The Best Defense Large Shield

Fiery +3d6/+9d6
Shield Bashing +9/+31
Impact +I/V
Vorpal Vorpal/Sovereign Vorpal
Purple Augment Slot

Blight Inferno Rune Arm

Corrupted Fire Blast Deals fire damage to a target with a cone shaped blast of fire. At higher charge tiers the blast is larger. Opponents within the blast receive a Will save for half damage. At Charge Tier 3 and higher, opponents within the blast have a 25% chance to have a Curse spell cast on them.
Combustion +77/+202
Quality Combustion +18/+50
Fire Lore +11%/+29%
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Green Augment Slot

Mirrorplate Tower Tower Shield

Spell Saves +5/+16
Quality Magic Sheltering +3/+12
Block Elements On Shield Block: Gain 15% damage absorption versus acid, cold, electric, fire, and sonic damage.
Mirror Shield This highly polished shield has highly reflective qualities. While actively blocking, you gain +50 Insight bonus to Magical Resistance Rating.
Purple Augment Slot

The Mistfallen Orb

Insightful Mystic Diversion +4%/+15%
Insightful Spell Focus Mastery +1/+4
Illusory Death +1/+3 Increases your caster level when casting Illusion and Necromancy spells.
Efficient Metamagic - Empower II
Purple Augment Slot

Suppressive Fire Rune Arm

Corrupted Exploding Fire Shot Fires an explosive ball of flame that damages your enemies. Oppoents struck by the fireball receive a Will save for half damage. At Charge Tier 3 and higher, opponents within the blast have a 25% chance to have a Curse spell cast on them.
Combustion +77/+202
Immunity to Fear
Fire Resistance +21/+76
Tira's Splendor Any weapon you wield becomes able to bypass silver damage reduction
Green Augment Slot

Warsword Shield Small Shield

Sheltering +14/+50
Insightful Magical Sheltering +6/+24
Incite +19%/+59%
Riposte +Riposte/+9
Orange Augment Slot

Van Richten's Cane Buckler

Stunning +6/+22
Riposte +2/+9
Shield Bashing +9/+31
Undead Bane +3d6/+9d10
Silver, Alchemical
Orange Augment Slot




Trinkets

Bell of Warding Raid

Resonance +202
Sonic Lore +30%
Magical Sheltering +52
Charisma +20
Yellow Augment Slot
Green Augment Slot

Echo of Ravenkind Raid

Eternal Holy Burst While you are wearing this item, your melee, ranged, and unarmed attacks gain the Holy Burst ability. (This weapon is holy. The weapon deals an additional 1 to 6 good damage each hit. In addition, critical hits deal an additional 1 to 10 good damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.)
True Seeing
Constitution +20
Improved Deception
Yellow Augment Slot
Green Augment Slot
Echo of the Icon Raid

Fortification +208%
Strength +20
Insightful Constitution +9
Physical Sheltering +52
Blue Augment Slot
Green Augment Slot

Hands of the Dawn Healer Raid

Devotion +208
Healing Lore +30%
Magical Efficiency 10%
Heal +22
Blue Augment Slot
Green Augment Slot

Krelar
11-30-2017, 03:57 PM
You still have a bunch of armors listed as having both parrying and insightful resistance. These don't stack.

Cocomajobo
11-30-2017, 04:05 PM
You still have a bunch of armors listed as having both parrying and insightful resistance. These don't stack.

That was a me failing to update the release notes problem. Those armors have now been updated above to list their current effects. Insightful Resistance was replaced with:


Profane Well Rounded +1/+2

Splunge
11-30-2017, 04:14 PM
From https://www.ddo.com/forums/showthread.php/491876-Ravenloft-and-artificers#post6043315



There are at least two Sentient-Compatible versions of every single weapon type in Ravenloft, including Light and Heavy Repeaters.
[/I]

I only see one shuriken. Is there a second one planned? Or was that only in reference to artificer weapons?

zehnvhex
11-30-2017, 04:16 PM
First request:

The 100% fortification gem is ML8. Can you guys adjust your formula's so that all the fortification stuff is 100% minimum or change it to insightful instead? Pretty much makes any item with fort on it a wasted slot.

Second request:

Add a 4th belt to the Beacon of Magic Set (Robe Set) set that does Force/Alignment damage?

Cocomajobo
11-30-2017, 04:18 PM
From https://www.ddo.com/forums/showthread.php/491876-Ravenloft-and-artificers#post6043315



I only see one shuriken. Is there a second one planned? Or was that only in reference to artificer weapons?

At the top of the Weapons post there is listed both the Morninglord's and Nightmother weapons. There is one of these weapons for every single weapon type. This is baseline catchall of sentient compatible weapons which Steelstar was referring to.

Wizza
11-30-2017, 04:23 PM
Phasecloak
Intelligence +6/+19
Evocation Focus +3/+8
Quality Intelligence +1/+4
Wizardry +112/+412
Yellow Augment Slot

Get rid of evocation, and make it Necromancy. Wizards barely use any Evocation spell. Sadly I would say the same for Gauntlets of Innate Arcanum, but I guess SSG still looks at Sorcerers as nukers.

blerkington
11-30-2017, 04:42 PM
I guess it's good to see a new quiver in the loot, but it's not a very good one. Feels kind of like more 'corrupt-a-wish' stuff. Are ranged builds so much weaker than everything else that the gear effects on quivers should only be useful for them?

Please create cannith craftable quivers and trinkets with one or more augment slots then prepare your cash wheelbarrow for collecting all the money you'd make selling them in the store. Do it. Seriously. Do it now. Do it.

The assassination gloves are really problematic, even more so than the assassination bracers from Newcomers. They share the issue of having a worthwhile DC boost with other effects that just aren't very good at all, requiring us to find another home for good effects we could normally slot there. In particular, the gloves conflict with one of the few places to slot healing amp and insightful dexterity.

Some of those new set bonuses are noteworthy. The acid typed damage for assassins wouldn't have been my preferred choice given acid immunity in some key areas of endgame content. Maybe you could change it to untyped damage instead or something else more widely useful.

+100 melee power for 10 seconds on action boosts seems insanely strong. At the risk of being labelled a traitor by my fellow players, is this a typo? It seems like a weirdly large gift, especially to people who run in LD and also have a way to recover action boosts aside from shrining.

Thanks.

slarden
11-30-2017, 04:50 PM
Profane bonuses to negative amp is kind of lame considering unlike healing amp items all the main negative amp items already have profane bonuses such as:

http://ddowiki.com/page/Item:Legendary_Festering_Mummy_Wrappings

You should make the negative amp something other than profane if it's intended to stack with standard items.

-------------------------------------------------------------------------------------------

The quality <school> focus +1 is kind of pointless when you can just wear this

http://ddowiki.com/page/Item:Legendary_Mutilator_of_Minds

or this

http://ddowiki.com/page/Item:Legendary_Spinneret

I would replace it with +3 or +4 insightful which is what you get on level 30 random loot.

------------------------------------------------------------------------------------------

Why jump from 17 to 19/20 with stats when 18 is available and less powercreepy?




Macabre/Nightmother's Sceptre
Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Spell Focus Mastery 2/7
Insightful Spell Focus Mastery 1/4
Spell Penetration 3/8
Insightful Spell Penetration 2/4
Orange Augment Slot






gimme now I can dump my TS armor and wear thunderforged for ghostly and +1 profane DC .. or maybe some new armor.






The Masque Raid

Howl of Terror Clicky Caster Level 29
Charisma +20
Insightful Deadly +7
Soundproof Protects against stunning, dazing, and disorientation from sound-based spells such as Soundburst and Greater Shout.
Yellow Augment Slot
Green Augment Slot







Hmm this makes me want to revive my ES warlock just to prove people wrong about ES sucking. Immunity to knockdown, stun, daze and disorientation with high DC spells and high hp/survivability is very tasty.






Softsole Slippers

Ghostly
Anthem Slowly regenerate Bard songs.
Perform +12/+22
Insightful Charisma +2/+9
Green Augment Slot











Armor
Coat of the Traveler Medium Armor

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Blue Augment Slot








Barovian/Morninglord's Sceptre
Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Potency 46/145
Insightful Potency 23/72
Spellsight 12/22
Insightful Spellsight 6/11
Red Augment Slot






nice for an high DC ES warlock although not OP

Yamani
11-30-2017, 04:54 PM
Phasecloak
Intelligence +6/+19
Evocation Focus +3/+8
Quality Intelligence +1/+4
Wizardry +112/+412
Yellow Augment Slot

Get rid of evocation, and make it Necromancy. Wizards barely use any Evocation spell. Sadly I would say the same for Gauntlets of Innate Arcanum, but I guess SSG still looks at Sorcerers as nukers.

Except wizards aren't the only one using int as a primary stat. Artificers matter too!

hit_fido
11-30-2017, 05:13 PM
(When in Main-Hand) The Night Below, (When in Off Hand) The Light Above Raid Sickle

Cool idea. Haven't seen an item that changes based on main/off hand yet.

Gratch
11-30-2017, 05:31 PM
Except wizards aren't the only one using int as a primary stat. Artificers matter too!

Harper Agent Assassin's and Mechanic's say you're arguing over a wasted property and want to know why the phase cloak doesn't phase.

PsychoBlonde
11-30-2017, 05:34 PM
Get rid of evocation, and make it Necromancy. Wizards barely use any Evocation spell. Sadly I would say the same for Gauntlets of Innate Arcanum, but I guess SSG still looks at Sorcerers as nukers.

Artificer is a thing that exists. There are plenty of other very nice items for wizards.

The rune arms are still a colossal MEH, although I should probably go try out those unique shot types. Combustion does nothing for you apart from make the rune arm hit better. It should be more like that Impulse quarterstaff and look like this:

Combustion +202
Insightful Combustion +104
Quality Combustion +52

WHY do Garstone's Lenses have DEVOTION if they have AUTO-REPAIR? Shouldn't it be Reconstruct? Or even better, BOTH?! That's a weird combo.

Yeah, I checked out the shot types. The main problem with these rune-arms from a usage perspective is that even though they're both AOE, they only hit each affected target ONCE. So they do 1/4 the damage of the Legendary Arc Welder (long range) which hits 4 times and is also AOE (although aiming it is whack).

The curse thing is kinda cool and has some benefits for a DC artificer, but that's kind of limited by the fact that the runearm just has NOTHING USEFUL ON IT apart from boosting its own damage. Immunity to fear? That's a yellow slot. Bypass silver? You're an artificer. You got a spell for that.

Legendary Arc Welder and Machination of Madness are both much, MUCH better. They kick out more damage and they have vastly better effects even though the aiming on Arc Welder is kinda screwy.

My suggestion would be to make them hit twice, possibly by making them dual damage if possible (fire and electric?) Combustion 202 and Magnetism 202 and a dual damage hit and I'm SO there, they'd be serious endgame runearms.

Ulfo
11-30-2017, 05:41 PM
Adherent of the Mists Set:

When 5 pieces are equipped:

You gain a +5/+20 Profane Bonus to Physical Resistance Rating.
You gain a +10/+20 Profane Bonus to Positive, Negative, and Repair Healing Amplification.
You gain a +5/+10 Profane Bonus to Melee and Ranged Power.
You gain a +10/+20 Profane Bonus to Universal Spell Power.


You need change bolded part from Profane to Quality because currently all bonuses in game to Negative Healing Amplification already Profane and therefore non-stacking with this set bonuses.

GeoffWatson
11-30-2017, 06:04 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Echo of the Sunsword Raid Short Sword

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2

Coruscating 9d6 Light damage on hit
Blazing 21d6 Light damage on critical hit
Undead Bane 9d10
Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Orange Augment Slot
Red Augment Slot


[/INDENT]

Is Echo of the Sunsword a Sunblade?
I.e. also a Bastard Sword.

Steelstar
11-30-2017, 06:07 PM
WHY do Garstone's Lenses have DEVOTION if they have AUTO-REPAIR? Shouldn't it be Reconstruct? Or even better, BOTH?! That's a weird combo.



Artificers (WF or Construct Essence) that want to throw around Curative Admixtures, or any Warforged that gains a nonzero amount from Repair healing but also casts Positive spells on themselves or others (Cocoon, etc.).

Mellkor
11-30-2017, 06:08 PM
No +20 int item? Everything else has a +20...

Aelonwy
11-30-2017, 06:15 PM
Second request:

Add a 4th belt to the Beacon of Magic Set (Robe Set) set that does Force/Alignment damage?

I also suggested this but they don't seem to want to support the evocation based cleric/fvs they just revamped.

draven1
11-30-2017, 06:28 PM
Where is insightful, quality, set, artifact, profane, reaper bonus for assassination DC?
New raid dagger had insightful assassinate +4, but, where is it now?

And assassination +9 glove still shares slot for insightful dex gear.

Mist set now doesn't give +30 profane hide/move silently, why did you remove it, when it gave more flavor to fit the theme?

Some of weapons have 5W base, the others have 7W, why?

jakeelala
11-30-2017, 06:29 PM
-I love the handedness effects, super interesting addition. I think you could have done more with the tech, but that can wait for further expansions and items.

-I love that you added a quiver, and I respectfully disagree with Blerk, this is the only way for a thrower to stay centered and throw bludgeon damage without changing to that Snowball thing, I think. Good utility swap for sure. If you aren't a thrower sure, you might not like this quiver. Oh well. I agree the game needs more quivers though.

-The power creep here is intense so I still have strong reservations about that. I don't think it's warranted to get people excited about the content and buying it. It just needs to be differentiated and raids based on cooperations like Abbot and not inflated HP pools and incoming damage. I've railed on this elsewhere so I don't rehash here.

-I like all the new effects and itemization options this represents, but I'm not sure some of the choices are ideal, like profane stats on every armor for every build. Feels a little cookiecutter'ish. I'd prefer hard decisions over +2 proface stats vs some equivalent but different effect.

-Moving the sentient weapon restriction to level 20 from level 21 is totally awesome, and will make grinding for old epics sort of worth doing again, I think? If I'm not mistaken these can be made sentient with this change? That would be cool.

-Thanks for putting Doubleshot somewhere, so given how many places doublestrike exists, I really don't understand why doubleshot is so much more rare. Seems a little silly but at least it's on those boots.

-I really don't understand why the shuriken has 2 bleed effects and also disruption. You couldn't have two more unlike effects. This could use another pass.

-So does Deflect Arrows have 100% missile deflection but with a 2-6 second cooldown? Is this separate from the new missile deflection? This needs more explaining.

mr420247
11-30-2017, 06:34 PM
Def like the new radiance club thank you for that

hit_fido
11-30-2017, 06:34 PM
I like the extra effect on the rune arms, cool idea, but is it only a chance for a "Cast" meaning the saving throw will likely render it more of a 25% chance for a 5% chance of a curse? Or would it be a 25% chance to curse, no save?

Xaxx
11-30-2017, 06:36 PM
First request:

The 100% fortification gem is ML8. Can you guys adjust your formula's so that all the fortification stuff is 100% minimum or change it to insightful instead? Pretty much makes any item with fort on it a wasted slot.

Second request:

Add a 4th belt to the Beacon of Magic Set (Robe Set) set that does Force/Alignment damage?

yes that def needs added

JOTMON
11-30-2017, 07:47 PM
Why jump from 17 to 19/20 with stats when 18 is available and less powercreepy?



Indeed.
scale back all these +19/+20 items to +17/+18.
Especially considering this is level 29 stuff.. save the +19/+20 for the future endgame min level 30 hard to get stuff..




Profane bonuses to negative amp is kind of lame considering unlike healing amp items all the main negative amp items already have profane bonuses such as:

http://ddowiki.com/page/Item:Legendary_Festering_Mummy_Wrappings

You should make the negative amp something other than profane if it's intended to stack with standard items.



ugh,,, sticking it to the pale masters again....
Please look at a revamp of negative amp and repair amp... undead and forges are getting screwed over on comparable amps...

FuryFlash
11-30-2017, 07:56 PM
Dusk, the Light Descends Raid Battle Axe

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2

Radiance +208
Radiance Lore +30%
Evocation Focus +8
Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Orange Augment Slot
Red Augment Slot



This doesn't seem right. Battle axes have a range of 20/x3, unless you intentionally nerfed the multiplier in exchange for range on this particular weapon, which would be weird and I think a nerf in most cases.

Mellkor
11-30-2017, 07:56 PM
Indeed.
scale back all these +19/+20 items to +17/+18.
Especially considering this is level 29 stuff.. save the +19/+20 for the future endgame min level 30 hard to get stuff..

I don't agree with this. For me, +17/18 stat gear is not enough incentive to upgrade from slaver set. but +19/20 'might', or at least make me think about it and/or work towards revamping my entire gear set (again) and remaking the slaver set to work with some of this stuff. For +17/18 gear, I wont even bother running the raid.

JOTMON
11-30-2017, 08:10 PM
I don't agree with this. For me, +17/18 stat gear is not enough incentive to upgrade from slaver set. but +19/20 'might', or at least make me think about it and/or work towards revamping my entire gear set (again) and remaking the slaver set to work with some of this stuff. For +17/18 gear, I wont even bother running the raid.

Having +19/+20 stuff in Ravenloft is too high in my opinion..
and ultimately just staves off the inevitable problem.. where do they go from here for future content.
if we have +20 now for level 29 gear then the bar has been raised and the expectation will be higher when min level 30 gear rolls around in future content.

Slavers is quite powerful at level 28 and even over powered when relatively compared to other level 28 gear in the game.
Granted it is based on a grindy customizable craft system and in my opinion is currently best in game since it allows me to craft around my toon instead of craft my toon around the gear.

but that doesn't justify higher stat gear for similar level range just because the content is new.

Luthe111
11-30-2017, 08:20 PM
One huge main point, backed by everyone I've talked to thus far.

And I can not emphasize this enough. INSIGHTFUL WISDOM/STRENGTH. There is insightful everything but wisdom and strength

Mellkor
11-30-2017, 08:24 PM
Having +19/+20 stuff in Ravenloft is too high in my opinion..
and ultimately just staves off the inevitable problem.. where do they go from here for future content.
if we have +20 now for level 29 gear then the bar has been raised and the expectation will be higher when min level 30 gear rolls around in future content.

Slavers is quite powerful at level 28 and even over powered when relatively compared to other level 28 gear in the game.
Granted it is based on a grindy customizable craft system and in my opinion is currently best in game since it allows me to craft around my toon instead of craft my toon around the gear.

but that doesn't justify higher stat gear for similar level range just because the content is new.

Higher stat gear in an end game raid is reasonably expected. It is a major motivator to many who play the game, and is therefore justified, IMO.

Is +20 to much? I don't think so compared to current loot in the game, and considering this is a paid expansion. You always want to keep that big shiny carrot out in front...

I think the real issue is a static cap that has been in place for too long, as this 'forces' this very issue we are discussing. I am not sure what else could be done to reasonably address it, the obvious easy answer would be raise the cap to 35 and make all this stuff ML 32 or so.

Krelar
11-30-2017, 08:32 PM
2: And I can not emphasize this enough. INSIGHTFUL WISDOM. There is insightful everything but wisdom.

There's no insightful strength either.

Luthe111
11-30-2017, 08:32 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Silent Avenger Set:

When 3 pieces are equipped:

You gain a 5%/15% Artifact Bonus to Doublestrike and Doubleshot.
You gain +1/+3 Sneak Attack Dice.
You gain +5%/+25% Artifact bonus to Fortification Bypass.
You gain +5%/+10% Artifact bonus to Damage vs. Helpless Opponents.

Armor

Mist-laden Vestment Light Armor

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Memory of Hiding in Darkness Docent

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Disciple of the Dawn Clothing

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Vestments of Ravenloft Raid Light Armor

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot

Patience Through Peril Raid Clothing

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot


Cloak

Shadowhail Cloak

Hide +12/+22
Move Silently +12/+22
Deception +4/+16
Ghostly
Green Augment Slot

The Invisible Cloak of Strahd Raid

Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot


Belt

Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Deathblock
Diversion +9%/+31%
Green Augment Slot




An option besides this belt for the set would be great, since it pigeonholes gear choices, and likely wouldn't ever be worn at all other than for this set bonus. Please return other items that were originally set options like the Van Richten's Spectacles to this set to allow some gear choices.

Luthe111
11-30-2017, 08:36 PM
There's no insightful strength either.
You are correct, will change original post to represent that.

blerkington
11-30-2017, 08:49 PM
-I love that you added a quiver, and I respectfully disagree with Blerk, this is the only way for a thrower to stay centered and throw bludgeon damage without changing to that Snowball thing, I think. Good utility swap for sure. If you aren't a thrower sure, you might not like this quiver. Oh well. I agree the game needs more quivers though.

You're right, it's not fair to say the quiver is completely useless. I can see it would be very useful for certain builds.

But it's not all that useful even to some ranged builds let alone anyone else, and I was hoping after they decided to slip one in it would be better.

I don't think it would kill them to put something on it other builds could use too, and/or add craftable quivers to the game.

If the devs love me (or are even aware of my existence) they should feel free to give us an early Christmas present by adding heal amp 65 or better and a green augment slot to it.

Thanks.

zehnvhex
11-30-2017, 09:08 PM
Is +20 to much?


Hey now, I too feel that going from 123 to 124 strength is too much of a jump. Please think of the children.

Qhualor
11-30-2017, 09:11 PM
the problem I have with Sanctity that I didn't notice before is that its an undead beater weapon. we can already get an undead beater from the non-raid loot.

I feel the same way about Tremor, although its a bit more useful besides undead.

I don't like insightful armor piercing on the Torn. you can get that through gear and the only damage the weapon does is vulnerable unless you slot something in the augment slot. pick whatever you want, but please change to something that deals actual damage.

SerPounce
11-30-2017, 09:14 PM
Tremor, the Breaker of Bones Raid Maul

Damage Dice: 7(1d10+6)
Crit Profile: 19-20/x3

Impact V
Chilling 9d6
Weaken Undead While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
Crushing Wave This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
Purple Augment Slot
Red Augment Slot




Does crushing wave still screw up cold dots (niac's, creeping colds)?

[edit] want to add that the changes are great, and the formatting here is outstanding. I'm definitely getting hyped.

jakeelala
11-30-2017, 09:18 PM
You're right, it's not fair to say the quiver is completely useless. I can see it would be very useful for certain builds.

But it's not all that useful even to some ranged builds let alone anyone else, and I was hoping after they decided to slip one in it would be better.

I don't think it would kill them to put something on it other builds could use too, and/or add craftable quivers to the game.

If the devs love me (or are even aware of my existence) they should feel free to give us an early Christmas present by adding heal amp 65 or better and a green augment slot to it.

Thanks.

Yeah not a lot of room for CC crafted HAMP anymore with this new stuff and Slavers to contend with...

Seems cheesy tho since it's basically auto Healing Amp for every build in the game as there is no competing quiver that approaches that.

How about ammo bestows:
Bludgeon Damage
1-8 Fire damage scales 3xFire Spell Power
1% chance to stun enemies per hit, 2 seconds, no save.
Affects of this quiver are doubled if you are fighting with nothing in your offhand, or swashbuckling

jakeelala
11-30-2017, 09:33 PM
Belt
Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Deathblock
Diversion +9%/+31%
Green Augment Slot






I do want to just bring up that this belt is absolutely terrible. Deathblock is worthless as it's an augment, Blurry is on a ton of things, easily scrolled, and eclipsed by lesser and reg displacement. Diversion is worthless if you're doing big DPS which ranged should be. Quality Dodge is so low and Dodge so easy to cap now, what's the point? To top it all off, as a slap in the face it one slot.

Please for the love of God do something with this belt.

blerkington
11-30-2017, 09:55 PM
Yeah not a lot of room for CC crafted HAMP anymore with this new stuff and Slavers to contend with...

Seems cheesy tho since it's basically auto Healing Amp for every build in the game as there is no competing quiver that approaches that.

How about ammo bestows:
Bludgeon Damage
1-8 Fire damage scales 3xFire Spell Power
1% chance to stun enemies per hit, 2 seconds, no save.
Affects of this quiver are doubled if you are fighting with nothing in your offhand, or swashbuckling

Yes, heal amp would be pretty good, but they seem to be doing their best to remove it from gear and as you say it is getting very hard to keep. I guess it really is intentional rather than just an oversight.

My request is the equivalent of asking for the nice bike for Christmas, but I'd gladly take a block of wood or a turnip instead. Not as good as the bike but at least somewhat more useful for everyone than what we are getting now.

Thanks.

jakeelala
11-30-2017, 10:05 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Silent Avenger Set:
When 3 pieces are equipped:
You gain a 5%/15% Artifact Bonus to Doublestrike and Doubleshot.
You gain +1/+3 Sneak Attack Dice.
You gain +5%/+25% Artifact bonus to Fortification Bypass.
You gain +5%/+10% Artifact bonus to Damage vs. Helpless Opponents.

Armor
Mist-laden Vestment Light Armor

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Memory of Hiding in Darkness Docent

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Disciple of the Dawn Clothing

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Vestments of Ravenloft Raid Light Armor

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot

Patience Through Peril Raid Clothing

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot



Cloak
Shadowhail Cloak

Hide +12/+22
Move Silently +12/+22
Deception +4/+16
Ghostly
Green Augment Slot

The Invisible Cloak of Strahd Raid

Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



Belt
Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Deathblock
Diversion +9%/+31%
Green Augment Slot







Yes, heal amp would be pretty good, but they seem to be doing their best to remove it from gear and as you say it is getting very hard to keep. I guess it really is intentional rather than just an oversight.

My request is the equivalent of asking for the nice bike for Christmas, but I'd gladly take a block of wood or a turnip instead. Not as good as the bike but at least somewhat more useful for everyone than what we are getting now.

Thanks.

Heal amp would make lots of people happy that's for sure

blerkington
11-30-2017, 10:26 PM
Heal amp would make lots of people happy that's for sure

It would also address the almost complete disappearance of this effect from other endgame gear. For an endgame melee DPS build, it really only seems like gloves and trinket are possibilities now, unless you want to really gimp yourself by using a very subpar item in another slot instead. And of course for my own build, in their wisdom SSG has put assassination on one set of gloves and max insightful dex on the other, and both of them exclude healing amp from crafted gloves.

I'm quite happy for ranged builds to get useful boosts from quivers, but I think it would be better if the slot also did things for other builds too. We don't have any gear slots that are only good for melee, tank or caster builds but not ranged ones.

The quiver slot is very narrowly utilised now, and it would make better sense if we had more quivers like the ones from Abbot and MoD that are more broadly useful. Ranged builds are certainly not so hard up in today's game they need their own extra gear slot to stay on par with other builds.

Perhaps the key to keeping this fair and more useful would be to add a number of effects that aren't all good for one build but offer more equivalent value to a broader range of builds. Heal amp is actually a very bad example of that, so apart from the strength of that effect, I can see why people might baulk at it. But what about putting say three useful properties on it, set up so in most cases any given build type would only be getting one or two useful effects rather than some benefitting only from one and others benefitting from most or even all of them?

Does anyone else have some useful but not overpowered suggestions about what to put on the new quiver? I don't want this opportunity to be wasted, even if my own Christmas bike ideas about what could go on it are not implemented.

Thanks.

jakeelala
11-30-2017, 10:39 PM
non-shuriken throwers could use a boost for sure. I think across the board they should get double bonuses from quivers if nothing is in their offhand.

gwonbush
11-30-2017, 11:00 PM
Duality is amazingly broken. Almost none of its effects actually work. It effectively isn't a handwrap for the purposes of Shintao (though it is treated as a handwrap for everything else), doesn't actually do Unholy, Axiomatic or Vampirism. It has no enchantment bonus from what I can see. The damage dice are still D6 instead of D6+6. Its actual crit range is 19-20/x2, not 17-20/X3. The only things that work are Impact and Enhanced Ki.

Arty_Farty
11-30-2017, 11:01 PM
Yes, heal amp would be pretty good, but they seem to be doing their best to remove it from gear and as you say it is getting very hard to keep. I guess it really is intentional rather than just an oversight.

My request is the equivalent of asking for the nice bike for Christmas, but I'd gladly take a block of wood or a turnip instead. Not as good as the bike but at least somewhat more useful for everyone than what we are getting now.

Thanks.

Block of wood or turnip you say ... Santa Weezily has just the items you are looking for, hope to see you dual wielding your new Festival Twig and Pumpkin Grenade on Christmas day :-)

Weezily the Wicked

Alcides
11-30-2017, 11:03 PM
Divinity, the Morninglord's Goal Raid Bastard Sword

Damage Dice: 5(1d10+3)
Crit Profile: 19-20/x2

Ghostbane 9d10
Holy 9d6
Axiomatic 9d6
Cold Iron (Metalline if Paladin)
(If Paladin: Coruscating 9d6)
Purple Augment Slot
Red Augment Slot




This is really good for a paladin. Could the paladin only powers require a minimum number of paladin levels for each paladin only effect (such as 5 for the metalline, 10 for the Coruscating, and 20 for something else even more awesome such as a better critical damage profile or healing amplification)?

Wanatuc
11-30-2017, 11:07 PM
This set does not show effects on Character Sheet is this a bug or just not showing up?

Lycurgus
11-30-2017, 11:52 PM
Mist-laden Vestment Light Armor

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot

Patience Through Peril Raid Clothing

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot






Many thanks for taking the time to present everything in such an organized manner, Coco. That's really helpful and it's clear that effort went into it. It's going to be difficult for the new items to compete with a slavers set. Several of the individual items are nice, but the sets have some real stinkers. The cloak for the silent avenger set doesn't offer much by itself and the belt is an abomination, for example. Given that not a lot is likely to change between now and release, I think the armors might be better received if the effects on the quest and raid armors were simply reversed. Drop deathblock and ghostly and add fortification to the raid armors, remove fortification and add deathblock and ghostly to the quest armors. At least then the quest armors sans fortification would have some appeal in heroics when everyone is already running around with a minos or equivalent.

Powerhungry
12-01-2017, 12:01 AM
Duality is amazingly broken. Almost none of its effects actually work. It effectively isn't a handwrap for the purposes of Shintao (though it is treated as a handwrap for everything else), doesn't actually do Unholy, Axiomatic or Vampirism. It has no enchantment bonus from what I can see. The damage dice are still D6 instead of D6+6. Its actual crit range is 19-20/x2, not 17-20/X3. The only things that work are Impact and Enhanced Ki.

Yes this. The one thing my monk wanted to test was these wraps and its vampirism. Currently these wraps don't even come close to my TF wraps. Even with fully upgraded sentience, I can't see these wraps ever being used, unless the vampirism works as list - ON HIT - not with an internal cool-down. If the vampirism has any icd then it is a useless item

Thar
12-01-2017, 12:11 AM
Calamity, a Brush with Death Raid Khopesh

Damage Dice: 5(1d8+3)
Crit Profile: 19-20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Crippling Flames On Hit: 5% chance to apply 2 Negative Levels. On Crit: 135 to 325 Fire Damage
Hemorrhaging This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
Utter Disintegration This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
Purple Augment Slot
Red Augment Slot


This looks weak on effects. No increased crit range, 2-16 hemorrhaging is avg 9 pts of damage. not anything to write home about at end game. Chance for vulnerable, chance for 2 negs that will wash off in 4 sec, chance for disintegration. Too many low proc chances that do little for an end game weapon.


Divinity, the Morninglord's Goal Raid Bastard Sword

Damage Dice: 5(1d10+3)
Crit Profile: 19-20/x2

Ghostbane 9d10
Holy 9d6
Axiomatic 9d6
Cold Iron (Metalline if Paladin)
(If Paladin: Coruscating 9d6)
Purple Augment Slot
Red Augment Slot



why bastard sword. Pally's don't get this feat for the class. should add feat - bastard sword if paladin...


Duality, the Moral Compass Raid Handwraps

Damage Dice: 7(1d6+6)
Crit Profile: 17-20/x3

The Moral Compass Different Damage type depending on your Monk path:

If Fists of Light Monk: Unholy 9d6
If Fists of Dark Monk: Holy 9d6
Impact V
Vampirism 4d2
(If Monk: Enhanced Ki +3)
(If Monk: Axiomatic 9d6)
Red Augment Slot
Orange Augment Slot



At first glance this looks good, but then impact is probably already taken with improved crit bludgeon. Vamp 4d2 is what on reaper? avg 6 pts normal, 2 pts on reaper. Nothing to speak of there. Enhanced ki -nice and what else... 2 damage effects. not sure that's enough to make it worth it at end game. Monk isn't my main classes though so my experience here is old.

Dusk, the Light Descends Raid Battle Axe

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2

Radiance +208
Radiance Lore +30%
Evocation Focus +8
Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Orange Augment Slot
Red Augment Slot



Nice radiant soul or fvs weapon but clerics don't get battle axe as a feat. Battle axe isn't one of the favored weapons. seems out of place.

Echo of the Sunsword Raid Short Sword

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2

Coruscating 9d6 Light damage on hit
Blazing 21d6 Light damage on critical hit
Undead Bane 9d10
Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
Orange Augment Slot
Red Augment Slot



upgraded lvl 23 sunsword from citw? seems ok but one of the effects is crit only. another one is blind but no damage. limited dps for end game compared to radient shroud weapons it seems weak unless it's vs undead.

Fate, the Knower of All Raid Throwing Dagger

Damage Dice: 5.5(1d4+3)
Crit Profile: 19-20/x2

Pick a Card This weapon randomly chooses a new card every 15 seconds. Each card has a different effect. There are 30 cards in the deck.
Sovereign Vorpal
Improved Deception
Metalline
Returning
Orange Augment Slot
Red Augment Slot



seems interesting but no damage effects except for on 20. the card effects will make this meh or op.

Flow, the Piercer of Hearts Raid Rapier

Damage Dice: 5(1d6+3)
Crit Profile: 18-20/x2

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Bewildering 5 This weapon saps the willpower and sense from your enemies, dealing 5 Wisdom damage on each hit.
Anarchic 9d6
Guardbreaking This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
Purple Augment Slot
Red Augment Slot



finally guardbreaking on something other than a buckler.. Bewildering. since mobs regen does this even work at end game. again chance for vulnerable. so it's only really good vs lawful dps wise. overall meh.

Gulthias Staff Raid Quarterstaff

Damage Dice: 5(1d6+6)
Crit Profile: 20/x2

Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
Animal Bane 9d10
Aberration Bane 9d10
Vampirism 4d2
Purple Augment Slot
Red Augment Slot



it's a aberation animal beater. not sure if any mob is both so one effect is always not used. same vampirism complaint as above. needs bigger vamp dice to make it work in reaper or it's meh for half of the current end game.

(When in Main-Hand) The Night Below, (When in Off Hand) The Light Above Raid Sickle

Damage Dice: 5(1d6+3)
Crit Profile: 20/x2

(When in Main-Hand) Nullification +208, (When in Off Hand) Devotion +208
(When in Main-Hand) Insightful Nullification +104, (When in Off Hand) Insightful Devotion +104
(When in Main-Hand) Void Lore +30%, (When in Off Hand) Healing Lore +30%
(When in Main-Hand) Insightful Necromancy Focus +4, (When in Off Hand) Efficient Metamagic - Empower Healing II
Orange Augment Slot
Red Augment Slot



interesting coding here. i could see some usefullness here for casters that swap slots for a quick self heal. 3

Nocturne, the Song of Night Raid Quarterstaff

Damage Dice: 5(1d6+6)
Crit Profile: 19-20/x2

Impulse +208
Insightful Impulse +104
Quality Impulse +52
Kinetic Lore +30%
Evocation Focus +8
Quality Evocation Focus +1
Orange Augment Slot
Red Augment Slot



yeah! impules, more impulse...good good oh wait it's quarterstaf so this is two hands worth of effects. it makes a valient attempt at usefullness and if you can not use an orb or offhand weapon this could be good. or a swap in for ruin.

Pain, the Half of Whole Raid Dagger

Damage Dice: 5.5(1d4+3)
Crit Profile: 19-20/x2

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Deception
Sovereign Vorpal
Deception +17
Purple Augment Slot
Red Augment Slot
Pain and Suffering Set When 2 pieces are equipped: Gain +2(W)


expecting a good raid datter with viscani. good for rogues that need a deception item but no real dps added here except on 20 unless you have the set. not sure it's enough.


Sanctity, the Morninglord's Keep Raid Great Sword

Damage Dice: 5(2d6+6)
Crit Profile: 19-20/x2

Ghostbane 9d10
Holy 9d6
Axiomatic 9d6
Cold Iron (Metalline if Paladin)
(If Paladin: Coruscating 9d6)
(If Paladin: Greater Dispelling)
Orange Augment Slot
Red Augment Slot



same as bastard sword above except you can use this as proficient as a pally. but you lose your shield and all those effects for little bit higher base damage and greater dispelling. not sure loss of shield is worth that unless you don't use one today.


Savior, the Breaker of Chains Raid Light Hammer

Damage Dice: 5(1d8+3)
Crit Profile: 20/x2

Impactful 9d6
Bludgeoning 9d6
Screeching 9d6
Memory of Chains Broken Your hits have a 5% chance to Paralyze enemies for 5 seconds.
Orange Augment Slot
Red Augment Slot



interesting. if you're a gnome. who else uses light hammers?

Spiral, the Voice of the Elements Raid Sceptre

Damage Dice: 5(1d6+3)
Crit Profile: 20/x2

Elemental Spiral When held in the Main Hand: Cycles through Fire, Cold, Earth, Air giving the following buffs for 12 seconds each:

+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels
Combustion +208
Glaciation +208
Corrosion +208
Magnetism +208
Orange Augment Slot
Red Augment Slot



nice in theory but do you cycle spells every 12 secs? socs no. wizards you might be able to but you're not optimized for all spell powers. Warlok. uh not useful 75% of the time.

Spite, the Fractured Shards Raid Shuriken

Damage Dice: 7(1d2+3)
Crit Profile: 19/20/x2

Glass Shards This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 2d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 100 times.
Keen V
Sovereign Disruption
Hemorrhaging
Returning
Purple Augment Slot
Red Augment Slot



if you're a shurican chucker you probably have keen. hemoragging 2-16 is meh at end game. bleeding could add the needed dps will need to test more.

Suffering, the Half of the Whole Raid Dagger

Damage Dice: 5(1d4+3)
Crit Profile: 19-20/x2

Piercing 9d6
Constricting Nightmare Enemies struck by this weapon are stricken with a horrible fear of death, reducing their Physical Resistance and Magical Resistance by 10.
Wounding 5 This weapon saps the health from your enemies, dealing 5 Constitution damage on each hit.
Metalline
Orange Augment Slot
Red Augment Slot
Pain and Suffering Set When 2 pieces are equipped: Gain +2(W)



more dagger love. wounding looks good but epic regen negates a hit in 4 sec. so you'd need 2 to use the wouding to any possible effect if you could hit fast enough. so meh for end game effect.

Torn, That Which Renders Despair Raid Great Axe

Damage Dice: 5(1d12+6)
Crit Profile: 20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Improved Destruction
Insightful Armor Piercing +15
Metalline
Orange Augment Slot
Red Augment Slot



no dps. destruction for more vulnerable. fort bypass, dr bypass. but no dps effect so it's base damage for normal weapon only. meh for raid weapon.
Tremor, the Breaker of Bones Raid Maul

Damage Dice: 7(1d10+6)
Crit Profile: 19-20/x3

Impact V
Chilling 9d6
Weaken Undead While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
Crushing Wave This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
Purple Augment Slot
Red Augment Slot



good for the cold damage taking undead. only. impact - don't you have this already if you're a maul user?

Void, the Endless Cold Raid Long Bow

Damage Dice: 5(1d8+3)
Crit Profile: 20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



bow is interesting vs anti cold mobs. oh wait their is a nerf to ranged to miss more...

Volley, Arbalest of the Damned Raid Great Crossbow

Damage Dice: 5(2d8+3)
Crit Profile: 18-20/x2

Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
Nightmares This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Blunted Ammunition The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Purple Augment Slot
Red Augment Slot


[/INDENT][/INDENT][/QUOTE]

nightmares - might get one a week if you're lucky and play a lot. blunted -good this is needed. identity crisis ! something new! whoot. love slowing stuff. no added extra damage except nightmares. could be useful on skelly's that you can't pk...

Overall, it seems some of the effects are just not good enough for end game if it's limited to 4 per weapon. Raid gear at end game needs to have more than 4 if the effects are subpar. any DC based effect must hit 25% of the time or more to be worth it. dc 17 is roll a 1 only so most of those are n/a. how does any of this match up to shroud weapons that are 3 levels lower? it should be on par for a raid and end game gear. Some of the items seem to need some tweaks to make them work better with a purpose. it's an undead weapon or is it a demon weapon or... anyone spending time to build an item in pnp would make it for a purpose not just random effects that don't complement itself.

Wongar
12-01-2017, 12:27 AM
First off I would like to thank you for the very nice presentation of the data. I know it was a lot of work and it is greatly appreciated.

I would also like to say thank you for going back and adding some tanky stuff. The Knight of the Shadows Set is good and will be a nice boost to many tank / defensive builds.

One apparent bug: I equipped the Lore-Fueled Packbanner bracers on a Druid. I received the 5PRR in wolf form but did not receive it in Bear form. Bears need all the help they can get - in fact I think it should probably provide double bonus on a Bear - 0 has to be a bug.

The Bloodrage Chrism is a very powerful item with no negative side affects. I understand it is trying to give two handed melee a needed boost but what is the reasoning behind disallowing Druid? Druids have very little access to PRR - only a little in the Bear line. A Bear could use this and have better defense than spending 4 feats on shields. I assume it works with a staff so you are allowing other casters to use it - why not let a Druid caster use it?

The Night Below seems to be backwards for how it would be most useful. My Cleric and Druid (and I'm guessing many other Clerics & Druids) carry a shield. To get the healing benefits of The Night Below a cleric has to give up the shield. In contrast most Wizards I see have two weapons - a few with orbs and almost none with a shield. It seems flipping the handedness of the weapon would be a great benefit for healers like Cleric, FS, and Druid. I agree it my be less useful for Necro Clerics and Wizards if reversed.

LrdSlvrhnd
12-01-2017, 01:01 AM
Bypass silver? You're an artificer. You got a spell for that.

To be fair, the rest of the RAs notwithstanding, "bypass silver" isn't a terrible thing. Sure, they have a spell for that, but now they can use Align Weapons if needed, or Deadly if not. I certainly wouldn't spit on a DR-breaker if the rest of the RA was any good.

(Side note, though... what does Barovia know of Tira, or her Splendor? Is it easily possible to duplicate this effect with another name, or would that just be too much coding to be worthwhile?)

Dreppo
12-01-2017, 01:36 AM
Belt

Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Deathblock
Diversion +9%/+31%
Green Augment Slot



As several others have already pointed out already, this item is mindbogglingly weak. I hate to single out one item but it has to be done. What makes it so weak are the two effects that are non-scaling, and also available on very low-level items (Blurry as low as ML3 on Bracers of Wind, Deathblock as low as ML4 on Cloak of the Mimic or as an ML8 blue augment). The other two effects are hardly "main" effects that you would pick this item because of, but at least they scale and could have marginal utility depending on some builds, so I have no issue with them.

Another gripe is this is the only item in the Silent Avenger set that is mandatory! There are no other options in the belt slot in this set. So if you are interested in this set, you have no choice but to wear this, which only feels like a punishment. Please either add another belt option to this set, or improve the effects so people won't mind wearing it.

You were moving in the right direction in preview #2 when you were going to change Deathblock to Dexterity, but now the item has regressed in preview #3. IMO this is what the belt should have on it to make it reasonable:

Belt

Braided Cutcord

Quality Dodge +1%/+4%
Blurry/Lesser Displacement
Insightful Dexterity +2/+9
Diversion +9%/+31%
Green Augment Slot


To put this in perspective, this would make the Braided Cutcord comparable to the Blurfingered Gloves, but aimed at light melees instead of casters. And that is a middling item in this expansion. (Actually it would make sense for the Blurfingered Gloves to get Blurry at level 10 instead of Lesser Displacement right off the bat.)

Gloves

Blurfingered Gloves Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic - Maximize I/+II
Mystic Diversion +9%/+31
Blue Augment Slot

Cruxader
12-01-2017, 02:53 AM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Beacon of Magic Set:

When 3 pieces are equipped:

You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.
...

Gloves

Blurfingered Gloves Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic - Maximize I/+II
Mystic Diversion +9%/+31
Blue Augment Slot




This set really needs different caster gloves (with arcane augmentation and quality DC, and/or force/light quality SP) to make the set substitution costs worth going after. Otherwise giving up the +3 Insightful DC, Quality potency, and 15% dodge, parrying and blury et cet just on the TS/Hox light armor alone (http://ddowiki.com/page/Item:Leathers_of_the_Celestial_Sage), much less the slaver 5-piece set bonus for swapping out the belt and gloves with the raven loft equivalents, would not make much sense.

Luthe111
12-01-2017, 03:32 AM
As several others have already pointed out already, this item is mindbogglingly weak. I hate to single out one item but it has to be done. What makes it so weak are the two effects that are non-scaling, and also available on very low-level items (Blurry as low as ML3 on Bracers of Wind, Deathblock as low as ML4 on Cloak of the Mimic or as an ML8 blue augment). The other two effects are hardly "main" effects that you would pick this item because of, but at least they scale and could have marginal utility depending on some builds, so I have no issue with them.

Another gripe is this is the only item in the Silent Avenger set that is mandatory! There are no other options in the belt slot in this set. So if you are interested in this set, you have no choice but to wear this, which only feels like a punishment. Please either add another belt option to this set, or improve the effects so people won't mind wearing it.

You were moving in the right direction in preview #2 when you were going to change Deathblock to Dexterity, but now the item has regressed in preview #3. IMO this is what the belt should have on it to make it reasonable:

Belt

Braided Cutcord

Quality Dodge +1%/+4%
Blurry/Lesser Displacement
Insightful Dexterity +2/+9
Diversion +9%/+31%
Green Augment Slot


To put this in perspective, this would make the Braided Cutcord comparable to the Blurfingered Gloves, but aimed at light melees instead of casters. And that is a middling item in this expansion. (Actually it would make sense for the Blurfingered Gloves to get Blurry at level 10 instead of Lesser Displacement right off the bat.)

Gloves

Blurfingered Gloves Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic - Maximize I/+II
Mystic Diversion +9%/+31
Blue Augment Slot

+1
This belt as Dreppo has suggested it, would definitely change my mind from bitter the belt is mandatory, to something I would wear even without the set. This is especially true sense for ranged the best insightful DEX is already in this slot, and melees have limited ways to fit insightful DEX.

Zafaron
12-01-2017, 05:43 AM
Bloodrage Chrism gives bonuses while using a two handed weapons. Does this mean a two handed melee weapon, or any two handed weapon?

Vooduspyce
12-01-2017, 06:10 AM
(When in Main-Hand) The Night Below, (When in Off Hand) The Light Above Raid Sickle
Damage Dice: 5(1d6+3)
Crit Profile: 20/x2

(When in Main-Hand) Nullification +208, (When in Off Hand) Devotion +208
(When in Main-Hand) Insightful Nullification +104, (When in Off Hand) Insightful Devotion +104
(When in Main-Hand) Void Lore +30%, (When in Off Hand) Healing Lore +30%
(When in Main-Hand) Insightful Necromancy Focus +4, (When in Off Hand) Efficient Metamagic - Empower Healing II
Orange Augment Slot
Red Augment Slot










Thank you for adding orange slots to the weapons!

Not crazy about this main hand/off hand change on the sickle. It's not very friendly to an S&B healer. Maybe make 2 different weapons if you don't want all abilities active at the same time?

noinfo
12-01-2017, 06:22 AM
Nocturne, the Song of Night Raid Quarterstaff

Was almost corrupt a wish for me. Was really hoping for a DC caster staff something worth putting sentience on.

if it added the 4 insightful instead of the or as well as the +8 evocation maybe. to all not just evo

silinteresting
12-01-2017, 06:59 AM
is the spell power from the thrums cord still a different sort to say slavers spell power so they
stack ?. just like greensteel is.

im sure i read this in a earlyier preview but cant seem to find it now.

your friend sil :)

gwonbush
12-01-2017, 07:06 AM
Yes this. The one thing my monk wanted to test was these wraps and its vampirism. Currently these wraps don't even come close to my TF wraps. Even with fully upgraded sentience, I can't see these wraps ever being used, unless the vampirism works as list - ON HIT - not with an internal cool-down. If the vampirism has any icd then it is a useless item

If it is fixed to work, it will definitely be the best handwraps in the game, even though it is the type of vampirism with an internal cooldown. The damage dice size increase is absolutely massive in terms of damage. You can get a standing 16.75[1d6+6] before your damage bonuses. That's a base weapon damage of ~160 before you add in the enchantment bonus, deadly, damage stats, past lives, or melee power. And after that, you have an expanded crit range and crit multiplier to make even better use of that base damage. The Base Damage Rating of these wraps is 303(!!) when equipped, compared to 75 for TF.

I've tested the Morninglord Wraps, which do work and have only 14.75[1d6+4] and no expanded crit profile. They do more damage than TF anyway even before you add sentience into the mix.

Silverleafeon
12-01-2017, 07:07 AM
Thanks for the excellent communication and effort presenting all the features of the Expansion.
Thanks for listening to our suggestions.
Thanks for making changes.

Looking forward to turning this into a Sentient Weapon for my main:

QUOTE=Cocomajobo;6043589][Spiral, the Voice of the Elements Raid Sceptre

Damage Dice: 5(1d6+3)
Crit Profile: 20/x2

Elemental Spiral When held in the Main Hand: Cycles through Fire, Cold, Earth, Air giving the following buffs for 12 seconds each:

+50 Exceptional Spell Power
+20% Exceptional Spell Lore
+5 Caster Levels
Combustion +208
Glaciation +208
Corrosion +208
Magnetism +208
Orange Augment Slot
Red Augment Slot


[/INDENT][/QUOTE]


will also be trying to fit this in somewhere:

QUOTE=Cocomajobo;6043594]
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Beacon of Magic Set:

When 3 pieces are equipped:

You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.

Armor

Barovian Nobles' Regalia Clothing

Exceptional Universal Spell Lore +3%/+10%
Exceptional Universal Spell Power +8/+20
Fortification +77%/+202%
Shield Bonus +6/+19
Green Augment Slot




Thrummingspark Cord Belt

Enhanced Magnetism +77/+202 Enhancement Bonus to Electric Spell Power
Enhanced Glaciation +77/+202 Enhancement Bonus to Cold Spell Power
Lightning Lore +11%/+29%
Ice Lore+11%/+29%
Yellow Augment Slot

Burnscar Sash Belt

Enhanced Corrosion +77/+202 Enhancement Bonus to Acid Spell Power
Enhanced Combustion +77/+202 Enhancement Bonus to Fire Spell Power
Acid Lore +11%/+29%
Fire Lore+11%/+29%
Green Augment Slot


Gloves

Blurfingered Gloves Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic - Maximize I/+II
Mystic Diversion +9%/+31
Blue Augment Slot

[/INDENT][/QUOTE]


Will probably hold both belts and swap them according to which stance Fawn favors.

Silverleafeon
12-01-2017, 07:19 AM
I will likely try to give my alt these two as they are excellent for spellcasters.


QUOTE=Cocomajobo;6043589][Barovian/Morninglord's Sceptre

Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Potency 46/145
Insightful Potency 23/72
Spellsight 12/22
Insightful Spellsight 6/11
Red Augment Slot

Macabre/Nightmother's Sceptre

Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Spell Focus Mastery 2/7
Insightful Spell Focus Mastery 1/4
Spell Penetration 3/8
Insightful Spell Penetration 2/4
Orange Augment Slot
[/INDENT][/INDENT]
[/INDENT][/INDENT][/QUOTE]



I assume bound to account or bound on equip?
Tthese are named and can be made sentient, so likely my alt will grab a second sentient jewel and place it upon one of these.

Vish
12-01-2017, 08:29 AM
La de da
First comments

Nice layout coco!

The sickle couldn't handle the truth
Thought it was too strong a name for a sickle
Why don't u make that a staff?
So my monk can use, pls thx ;)

And,
No more monk silent avenger set
You killed that set
Took away goggles and increase # of items needed.
How sad
Again, pls add more items
And a new belt
Belt is garbage

Ok that's initial thoughts
Carry on the good work

Edit
Looked again
W t f
Did u do to the staff??
Omg I was gonna sentient that 8.5
It was gonna be my staff
Now it's a caster staff?
With crappy 5w
Ok look, I want to keep playing this game
Let's make a deal
You make new super monk quarter staff named truth,
And I write poems in your honor,
Maybe even ballads.
Deal?
Let's hope so
Because now I'm disappointed...

Splunge
12-01-2017, 08:44 AM
Is there some sort of taboo against wearing hats in Barovia? I better set /showhelmet off before I go there.

Steelstar
12-01-2017, 08:53 AM
Is there some sort of taboo against wearing hats in Barovia? I better set /showhelmet off before I go there.

I'm pretty sure you're making a joke about the lack of Helms in this expansion pack. There were some originally planned, and eventually cut. We're planning some helms for the updates following Ravenloft.

That being said: Yes, actually. In Barovia (the version seen in Curse of Strahd), hats are not in fashion and are very rarely worn.

Fivetigers33
12-01-2017, 09:03 AM
Overall I think the changes are good. I actually want some of the gear/set bonuses now.

However, there are 2 things that stand out to me.

Echo of the Sunsword Raid Short Sword

Damage Dice: 5(1d6+3)
Crit Profile: 19-20/x2
•Coruscating 9d6 Light damage on hit
•Blazing 21d6 Light damage on critical hit
•Undead Bane 9d10
•Brazen Brilliance Attacks and offensive spells have a chance to blind enemies with Light damage. (Scales with spellpower if triggered by a spell.)
•Orange Augment Slot
•Red Augment Slot


Unless Brazen Brilliance Attacks does A LOT of damage, this weapon seems lackluster as an undead killer when compared to the non-raid Morninglord's short sword.



Skulled Ring
•Necromancy Focus +3/+8
•Insightful Necromancy Focus +2/Quality Necromancy Focus +1
•Wizardry +112/+412
•Exceptional Nullification +10
•Green Augment Slot


This still has quality +1??? Anyone that cares about their necro DC is either going to have Legendary Spinneret or Legendary Mutilator of Minds. Either make it +2 quality necro, or put something else entirely on it (insight +4 would be fine). As is, it is a completely wasted effect.


Beacon of Magic Set:

When 3 pieces are equipped:

You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.


Totally love the new set bonuses. But consider adding a different gear slot piece in there. You shouldn't make DC casters have to choose between Flawless Shadow Dragon armor and this.

Silverleafeon
12-01-2017, 09:07 AM
is the spell power from the thrums cord still a different sort to say slavers spell power so they
stack ?. just like greensteel is.

im sure i read this in a earlyier preview but cant seem to find it now.

your friend sil :)

If you mean this:

[
Thrummingspark Cord Belt

Enhanced Magnetism +77/+202 Enhancement Bonus to Electric Spell Power
Enhanced Glaciation +77/+202 Enhancement Bonus to Cold Spell Power
Lightning Lore +11%/+29%
Ice Lore+11%/+29%
Yellow Augment Slot



Then yes, your Slayers crafted (and most all other common) "equipment" bonus spellpower will stack with this "enhancement bonus spellpower (just like tier 1 leg greensteel),
making all three belts a popular option for most toons.

Wongar
12-01-2017, 09:19 AM
Moved - Posted in wrong place

Splunge
12-01-2017, 09:57 AM
Beacon of Magic Set:

When 3 pieces are equipped:

You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.


Totally love the new set bonuses. But consider adding a different gear slot piece in there. You shouldn't make DC casters have to choose between Flawless Shadow Dragon armor and this.

I disagree. I really like how DDO gives you lots of choices and forces you to make tough decisions about some of them. If you can't fit everything into one build or gear layout, there's less likely to be one obviously correct way to build your toon.

I was looking at the gear last night, and even if I give up the +1 profane bonus on the shadow dragon armor, my DCs will still be 7-8 points higher with the new loot.

Fivetigers33
12-01-2017, 10:23 AM
I disagree. I really like how DDO gives you lots of choices and forces you to make tough decisions about some of them. If you can't fit everything into one build or gear layout, there's less likely to be one obviously correct way to build your toon.

I was looking at the gear last night, and even if I give up the +1 profane bonus on the shadow dragon armor, my DCs will still be 7-8 points higher with the new loot.

It's not that that I have to make a choice, it's that the armors in the set are all inferior to the shadow dragon stuff. Especially so because you are restricted to using robes, whereas you can use whatever armor type you want for shadow dragon.

Also, the mandatory gloves and all the belts in the set are pretty much worthless to DC casters, but we have to use them if they want the set bonus.

I want to use the new set, but if I have to swap to inferior armor and worthless gloves/belt just to get a total +1 to my DC, I don't think I'm going to do it, and I doubt I'm the only one that feels this way. I'm just asking for at least 1 other gear piece. Even offering up a better glove alternative would at least soften the blow of giving up the shadow dragon armor.

Edit: looking a little closer the Beacon of Magic set bonus appears to be all Artifact bonuses, which won't stack with the Slaver's set bonus. The DC bonus doesn't have a type though on the first page here. Does anyone know if it stacks with Slavers or not?

memloch
12-01-2017, 10:38 AM
(When in Main-Hand) The Night Below, (When in Off Hand) The Light Above Raid Sickle

Damage Dice: 5(1d6+3)
Crit Profile: 20/x2
[LIST]
(When in Main-Hand) Nullification +208, (When in Off Hand) Devotion +208
(When in Main-Hand) Insightful Nullification +104, (When in Off Hand) Insightful Devotion +104
(When in Main-Hand) Void Lore +30%, (When in Off Hand) Healing Lore +30%
(When in Main-Hand) Insightful Necromancy Focus +4, (When in Off Hand) Efficient Metamagic - Empower Healing II
Orange Augment Slot
Red Augment Slot



This is a very unique weapon. Hats off for originality. My suggestion would be to switch the two hands. Many clerics/FvS/druids use a shield so having the healing on the main hand would be a good fit. Many necro focus characters use 2 weapons so having the necro stuff on the off hand works great.

Coco and other Devs, I want to thank you for listening to our feedback and making changes to the loot. The addition of magic user sticks in the quest loot was a good addition and many of the set bonuses are attractive now.

Now comes the problem of figuring out my final item build.

Cantor
12-01-2017, 10:44 AM
weapons:
The handwraps look amazing and gxbow looks great. Guardbreaking on the rapier is solid. Base damage increase on all is cool, but several items lack good effects, like the melee staff animal/aberration banes.. The shuriken could be great or junk depending on if the stacks apply damage on hit.

Generic weapons look pretty good for allowing something for all weapon types.

I like the number of items that interact with the class using or which hand.

I like that spiral is a large boost that stacks, so it's not something that means you are doing poorly when off element, it's just a boost when on.

other:
Glad to see that armor/docents issues for making sets seems largely dealt with.

I hate the separation of physical sheltering from just sheltering, shows up a lot here. Ditto saves vs. resistance.

I love bloodrage chrism for 2handers, my staff users lament that it uncenters though.

Some of the raid armors are not as good as the regular armors in same set, seems odd.

I like seeing holy burst/mobility/soundproof in new slots.

Quiver is nice for ranged builds.

I agree that the braided cutcord needs revisiting.

Kithyx
12-01-2017, 11:23 AM
Void, the Endless Cold Raid Long Bow
Damage Dice: 5(1d8+3)
Crit Profile: 20/x3
Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot

Hi. i've been really looking forward to this, but i don't feel it's as strong as some of the other weapons having used it. I think it really needs the 18-20 crit profile that epic sapphire sting and pinion have. There are filagree weapon 'procs' for fire, acid, poison, and slashing, but as far as i can see no cold damage filagree set. Which means there's less synergy for the cold damage vulnerability. Keep in mind ice damage isn't very desirable, especially so in this undead heavy expansion.

Suggestion: change the crit profile to 18-20, the 10 stack dot and ammunition blast on 20 are kinda weak (but thematic and unique). Of course adding a cold damage filagree set would be a suggestion too. I wouldn't mind losing an augment slot in exchange for the buff if it's needed, they're mostly used for DR breaking and most archers have access to the secondary arcane archer imbue toggles.

As it stands i don't feel it's far enough ahead of just making epic sapphire sting sentient, and it should be as an end game raid obtained weapon.

Vooduspyce
12-01-2017, 11:51 AM
Glad to see some revisions made based on community feeback.

I am still not excited about the loot. And to be not excited about an entire expansion worth of loot makes me sad.

What will we look back on and say that those were the memorable items from Ravenloft?

We look back at Abbot or Mark of Death and still say years later how the Litany of the Dead or Quiver of Alacrity or Vile Blasphemy is awesome. Or heroic shroud green steel still holding its own after 10 years. Or Tharnes Goggles from Vision of Destruction or the Torc from DQ or the Lantern Ring from Haunted Halls or the Legendary Spinneret and Symbol from Slave Lords. The Pansophic Circlet or Dashing Gloves from u31. The FOM boots from Defiler, Antipode or Pinion from Caught in the Web...

After spending hours looking at all the loot previews there's not a single item that I'm like "wow that's so awesome I can't wait to get that!"

I wonder what anyone will think those items will be from Ravenloft?

Arkat
12-01-2017, 12:09 PM
Is Echo of the Sunsword a Sunblade?
I.e. also a Bastard Sword.

Yes.


Duality is amazingly broken. Almost none of its effects actually work. It effectively isn't a handwrap for the purposes of Shintao (though it is treated as a handwrap for everything else), doesn't actually do Unholy, Axiomatic or Vampirism. It has no enchantment bonus from what I can see. The damage dice are still D6 instead of D6+6. Its actual crit range is 19-20/x2, not 17-20/X3. The only things that work are Impact and Enhanced Ki.

Confirmed. The damage isn't NEARLY as good as Storm's Harness. I filed a Lamannia bug report. You should, too.


Yes this. The one thing my monk wanted to test was these wraps and its vampirism. Currently these wraps don't even come close to my TF wraps. Even with fully upgraded sentience, I can't see these wraps ever being used, unless the vampirism works as list - ON HIT - not with an internal cool-down. If the vampirism has any icd then it is a useless item

Not only does almost nothing work from Duality, your mank can't even do a Stunning Fist attack with them on. You hit your hotkey and nothing happens. No animation, no effect, NOTHING...except for a message that seems to indicate not enough ki, not in the right stance, etc. I've bug reported that, too. You should bug report your experience.

Arkat
12-01-2017, 12:16 PM
After spending hours looking at all the loot previews there's not a single item that I'm like "wow that's so awesome I can't wait to get that!"

I wonder what anyone will think those items will be from Ravenloft?

Duality (when they fix them) will be awesome. In the hands of a Paladin, Divinity and Sanctity are incredible.

Dusk looks GREAT for a Light damage-based toon. It's odd they're saying it's a Battle Axe (which Clerics don't use) with a 19-20/x2 Crit profile. It looks more like it was supposed to be a scepter or club of some sort.

Thrudh
12-01-2017, 12:28 PM
There are two Raid Quarterstaffs.

Why does the DPS staff have a crit profile of 20/x2, but the spell staff (that will never be swung in combat) have a crit profile of 19-20/x2

Shouldn't those be reversed?

Cantor
12-01-2017, 01:26 PM
Duality (when they fix them) will be awesome.

The wraps look crazy good if working as defined. with modified crit profile and base die...

Cantor
12-01-2017, 01:27 PM
There are two Raid Quarterstaffs.

Why does the DPS staff have a crit profile of 20/x2, but the spell staff (that will never be swung in combat) have a crit profile of 19-20/x2

Shouldn't those be reversed?

The DPS staff is very disappointing. The only thing it has going for it is the base die which is standard for all the loot. Doesn't even stand up against the nonraid staff unless hitting the bane type. Maybe you are right and they reversed the profiles that would at least make it viable.

PsychoBlonde
12-01-2017, 01:42 PM
There are two Raid Quarterstaffs.

Why does the DPS staff have a crit profile of 20/x2, but the spell staff (that will never be swung in combat) have a crit profile of 19-20/x2

Shouldn't those be reversed?

The crit profile on Nocturne on Lamma is 20/x2, I think it was a typo.

But, yeah, Gulthia Staff should have a better crit profile.

PsychoBlonde
12-01-2017, 01:50 PM
I think the armor pieces should be both in the Adherent of the Mists 5-piece set AND in their 3-piece sets. Or, at least, the RAID versions should give this option. It'd make the gear more interesting and actually give you a shot at getting that 5-piece set bonus, because it's **** hard to slot that many items with entire slots completely missing as options.

Arkat
12-01-2017, 01:51 PM
The wraps look crazy good if working as defined. with modified crit profile and base die...

Indeed. I've filed a couple of bug reports about certain aspects of their non-functionality. Hopefully they will be addressed.

Innokentiy
12-01-2017, 02:01 PM
The Invisible Cloak of Strahd Raid

Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot
[/INDENT]


I decided to notice something about this item.
Nightmare Guard
On being hit:
20% chance to do 5d8 force damage, DC 22 Will Save vs. Enchantments negates.
5% chance to do DC 20 Phantasmal Killer spell.

We have a raid ml29 item, which gives a 5% from 20% (totally 1% chance) 5d8 force damage on being hit. Wow. Useless.
And also a chance to instakill any monster without DB and MB with a chance of 5% from 5% from 5%. Hahahahaha, totally useless.

Invisibility Guard
This item has a 10% chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.
But monster that hits you still can see you in case of those 10% working.
And here is the question to that guy who designed an item. What sense of this property did you planned when set it here?
Totally 2 useless properties at 1 raid cloak, fix this please.

Selvera
12-01-2017, 02:18 PM
Why do the quarterstaff and longbow still have **** critical profiles?

The tradeoff of a **** critical profile for +3 base damage dice might be interesting... but khopesh builds, maul builds, great crossbow builds etc don't have to make that tradeoff. Longbow and quarterstaff are only propped into the realm of "viable weapon" through named loot with improved critical profiles.

So adding a longbow and quarterstaff without effects that are significantly better then other weapons or improved critical profiles just means they fall behind.

Why is there no item that gives dexterity and not doubleshot? Are all dex builds supposed to be ranged now?

silinteresting
12-01-2017, 02:32 PM
If you mean this:

[
Thrummingspark Cord Belt

Enhanced Magnetism +77/+202 Enhancement Bonus to Electric Spell Power
Enhanced Glaciation +77/+202 Enhancement Bonus to Cold Spell Power
Lightning Lore +11%/+29%
Ice Lore+11%/+29%
Yellow Augment Slot



Then yes, your Slayers crafted (and most all other common) "equipment" bonus spellpower will stack with this "enhancement bonus spellpower (just like tier 1 leg greensteel),
making all three belts a popular option for most toons.

thankyou for the reply.

your friend sil :)

Dorian
12-01-2017, 03:44 PM
Bloodrage Chrism Raid
Healing Amplification +83
Calamitous Blows +10% Profane bonus to PRR and MRR while holding a two-handed weapon
Rune-fueled Warding DR of 30/- while holding a two-handed weapon
Bloodrage Defense +30 PRR and MRR while holding a two-handed weapon
Unnatural This item will uncenter you and break your druidic oath.
Blue Augment Slot
Green Augment Slot

So you removed Blood Rage from the Bloodrage Chrism? I like this change.

The old trinket had:
Blood Rage Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of letherargy when your lust for blood becomes sated.

SirValentine
12-01-2017, 04:24 PM
Non-Raid Weapons:

Macabre/Nightmother's Sceptre
Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Spell Focus Mastery 2/7
Insightful Spell Focus Mastery 1/4
Spell Penetration 3/8
Insightful Spell Penetration 2/4
Orange Augment Slot






Well, that gets rid of any complaints about no good choices for casters. Now we have exactly 1 "choice" that vastly out-powers everything else. Was it really a good idea to put so much power creep of so many different complimentary stacking abilities all onto a single item? This becomes the must-have for every single DC caster, while invalidating tons of other loot where you had only 1 of those 4 abilities, with smaller numbers.

SirValentine
12-01-2017, 04:27 PM
Beacon of Magic Set:
When 3 pieces are equipped:

I guess I didn't notice this about the 3-piece sets during the previous preview: zero flexibility. You need to wear 3 items...and there's only 3 items. Is it deliberate that you want to make the 3-piece sets hard to integrate with existing gear?

Unlike the 5-piece set, where you have ~11 choices to get those 5, which is a much better approach.

Fivetigers33
12-01-2017, 04:41 PM
[/INDENT]

I guess I didn't notice this about the 3-piece sets during the previous preview: zero flexibility. You need to wear 3 items...and there's only 3 items. Is it deliberate that you want to make the 3-piece sets hard to integrate with existing gear?

Unlike the 5-piece set, where you have ~11 choices to get those 5, which is a much better approach.

If you are a DC caster just stick with the Slavers set. I believe they are both Artifact bonuses so I'm guessing they won't stack with each other. I think this set is aimed at spell power builds and people that don't want to farm the slavers chain.

lyrecono
12-01-2017, 05:03 PM
Bloodrage Chrism gives bonuses while using a two handed weapons. Does this mean a two handed melee weapon, or any two handed weapon?

just melee weapons, no bows
------------------------------------------------------------------------------------------
Dev's?

whats up with the epic armor sets?

Coat of the Traveler Medium Armor
Fortification +202%
Parrying +9
Physical Sheltering +50
Profane Well Rounded +2
Blue Augment Slot

VS

Coat of Van Richten Raid Medium Armor
Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded+2
Blue Augment Slot
Green Augment Slot


I can slot deathblock anywhere, +2 sheltering is meaningless, ghostly comes on better items, none of these three weigh up against 202% fort and 9!!!!!! parrying
especially on a medium armor using who could use all the help he can get.
-------------------------------------------------------------------


Bloodrage Chrism Raid
Healing Amplification +83
Calamitous Blows +10% Profane bonus to PRR and MRR while holding a two-handed weapon
Rune-fueled Warding DR of 30/- while holding a two-handed weapon
Bloodrage Defense +30 PRR and MRR while holding a two-handed weapon
Unnatural This item will uncenter you and break your druidic oath.
Blue Augment Slot
Green Augment Slot


i do like the heal amp, is it put there to replace the well rounded +3 stat?
Why the double strike, it doesn't work on 2hf barbarians, the many cleaves don't get doublestrike, that is still not fixed on the current lamania build (i just tested)
why not add glancing blow damage and proc% instead?


I'm really happy to see that barbarians are getting a bone in this update and that this is a barb first item.

Though keep in mind that 2 of the big melee filigree sets are currently broken

Sgt_Hart
12-01-2017, 05:16 PM
Void, the Endless Cold Raid Long Bow
Damage Dice: 5(1d8+3)
Crit Profile: 20/x3

Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot



Volley, Arbalest of the Damned Raid Great Crossbow
Damage Dice: 5(2d8+3)
Crit Profile: 18-20/x2

Identity Crisis Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
Nightmares This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of vulnerable.
Blunted Ammunition The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Purple Augment Slot
Red Augment Slot








The Invisible Cloak of Strahd Raid




Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot







Emphasis mine, Are these items going to get a proper legendary variant(And more importantly DC), or are they stuck in the same sort of hell that the Epic Cloak of Ice (http://ddowiki.com/page/Item:Epic_Cloak_of_Ice) is?

Or more importantly, why don't these items have a scaled DC of like.. 15 + [Items Min required level] to future proof item properties?

I mean.. The Invisible Cloak of Strahd or Night Hag's Heartstone (http://ddowiki.com/page/Item:Night_Hag%27s_Heartstone) . . . . Tough call.

WiseFreelancer
12-01-2017, 05:39 PM
The longbow needs a buff - I just did some basic theorycrafting with a pretty weakly built bow user and Pinion or Sapphire Sting are going to be waaay better due to the higher crit chance. This pass has added lots of orange slots to relevant weapons but could the ranged weapons not have one? Both artificers and AAs might benefit from slotting meridian fragment, even if the weapons aren't caster-focused themselves. (Right now an AA would have to use Tortured Livewood Bow to slot the fragment on a sentient weapon, which might be the worst possible sentient longbow...).

I like the set bonuses and I like many of the items, but its still really limited for Wisdom-based casters.

A battle axe with radiance is nice, but elemental casters got 202 enhancement bonus to their preferred spell powers and divines are stuck with 202 devotion? At least the raid trinket lets you slot resonance on a non-weapon slot if you are a bard or warlock, which you can't do with radiance.

I mentioned this last round, but still no insightful wisdom, which is a real pain given the last non-greensteel item was the +4 goggles. In thinking about switching over to a charisma-based favored soul to take advantage of the new loot I also realized charisma pops up loads on these new items - I ended up slotting it three times when trying to get other stats! Perhaps one of the +19 charisma items could be given something else.

Iriale
12-01-2017, 06:11 PM
Skulled Ring
•Necromancy Focus +3/+8
•Insightful Necromancy Focus +2/Quality Necromancy Focus +1
•Wizardry +112/+412
•Exceptional Nullification +10
•Green Augment Slot
Please, change the Quality Necromancy Focus +1 (that we have in spinneret/mutilador gear, and better: it's quality spell focus) for insightful int. The item with insightful int is not a caster item.

Insightful wisdom item would to be nice too



Macabre/Nightmother's Sceptre
Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type
• Spell Focus Mastery 2/7
• Insightful Spell Focus Mastery 1/4
• Spell Penetration 3/8
• Insightful Spell Penetration 2/4
• Orange Augment Slot
ok, I like this new weapon. Now I can change the TS armor. And I need redo slaver set (tired of playing tetris with the gear)



Gulthias Staff Raid Quarterstaff
Damage Dice: 5(1d6+6)
Crit Profile: 20/x2
• Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
• Animal Bane 9d10
• Aberration Bane 9d10
• Vampirism 4d2
• Purple Augment Slot
• Red Augment Slot
need better crit profile. A very niche weapon, so many bane, few more generalist damage. My acrobat is not happy



Nocturne, the Song of Night Raid Quarterstaff
Damage Dice: 5(1d6+6)
Crit Profile: 19-20/x2
• Impulse +208
• Insightful Impulse +104
• Quality Impulse +52
• Kinetic Lore +30%
• Evocation Focus +8
• Quality Evocation Focus +1
• Orange Augment Slot
• Red Augment Slot
I love spellcasters with staffs in pnp and fantasy, but in ddo spellcaster staffs don’t work. Useless item. Can you change to sceptre or give us an item with this stats?
Seriously, you need let us equip a spell staff and an orb or scepter simultaneously.



Silverthread Belt Belt
• Enhanced Devotion +77/+202 Enhancement Bonus to Positive Spell Power
• Enhanced Nullification +77/+202 Enhancement Bonus to Negative Spell Power
• Healing Lore +11%/+29%
• Void Lore+11%/+29%
• Blue Augment Slot

Thrummingspark Cord Belt
• Enhanced Magnetism +77/+202 Enhancement Bonus to Electric Spell Power
• Enhanced Glaciation +77/+202 Enhancement Bonus to Cold Spell Power
• Lightning Lore +11%/+29%
• Ice Lore+11%/+29%
• Yellow Augment Slot

Burnscar Sash Belt
• Enhanced Corrosion +77/+202 Enhancement Bonus to Acid Spell Power
• Enhanced Combustion +77/+202 Enhancement Bonus to Fire Spell Power
• Acid Lore +11%/+29%
• Fire Lore+11%/+29%
• Green Augment Slot
I don't like that so many archetypes can't have a stacking bonus to spellpower. More belts, please? And a little more love for pale masters? A barovian expansion, and so little support to undead builds…



Gloves
Blurfingered Gloves Gloves
• Feat: Quick Draw
• Lesser Displacement
• Efficient Metamagic - Maximize I/+II
• Mystic Diversion +9%/+31
• Blue Augment Slot
The gloves are so bad for a caster set.

Thilanas
12-01-2017, 07:10 PM
I guess it's good to see a new quiver in the loot, but it's not a very good one. Feels kind of like more 'corrupt-a-wish' stuff. Are ranged builds so much weaker than everything else that the gear effects on quivers should only be useful for

Thanks.

Really? If this works like every other blunted ammunition this is serious power creep in that now every xbow can also get the pulverizer crit range previously limited to bows and a handful of subpar xbows for ranged weapons.

I think the devs should reconsider if this is the path they want to go down.

barecm
12-01-2017, 08:38 PM
I noticed there is no item with +9 insightful wisdom. There seems to be every other ability with insightful +9 somewhere except wisdom. What is going on here?

Dreppo
12-01-2017, 10:41 PM
I noticed there is no item with +9 insightful wisdom. There seems to be every other ability with insightful +9 somewhere except wisdom. What is going on here?

There's no insightful strength item either.

Hipparan
12-02-2017, 02:45 AM
The orb and runearm look amazing! the appearances are great and I'm glad I reincarnated one of my characters into a Palemaster now.

Oh right, the Captain told me to tell you that the Mist-Laden Vestment and Platemail of the Barovian Lord are both appearing in the inventory as scalemail even though the armor is light and heavy respectively.

CeltEireson
12-02-2017, 04:56 PM
No Set:
These pieces of equipment do not belong to any set.


Dreadcursed Defender Iron Defender Docent
[LIST]
Fortification +77/+202%
Physical Sheltering +14/+50
Vitality +19/+67
Don't Count Me Out! [I]Your range of unconsciousness extends by 400 hitpoints.
Blue Augment Slot



Just to point out that if you've heavily invested in your pet in terms of feats then it may have 215 fortification (100 augment summons, 100 scion of Elysium, 15 guild) already, 315 if you slot a heavy fortification into a blue augment. So in some respects the 202 fortification on this is redundant. Even if you don't take the Scion of Elysium feat you can still easily get 215 fortification on your pet. Though admittedly no idea on high level reaper what kind of fortification is required - but I suspect most people don't use their pet that much, if at all, in high level reaper due to AI and survivability issues.

So for those who have heavily invested in pet feats could you possibly add a little something, id say replace the fortification but that might cause some objections. Something defensive - dodge bonus, blur, lesser displacement, ghostly, insightful PRR or even just a green slot.

Cocomajobo
12-02-2017, 06:06 PM
Duality (the Raid Handwraps) now properly act like Handwraps.
Braided Cutcord has been adjusted to the following:


Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Dexterity +6/+19
Quality Dexterity +1/+4
Green Augment Slot

aquavalentin
12-02-2017, 06:26 PM
Heroic Items are Minimum Level 10
Legendary Items are Minimum Level 29
Effects in Pink are Heroic only
Effects in Orange are Legendary Only
Yellow Item Names are Raid Items


Knight of the Shadows Set:

When 3 pieces are equipped:

You gain a +5/+20 Artifact Bonus to PRR and MRR.
You gain a +50% Artifact Bonus to threat generation with melee and ranged attacks.
You gain a +10% Artifact Bonus to Armor Class.


Armor

Platemail of the Barovian Lord Heavy Armor

Fortification +77%/+202
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Blue Augment Slot

Platemail of Strahd Raid Heavy Armor

Deathblock
Ghostly
Physical Sheltering +52
Profane Well Rounded +2
Blue Augment Slot
Green Augment Slot



Belt

Plateshard Belt

Fortitude Saves +5/+16
Incite +19%/+59%
Constitution +6/+19
Insightful Incite +7%/+27%
Yellow Augment Slot

Rune-Sigiled Belt

Fortitude Saves +5/+16
Quality Fortitude Saves +1/+3
Spell Saves +5/+16
Protection from Evil
Blue Augment Slot



Goggles

Feargaze

Linguistics 10%
Intimidate +12/+22
Insightful Intimidate +6/+11
Quality Incite +3%/+13%
Green Augment Slot

The Masque Raid

Howl of Terror Clicky Caster Level 29
Charisma +20
Insightful Deadly +7
Soundproof Protects against stunning, dazing, and disorientation from sound-based spells such as Soundburst and Greater Shout.
Yellow Augment Slot
Green Augment Slot



Could we please get a docent in this set. The other sets have docents pretty please put one in this set too.Beautiful set btw

Lycurgus
12-02-2017, 08:29 PM
Duality (the Raid Handwraps) now properly act like Handwraps.
Braided Cutcord has been adjusted to the following:



Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Dexterity +6/+19
Quality Dexterity +1/+4
Green Augment Slot





Awesome news, many thanks for a weekend update!

J-mann
12-03-2017, 01:45 AM
Duality (the Raid Handwraps) now properly act like Handwraps.
Braided Cutcord has been adjusted to the following:


Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Dexterity +6/+19
Quality Dexterity +1/+4
Green Augment Slot


So how about making the damage q staff not terribad while you are at it. If it does not have an improved crit profile, it will not get used over sireth or bonecrusher or elemental bloom.

ElweSulk
12-03-2017, 05:36 AM
Dreadcursed Defender Iron Defender Docent

Fortification +77/+202%
Physical Sheltering +14/+50
Vitality +19/+67
Don't Count Me Out! Your range of unconsciousness extends by 400 hitpoints.
Blue Augment Slot


Hound of the Night Pet Collar

Frostbite On Hit: Applies a stack of Vulnerable. This effect may only occur on-hit once every two seconds. On Vorpal: Applies a stack of Lethargy
Speed +15%/+30%
Deadly +5/+16
Doublestrike +6/+22
Red Augment Slot
Purple Augment Slot




Just to point out that if you've heavily invested in your pet in terms of feats then it may have 215 fortification (100 augment summons, 100 scion of Elysium, 15 guild) already, 315 if you slot a heavy fortification into a blue augment. So in some respects the 202 fortification on this is redundant. Even if you don't take the Scion of Elysium feat you can still easily get 215 fortification on your pet. Though admittedly no idea on high level reaper what kind of fortification is required - but I suspect most people don't use their pet that much, if at all, in high level reaper due to AI and survivability issues.

So for those who have heavily invested in pet feats could you possibly add a little something, id say replace the fortification but that might cause some objections. Something defensive - dodge bonus, blur, lesser displacement, ghostly, insightful PRR or even just a green slot.


pet docent: "Don't Count me Out" looks awesome. With -400 in heroics should make the pet difficult to kill completely, but in the epics/legendary this -400 is maybe too little? Possible to have heroic & epic version?

pet collar / docent: I'd like some fortification, but these are clearly missing boost to the pet's skills (intimidate & trip) - and those skills are needed. The pet's trip is good if using a +trip item, but without.... Please add a trip & intimidate bonus to these.

JoeShmo
12-03-2017, 09:04 AM
Duality (the Raid Handwraps) now properly act like Handwraps.
Braided Cutcord has been adjusted to the following:


Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Dexterity +6/+19
Quality Dexterity +1/+4
Green Augment Slot


@Coco or anyone who has tested this, I have 2 questions.

1.) Does Duality's 4d2 Vampirism proc on every auto or is there a cooldown on this ability?
2.) On the Perfect Pinnacle Ring, does the water stance ability that grants a chance to knockdown enemies proc on every auto or is there a cooldown as well? What is the % chance to be knocked prone? Is there a save?

Thank you in advance.

barecm
12-03-2017, 09:18 AM
Void, the Endless Cold Raid Long Bow
Damage Dice: 5(1d8+3)
Crit Profile: 20/x3
Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
Chilling 9d6
Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
Purple Augment Slot
Red Augment Slot

Hi. i've been really looking forward to this, but i don't feel it's as strong as some of the other weapons having used it. I think it really needs the 18-20 crit profile that epic sapphire sting and pinion have. There are filagree weapon 'procs' for fire, acid, poison, and slashing, but as far as i can see no cold damage filagree set. Which means there's less synergy for the cold damage vulnerability. Keep in mind ice damage isn't very desirable, especially so in this undead heavy expansion.

Suggestion: change the crit profile to 18-20, the 10 stack dot and ammunition blast on 20 are kinda weak (but thematic and unique). Of course adding a cold damage filagree set would be a suggestion too. I wouldn't mind losing an augment slot in exchange for the buff if it's needed, they're mostly used for DR breaking and most archers have access to the secondary arcane archer imbue toggles.

As it stands i don't feel it's far enough ahead of just making epic sapphire sting sentient, and it should be as an end game raid obtained weapon.

Also tested and all I can say is it is an awesome clickie. Not much beyond that.

red_kain
12-03-2017, 11:14 AM
Why isn't the Gauntlets of Innate Arcanum part of the Beacon of magic set?
Seems to me the Blurfingered should be switched with these.



Beacon of Magic Set:

When 3 pieces are equipped:

You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.



Gauntlets of Innate Arcanum

Charisma +6/+19
Evocation Focus +3/+8
Quality Charisma +1/+4
Wizardry +112/+412
Yellow Augment Slot


Adherent of the Mists Set:

When 5 pieces are equipped:

You gain a +5/+20 Profane Bonus to Physical Resistance Rating.
You gain a +10/+20 Profane Bonus to Positive, Negative, and Repair Healing Amplification.
You gain a +5/+10 Profane Bonus to Melee and Ranged Power.
You gain a +10/+20 Profane Bonus to Universal Spell Power.



Blurfingered Gloves Gloves

Feat: Quick Draw
Lesser Displacement
Efficient Metamagic - Maximize I/+II
Mystic Diversion +9%/+31
Blue Augment Slot




Fixed?

J1NG
12-03-2017, 12:00 PM
Duality (the Raid Handwraps) now properly act like Handwraps.


Are you sure...?

Can't stunning Fist.
No vampirism (on Warforged).
Dps is lower than that of Epic Scraps of Enlightenment, even thought all numbers suggest it should otherwise.

J1NG

John3000
12-03-2017, 01:21 PM
Calamity, a Brush with Death Raid Khopesh
Damage Dice: 5(1d8+3)
Crit Profile: 19-20/x3

Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Crippling Flames On Hit: 5% chance to apply 2 Negative Levels. On Crit: 135 to 325 Fire Damage
Hemorrhaging This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
Utter Disintegration This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
Purple Augment Slot
Red Augment Slot


Tested this out on few hundred mobs... The Utter Disintegration doesn't seem to be procing. Could you check this out ?

Crippling Flames is working.
Hemorrhaging is working.
Fetters of Unreality is working.

But Utter Disintegration is not in my testing... unless there's a DC roll so low or damage is ridiculously low. My guess would be perhaps a Heroics vs. Legendary dc/dmg error ???
With a description "This disintegrate is incredibly powerful, and will utterly destroy weaker foes", you'd be expecting at least a greater than 2%-5% proc rate and at least 5k+ damage on legendary so as to be on par with LGS weapons.


Cheers,

Arkat
12-03-2017, 02:06 PM
Tested this out on few hundred mobs... The Utter Disintegration doesn't seem to be procing. Could you check this out ?

...

But Utter Disintegration is not in my testing... unless there's a DC roll so low or damage is ridiculously low. My guess would be perhaps a Heroics vs. Legendary dc/dmg error ???
With a description "This disintegrate is incredibly powerful, and will utterly destroy weaker foes", you'd be expecting at least a greater than 2%-5% proc rate and at least 5k+ damage on legendary so as to be on par with LGS weapons.

Did you fill out an in-game bug report when you were testing on the Lamannia server?

Corzak
12-03-2017, 09:41 PM
I just took a look through the items and noticed that other than the Morninglord/Nightmother items, there doesn't appear to be any warhammers in the new content. I realize that it's a small complaint, but with warhammer being a favored weapon for some Clerics, it would be nice to see at least one in the list.

draven1
12-04-2017, 06:33 AM
Duality, the Moral Compass Raid Handwraps
Damage Dice: 7(1d6+6)
Crit Profile: 17-20/x3
The Moral Compass Different Damage type depending on your Monk path:
If Fists of Light Monk: Unholy 9d6
If Fists of Dark Monk: Holy 9d6
Impact V
Vampirism 4d2
(If Monk: Enhanced Ki +3)
(If Monk: Axiomatic 9d6)
Red Augment Slot
Orange Augment Slot

Why does this handwrap have 7W, extended crit range and multiplier, +6 base dice,
when every other TWF weapons have 5W, no extended crit range and multiplier, +3 base dice?

With henshin cores, monks already have insane melee powers. And monk levels itself have damage dice increase.
It's not just 1d6+6, it would be 17(1d6+6) 15-20/x4 with 200+ or 300+ melee power.

So, do you want to bring OP monks again who were the reason of these class balance revamp?

JoeShmo
12-04-2017, 07:09 AM
Duality, the Moral Compass Raid Handwraps
Damage Dice: 7(1d6+6)
Crit Profile: 17-20/x3
The Moral Compass Different Damage type depending on your Monk path:
If Fists of Light Monk: Unholy 9d6
If Fists of Dark Monk: Holy 9d6
Impact V
Vampirism 4d2
(If Monk: Enhanced Ki +3)
(If Monk: Axiomatic 9d6)
Red Augment Slot
Orange Augment Slot

Why does this handwrap have 7W, extended crit range and multiplier, +6 base dice,
when every other TWF weapons have 5W, no extended crit range and multiplier, +3 base dice?

With henshin cores, monks already have insane melee powers. And monk levels itself have damage dice increase.
It's not just 1d6+6, it would be 17(1d6+6) 15-20/x4 with 200+ or 300+ melee power.

So, do you want to bring OP monks again who were the reason of these class balance revamp?

Friend, you have got to stop filling up threads with your fears that monks are op. They really are not, trust me. If you feel they are what's causing imbalance to the game,then I'm afraid you haven't been playing a lot lately. Really there's nothing to fear in terms of monks overshadowing other classes. Not trying to toot my own horn, but take it from a triple completionist that other classes trump monks in many aspects. As for your question about Duality being stronger, it's because it's a new expansion with higher power gear, just like for all the other available gear. Also the crit profile of 17-20 is already takimg the Impact effect into account so it wouldn't be 15-20. Relax friend :)

kain741
12-04-2017, 08:45 AM
Disciple of the Dawn Clothing

Fortification +77%/+202%
Parrying +2/+9
Physical Sheltering +14/+50
Profane Well Rounded +1/+2
Green Augment Slot



The non raid vestments at the vendor are still including insightful resistance instead of profane abilities bonus.

gwonbush
12-04-2017, 09:42 AM
Friend, you have got to stop filling up threads with your fears that monks are op. They really are not, trust me. If you feel they are what's causing imbalance to the game,then I'm afraid you haven't been playing a lot lately. Really there's nothing to fear in terms of monks overshadowing other classes. Not trying to toot my own horn, but take it from a triple completionist that other classes trump monks in many aspects. As for your question about Duality being stronger, it's because it's a new expansion with higher power gear, just like for all the other available gear. Also the crit profile of 17-20 is already takimg the Impact effect into account so it wouldn't be 15-20. Relax friend :)

I think they messed up with the coding of the named Handwraps, treating their bonus to the damage dice as if they are two-handed weapon instead of a 1-handed, despite the combat style being based for 2-weapon fighting. It really should be in line with other weapons of their fighting style from these raids, with a base damage die of 1d6+3 (1d6+2 for Morninglord/Night Mother).

JoeShmo
12-04-2017, 10:01 AM
I think they messed up with the coding of the named Handwraps, treating their bonus to the damage dice as if they are two-handed weapon instead of a 1-handed, despite the combat style being based for 2-weapon fighting. It really should be in line with other weapons of their fighting style from these raids, with a base damage die of 1d6+3 (1d6+2 for Morninglord/Night Mother).

That very well may be possible since everything about these handwraps is currently bugged. Vampirism doesn't work, can't use stunning fist with them equipped, can't activate finishers, and some other bugs people have reported. Steelstar noted he is aware of the bug and that he is hoping to fix the handwraps before the expansion goes live, but that they may not be fixed in time :/

Kza
12-04-2017, 10:15 AM
That very well may be possible since everything about these handwraps is currently bugged. Vampirism doesn't work, can't use stunning fist with them equipped, can't activate finishers, and some other bugs people have reported. Steelstar noted he is aware of the bug and that he is hoping to fix the handwraps before the expansion goes live, but that they may not be fixed in time :/

If those wraps will work as advertised it will be no weapon
Even close to them. Gratz all monks, you won first price this
Expansion :-)

JoeShmo
12-04-2017, 10:32 AM
If those wraps will work as advertised it will be no weapon
Even close to them. Gratz all monks, you won first price this
Expansion :-)

Apologies if I'm missing something, but what makes you say that? I feel like a few of the other raid weapons are significantly stronger. Would love to hear your reasoning :)

Cantor
12-04-2017, 11:10 AM
Apologies if I'm missing something, but what makes you say that? I feel like a few of the other raid weapons are significantly stronger. Would love to hear your reasoning :)

Which other weapons do you look at and say I don't even need to compare this to TF or LGS? Because the wraps don't even require a comparison. The profile is +2 threat not counting impact ,+1 multiplier. Gets +2w and has the base die adjustment.

JoeShmo
12-04-2017, 11:41 AM
Which other weapons do you look at and say I don't even need to compare this to TF or LGS? Because the wraps don't even require a comparison. The profile is +2 threat not counting impact ,+1 multiplier. Gets +2w and has the base die adjustment.

That being said, shouldn't that be the natural progression of things? If it wasn't clearly a better option, what would the incentive be for people to try to obtain the weapon? It seems to me like all the gear and weapons included for this expansion, are clearly better upgrades with higher stat bonuses of +20, higher damage, more defenses, etc.

draven1
12-04-2017, 11:50 AM
That being said, shouldn't that be the natural progression of things? If it wasn't clearly a better option, what would the incentive be for people to try to obtain the weapon? It seems to me like all the gear and weapons included for this expansion, are clearly better upgrades with higher stat bonuses of +20, higher damage, more defenses, etc.

If it is the natural progression, why doesn't the other one-handed weapons have those crit range & multiplier extensions?

SerPounce
12-04-2017, 12:00 PM
Duality (the Raid Handwraps) now properly act like Handwraps.
Braided Cutcord has been adjusted to the following:


Braided Cutcord

Quality Dodge +1%/+4%
Blurry
Dexterity +6/+19
Quality Dexterity +1/+4
Green Augment Slot


It's probably too late now, but it would be really nice if there was another option for belt. This is THE light armor and cloth armor set (other than the caster one). There's a lot more than dex build there. That is a completely dead slot for int builds with insightful reflexes which makes up a lot of light armor users.

I'm glad you guys adjusted based on the feedback, it's just still feel very niche for a required item in a set that a lot of toons would otherwise like.

JoeShmo
12-04-2017, 12:06 PM
If it is the natural progression, why doesn't the other one-handed weapons have those crit range & multiplier extensions?

I already replied to your previous inquiry in regards to the crit range increase. The extended crit range of 17-20 is with the Impact in effect, so that is why it has an expanded crit range.

Cantor
12-04-2017, 12:27 PM
I already replied to your previous inquiry in regards to the crit range increase. The extended crit range of 17-20 is with the Impact in effect, so that is why it has an expanded crit range.

Wrong. Handwrap is a base 20/x2. 17-20 x3 +1 for impact +2 from the item. And multiplier.

I think your misunderstanding of base handwraps stats is why you don't realize how crazy good these are.

CeltEireson
12-04-2017, 12:29 PM
pet docent: "Don't Count me Out" looks awesome. With -400 in heroics should make the pet difficult to kill completely, but in the epics/legendary this -400 is maybe too little? Possible to have heroic & epic version?

pet collar / docent: I'd like some fortification, but these are clearly missing boost to the pet's skills (intimidate & trip) - and those skills are needed. The pet's trip is good if using a +trip item, but without.... Please add a trip & intimidate bonus to these.

To be honest I think they need to add another equipment slot to pets - if you look at how much equipment a player character can use and still have a tough time surviving in tougher content. Most of the enhancements/feats/epic destiny stuff that improve pets mainly improve their base attributes which doesn't really help that much with survivability other than increasing hitpoints, its not possible to get their saves to the same level as a player, PRR is reasonable compared to players if you invest a lot in feats etc, AC is low for epic elite/reapers, dodge is also comparatively low, whilst you can cast blur on them they don't get access to displacement which melees tend to use a lot in tougher content, and their self healing is very limited so you need to spend a lot of time keeping them alive.

Or some new epic level enhancements for them instead or in addition.

But re your point re intimidation / trip - yup would be useful but theyd also need to fix the AI (particularly for those who went the evasion route on pet - as the option to disable other active enhancements like homunculus distraction which you have to take to get the evasion enhancement, still doesn't seem to work). As for the 400 - yes given how hard mobs hit in legendary content 400 hitpoints is basically 1 or 2 hits and as mobs have a tendency to continue attack even after you go down its not really as much as it seems.

JoeShmo
12-04-2017, 01:04 PM
Wrong. Handwrap is a base 20/x2. 17-20 x3 +1 for impact +2 from the item. And multiplier.

I think your misunderstanding of base handwraps stats is why you don't realize how crazy good these are.

Ah ok, thanks for educating me! So if all these effects make it to live, since apparently the good majority of them aren't working/breaking other monk abilities like stunning fist and finisher abilities currently, then monks that manage to snag a pair from the raid, will get a nice pair of handwraps. I'm ok with this, since in my opinion I don't feel they are overshadowing any other class :) Only time will tell!

Arkat
12-04-2017, 03:45 PM
Until Monks get +WIS to damage, they need help in melee damage with handwraps like Duality.

Whether you want to hear this or not, doesn't change the fact the Monks, right now, do mediocre damage.

The new Greatsword and new Bastard Sword will give Paladins the melee boost to damage that THEY need.

Duality, when fixed, will be perfectly fine for Monks.

It will also make up for the comparatively poor MRR and mediocre PRR that Monks, as clothing wearers, have to "adapt" to.

Honestly, these handwraps are seriously needed to boost what is currenty a mediocre melee class.

jakeelala
12-04-2017, 04:37 PM
Duality, the Moral Compass Raid Handwraps
Damage Dice: 7(1d6+6)
Crit Profile: 17-20/x3
The Moral Compass Different Damage type depending on your Monk path:
If Fists of Light Monk: Unholy 9d6
If Fists of Dark Monk: Holy 9d6
Impact V
Vampirism 4d2
(If Monk: Enhanced Ki +3)
(If Monk: Axiomatic 9d6)
Red Augment Slot
Orange Augment Slot

Why does this handwrap have 7W, extended crit range and multiplier, +6 base dice,
when every other TWF weapons have 5W, no extended crit range and multiplier, +3 base dice?

With henshin cores, monks already have insane melee powers. And monk levels itself have damage dice increase.
It's not just 1d6+6, it would be 17(1d6+6) 15-20/x4 with 200+ or 300+ melee power.

So, do you want to bring OP monks again who were the reason of these class balance revamp?

Honestly these seem massively overpowered

Crit threat or crit multi would be good, both is excessive with these

Arkat
12-04-2017, 04:40 PM
Honestly these seem massively overpowered

Fewer shuricanon builds running around, huh?

Good.

Been wanting to get my BF Shintao Monk outta mothballs for some time, now. Duality will finally be the reason to start playing Arkat again. :)

SeveredSteel
12-04-2017, 04:54 PM
Until Monks get +WIS to damage, they need help in melee damage with handwraps like Duality.

Whether you want to hear this or not, doesn't change the fact the Monks, right now, do mediocre damage.

The new Greatsword and new Bastard Sword will give Paladins the melee boost to damage that THEY need.

Duality, when fixed, will be perfectly fine for Monks.

It will also make up for the comparatively poor MRR and mediocre PRR that Monks, as clothing wearers, have to "adapt" to.

Honestly, these handwraps are seriously needed to boost what is currenty a mediocre melee class.
20k+ sustained dps, highest dodge, melee power, high attack rate, jade tomb, stun, 25% incorp, and fast movement make monks one of the BEST melee builds in the game. idk how anyone manages to make that mediocre. If anyone needs help building these beasts; shoot me a pm. i gotchu, fam

Arkat
12-04-2017, 05:55 PM
20k+ sustained dps, highest dodge, melee power, high attack rate, jade tomb, stun, 25% incorp, and fast movement make monks one of the BEST melee builds in the game. idk how anyone manages to make that mediocre. If anyone needs help building these beasts; shoot me a pm. i gotchu, fam

If they're so great, how come I only see melee monks (handwraps users) once in a blue moon?

I see Monkchers and Shuricanon builds WAY more frequently.

SeveredSteel
12-05-2017, 12:41 AM
If they're so great, how come I only see melee monks (handwraps users) once in a blue moon?

I see Monkchers and Shuricanon builds WAY more frequently.
Prolly because getting to melee range is russian roulette. On my thrower i run with 60prr even in r10. I couldn't do that on a melee.


if devs are reading this; the improved deception trinket isn't working for improved deception.

deredriel
12-05-2017, 04:27 AM
hello

Beacon of Magic Set:
When 3 pieces are equipped:
You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.

seem it's the caster set and if the +2 dc seem attractive for a dc caster, the 3 pieces for complete the set seem not. But i can understand if it's usefull for other casters as cleric or FS. But it's a cloth armor. Then want to know if it's a usefull set for a caster class.
valdo

Cocomajobo
12-05-2017, 10:05 AM
Short update as we quickly approach the live release.


If it is the natural progression, why doesn't the other one-handed weapons have those crit range & multiplier extensions?

The increased base critical profile of the handwraps was not intended and has been fixed in the current internal build.


I think they messed up with the coding of the named Handwraps, treating their bonus to the damage dice as if they are two-handed weapon instead of a 1-handed, despite the combat style being based for 2-weapon fighting. It really should be in line with other weapons of their fighting style from these raids, with a base damage die of 1d6+3 (1d6+2 for Morninglord/Night Mother).

This was intended. The decision was made because, like two handed weapons, Handwraps take both your Main Hand and Off Hand weapon slots.


I just took a look through the items and noticed that other than the Morninglord/Nightmother items, there doesn't appear to be any warhammers in the new content. I realize that it's a small complaint, but with warhammer being a favored weapon for some Clerics, it would be nice to see at least one in the list.

The Morninglord/Nightmother weapons are specifically meant to act as a backbone of generically useful (even if not optimal) named weapons for every weapon type knowing that the number of different weapon types in DDO (Roughly 40) are not really feasibly able to all be serviced with individual unique new weapons for each in the same update. We hit a large portion of weapon types with a third named weapon this update (primarily in the raids) and will continue to work to expand the named item options for a variety of builds in future updates.


Are you sure...?

Can't stunning Fist.
No vampirism (on Warforged).
Dps is lower than that of Epic Scraps of Enlightenment, even thought all numbers suggest it should otherwise.

J1NG

This had not been fixed on Lamannia. My previous post was speaking of internally. To have that fixes reflected on the Preview server would have required a new build, downtime, and patching.

JoeShmo
12-05-2017, 10:22 AM
Short update as we quickly approach the live release.

This had not been fixed on Lamannia. My previous post was speaking of internally. To have that fixes reflected on the Preview server would have required a new build, downtime, and patching.

Just to confirm Coco, this means that the handwraps will, for all intents and purposes, be unusable once the expansion goes live and will be fixed at a later, to be determined date? Just want to get my loot priorities in check if this is the case.

Cocomajobo
12-05-2017, 10:27 AM
Just to confirm Coco, this means that the handwraps will, for all intents and purposes, be unusable once the expansion goes live and will be fixed at a later, to be determined date? Just want to get my poor priorities in check if this is the case.

No. The build that will be going to live is roughly 6 days of work and fixes more recent than the build that went to Preview over the weekend. Everything listed as updates, changes, and fixes (atleast by me, can't speak for every dev post without reading through them all first) should be in place when Ravenloft goes live. All that in addition to some other fixes and goodies (like some surprises we made to the Curse of Strahd Raid on Friday. ;) ).

Cantor
12-05-2017, 10:48 AM
The increased base critical profile of the handwraps was not intended and has been fixed in the current internal build.


Too bad, but on par with the other weapons... slightly better than the non-raid weapons. Except for the raid staff of course, it's bad.

I was hoping the wraps were intended and would herald a series of similarly nice items for different builds in following raids. An item like that keeps a raid being run. Look at how caught in the web items have somewhat maintained even being 1/2 the weapon damage of current items.

Dragavon
12-05-2017, 10:49 AM
Just to confirm Coco, this means that the handwraps will, for all intents and purposes, be unusable once the expansion goes live and will be fixed at a later, to be determined date? Just want to get my loot priorities in check if this is the case.

Cocomajobo just wrote it was fixed INTERNALLY, but that to put that on Lammania would require a new build and patch on Lammania. Easy to understand really.

JoeShmo
12-05-2017, 11:05 AM
No. The build that will be going to live is roughly 6 days of work and fixes more recent than the build that went to Preview over the weekend. Everything listed as updates, changes, and fixes (atleast by me, can't speak for every dev post without reading through them all first) should be in place when Ravenloft goes live. All that in addition to some other fixes and goodies (like some surprises we made to the Curse of Strahd Raid on Friday. ;) ).

Thank you for the correction. I failed my reading comprehension this morning :D. Can't wait to run the raid!

JoeShmo
12-05-2017, 11:08 AM
Too bad, but on par with the other weapons... slightly better than the non-raid weapons. Except for the raid staff of course, it's bad.

I was hoping the wraps were intended and would herald a series of similarly nice items for different builds in following raids. An item like that keeps a raid being run. Look at how caught in the web items have somewhat maintained even being 1/2 the weapon damage of current items.

I, too, was hoping this was indicating new item profiles that would greatly encourage running the raid, rather than "it would be nice to have but not super crucial".

Arkat
12-05-2017, 11:11 AM
Too bad, but on par with the other weapons... slightly better than the non-raid weapons. Except for the raid staff of course, it's bad.

I was hoping the wraps were intended and would herald a series of similarly nice items for different builds in following raids. An item like that keeps a raid being run. Look at how caught in the web items have somewhat maintained even being 1/2 the weapon damage of current items.

Was disappointed with the Duality change. Will most likely stick to using and adding sentience to my Storm's Harness.

The 4d2 Vampirism was tempting me to change my BF Monk into an Aasimar to take full advantage of fast self-healing (could probably get up to around 200 Healing Amp) but the large DPS nerf to Duality has pretty much convinced me to stay Bladeforged.

Oh well. Maybe I'll try Aasimar with a different toon/build. Maybe not.



I, too, was hoping this was indicating new item profiles that would greatly encourage running the raid, rather than "it would be nice to have but not super crucial".

Indeed. Now all I really see running the raids for is the Bastard sword for a S&B Pally and for the new Short sword so I can make a cosmetic from it for my Celestias.


Oh, what could have been...

JoeShmo
12-05-2017, 11:23 AM
Was disappointed with the Duality change. Will most likely stick to using and adding sentience to my Storm's Harness.

Indeed. Now all I really see running the raids for is the Bastard sword for a S&B Pally and for the new Short sword so I can make a cosmetic from it for my Celestias.

Oh, what could have been...

My initial thought is to stick to Storm's Harness myself; I guess we'll see how it plays out once all is said and done. Too bad I still want Van Richten's Spectacles and the Fleetfoot Necklace for my monk, otherwise I wouldn't have to worry about the raid :D

Cantor
12-05-2017, 12:13 PM
My initial thought is to stick to Storm's Harness myself; I guess we'll see how it plays out once all is said and done. Too bad I still want Van Richten's Spectacles and the Fleetfoot Necklace for my monk, otherwise I wouldn't have to worry about the raid :D

It's still quite a bit better than storm's harness, it just doesn't eclipse it as much.

It's still 7(1d6+6) and you can get reinforced fist elsewhere. The harness in general has too many stats you can match/beat in other places. The procs are better on harness, but not enough to match the base damage.

CeltEireson
12-05-2017, 12:29 PM
It's still quite a bit better than storm's harness, it just doesn't eclipse it as much.

It's still 7(1d6+6) and you can get reinforced fist elsewhere. The harness in general has too many stats you can match/beat in other places. The procs are better on harness, but not enough to match the base damage.

Plus all the procs on Harness are electric so against anything with immunity/resist to electric its dps is going to suffer badly.

JoeShmo
12-05-2017, 04:07 PM
It's still quite a bit better than storm's harness, it just doesn't eclipse it as much.

It's still 7(1d6+6) and you can get reinforced fist elsewhere. The harness in general has too many stats you can match/beat in other places. The procs are better on harness, but not enough to match the base damage.

Good point. That being said, I'm having trouble seeing how Duality trumps the Morninglord/Night Mother version of the handwraps since the damage seems to be more or less the same, with one less augment slot.

Cantor
12-05-2017, 05:33 PM
Good point. That being said, I'm having trouble seeing how Duality trumps the Morninglord/Night Mother version of the handwraps since the damage seems to be more or less the same, with one less augment slot.

Procs are comparable. It is 2w more and (3.5+4) vs (3.5+6) is no small difference with 15 w. It's clearly better but not insanely better.

jakeelala
12-05-2017, 07:42 PM
Was disappointed with the Duality change. Will most likely stick to using and adding sentience to my Storm's Harness.

The 4d2 Vampirism was tempting me to change my BF Monk into an Aasimar to take full advantage of fast self-healing (could probably get up to around 200 Healing Amp) but the large DPS nerf to Duality has pretty much convinced me to stay Bladeforged.

Oh well. Maybe I'll try Aasimar with a different toon/build. Maybe not.




Indeed. Now all I really see running the raids for is the Bastard sword for a S&B Pally and for the new Short sword so I can make a cosmetic from it for my Celestias.


Oh, what could have been...

Monk's are fine. They were recently buffed well, and their damage is strong. I like Monks and build diversity but with changes to AA throwers have already faced one massive nerf, that was after nerf to 10k and manyshot, and now we have new missile deflection.

Your statements on throwers is ridiculous, they've been nerfed harder than anything else in the last year.

Hcinrich_Hain
12-05-2017, 07:47 PM
Non-Raid Weapons:




Barovian/Morninglord's (One of Each Weapon type except Sceptre)

Damage Dice: 1.5(Normal Weapon Die for Type)/One Handed: 5(Normal Weapon Die for Type +2), Two-Handed: 5(Normal Weapon Die for Type +4)
Crit Profile: Normal Crit Profile for Weapon type

Undead Bane 3d10/9d10
Holy 3d6/9d6
Fiery 3d6/9d6
Silver, Alchemical
Red Augment Slot

Barovian/Morninglord's Sceptre

Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Potency 46/145
Insightful Potency 23/72
Spellsight 12/22
Insightful Spellsight 6/11
Red Augment Slot

Macabre/Nightmother's (One of Each Weapon type except Sceptre)

Damage Dice: 1.5(Normal Weapon Die for Type)/One Handed: 5(Normal Weapon Die for Type +2), Two-Handed: 5(Normal Weapon Die for Type +4)
Crit Profile: Normal Crit Profile for Weapon type

Human Bane 3d10/9d10
Mother Night's Embrace On Hit: 3d6 Evil Damage/On Hit: 9d6 Evil Damage
Chilling 3d6/9d6
Vampirism 1d2/4d2
Orange Augment Slot

Macabre/Nightmother's Sceptre

Damage Dice: 1.5(1d6)/5(1d6+2)
Crit Profile: Normal Crit Profile for Weapon type

Spell Focus Mastery 2/7
Insightful Spell Focus Mastery 1/4
Spell Penetration 3/8
Insightful Spell Penetration 2/4
Orange Augment Slot



Can we have one of each weapon type for the caster versions too please?
I shouldn't need to mention this but the two-handed versions should be
able to compete with two one-handed weapons.

SoVeryBelgian
12-05-2017, 11:16 PM
C'mon SSG!

You've finally started adding Light Hammers and Sickles, but other than my interest in flavor and gimp builds, no one is really making much use of 1d4 Light Hammers for Melee.

I had hoped that with a large-scale content addition there would be a new Falchion, Warhammer, Kama or Khopesh to look forward to, but so far only the Khopesh has been added to raid loot.

And of the regular loot, only character-choice generated loot allows these weapon types. Nothing named to be seen.


I would very much like a new named Warhammer that doesn't require a hellish amount of grinding to enjoy (like LGS). The last few good ones were the Stormreaver's Hammer from FoT and the one from MotU (which is honestly meh).

At least the Warhammers from The Lord of Stone have that fun stone effect. Would like to see Orlassks' Prison (DC 60 Flesh to Stone) on something new. Or anything at all.

Gahndalf
12-07-2017, 11:22 AM
There are two Raid Quarterstaffs.

Why does the DPS staff have a crit profile of 20/x2, but the spell staff (that will never be swung in combat) have a crit profile of 19-20/x2

Shouldn't those be reversed?

This! This! a thousand times This!

also will there be a way to remove the evil alignment from

Gulthias Staff Raid Quarterstaff
Damage Dice: 5(1d6+6)
Crit Profile: 20/x2
Choked by Mother Night This weapon is unholy, dealing an additional 9d6 evil damage on each hit. This effect makes the weapon evil aligned.
Animal Bane 9d10
Aberration Bane 9d10
Vampirism 4d2
Purple Augment Slot
Red Augment Slot

As a Lawful Good paladin (Follower of Aureon) negative levels are not very appealing.

SonilasFx
12-16-2017, 09:41 AM
u could add more status for item.

example of end set:

Adherent of the Mists + Legendary Silent Avenger

The set bonus is great but missing a lot status for complete build.

To be missing: cha, I Deadly, Q deadly, Q Doublestrike, 19 STR, ...



Legendary Silent Avenger:

armor
Legendary Disciple of the Dawn
+14 Enhancement Bonus
Fortification +202%
Parrying +9
Physical Sheltering +50
Insightful Resistance +7
Green Augment Slot

cloak

Legendary Shadowhail Cloak
Hide +22
Move Silently +22
Deception +16
Ghostly
Green Augment Slot

or

The Invisible Cloak of Strahd
Invisibility Guard
Nightmare Guard
Deception +17
Magical Sheltering +52
Blue Augment Slot
Green Augment Slot



belt
Legendary Braided Cutcord
Q Dodge +4%
Blurry
Dexterity +19
Quality Dexterity +4
Green Augment Slot

____

Legendary Adherent of the Mists

boots
Legendary Flightfoot Greaves
Freedom of Movement
Speed +30
Natural Armor +19
Reflex Save +16
Yellow Augment Slot


bracer
Legendary Lore-Fueled Packbanner
Insightful Constitution +9
Physical Sheltering +50
Insightful Doublestrike 10%
Druidic Stoneshape
Green Augment Slot

glove

Molten Silver Gauntlets
Feat: Pierce Silver
Deadly +16
Deception +17
Armor-Piercing +32
Blue Augment Slot
Green Augment Slot

or

Crumbling gloves
Insightful Dexterity +9
Quality Intelligence +4
Shatter +22
Insightful Physical Sheltering +24
Blue Augment Slot

ring
Legendary Perfect Pinnacle
Deadly +16
Stunning +22
Soul of the Elements
Beyond the Soul of Storm
Beyond the Soul of Stone
Beyond the Soul of Flame
Beyond the Soul of Tide

trinket
Echo of Ravenkind
Eternal Holy Burst While you are wearing this item, your melee, ranged, and unarmed attacks gain the Holy Burst ability. (This weapon is holy. The weapon deals an additional 1 to 6 good damage each hit. In addition, critical hits deal an additional 1 to 10 good damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.)
True Seeing
Constitution +20
Improved Deception
Yellow Augment Slot
Green Augment Slot

___________

goggle cc or vision

ring
L Ring of Prowess (Deadly 14, Accuracy 28, MP 8, Mythic +3)

neck slave
17 STR + Seeker + tendo + Q STR +4

SonilasFx
12-25-2017, 03:52 PM
[LIST]
Beacon of Magic Set:

When 3 pieces are equipped:
[INDENT]You gain a +20/+50 Artifact Bonus to Universal Spell Power.
You gain a +1/+2 to all Spell DCs.
You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
Your Magical Resistance Rating cap is raised by +10/+20.
You gain a +2%/+5% Artifact Bonus to Missile Deflection.


+2 spell dc(beacon set) stack with 5x slave set?