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Ikuryo
05-28-2008, 08:28 PM
Just an update, I bugged the fact that my bow is not doing blast dmg on confirmed 20s. I can't tell if the bug report actually was submitted though since there is no confirmation about it. I'm really hoping its fixed in the patch next week.

I want my other 4d6 dmg.

Garth_of_Sarlona
05-29-2008, 11:09 AM
Just an update, I bugged the fact that my bow is not doing blast dmg on confirmed 20s. I can't tell if the bug report actually was submitted though since there is no confirmation about it. I'm really hoping its fixed in the patch next week.

If you get the 'white screen' then it didn't submit. The bug report is er sometimes bugged... maybe someone should bug report that. hrm.

Garth

Ikuryo
05-29-2008, 05:05 PM
Going as far back as beta I have had the same experience with the "report bug" window. I fill out all the fields with all the info I can think of and hit submit bug. Then nothing happens. The page does not change appearance I don't get a "thank you for the report" nothing. It just sits there with all the info I filled out showing and nothing changes.

Is this the proper way for it to work? Or have NONE of the bugs I've tried to submit going back to early beta actually gotten through..

Garth_of_Sarlona
05-30-2008, 09:50 PM
you can always submit bugs by clicking here (http://forums.ddo.com/new_bug.php) out of the game. It seems more reliable, but if your bug is a stuckspot then you'll have to manually type the location in.

Garth

SneakThief
06-02-2008, 11:07 AM
So is there a plan for testing new recipies tomorrow?

Are people going to go back and test the recipes that failed last time?

For convinience:

There are twenty vale recipies that failed first time around:
Ore of Traval / Green Taper / Wonderous *
Ore of Traval / Violet Taper / Wonderous *
Fillaments of Toil / Red Taper / Wonderous *
Fillaments of Toil / Blue Taper / Wonderous *
Fillaments of Toil / Yellow Taper / Wonderous *

There are four shroud receipies that failed first time around:
Arrow / Bone / Chain / Stone
Arrow / Chain / Scale / Shrap
Bone / Chain / Shrap / Stone
Bone / Scale / Shrap / Stone

If horns are going to be a shroud ingredient, there are twenty more recipes with Horn.

Garth_of_Sarlona
06-02-2008, 02:01 PM
Given this post by Eladrin:


There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

I would guess that horns go into the Altar of Fecundity and either replace a vale ingredient or, more likely in my view, replace a manufactured ingredient to form additional weapons. Given the weapons currently available, and the potential unbalancing that would occur by adding certain ones (i.e. axes further overpowering already overpowered dwarves), along with the recent introduction of monks, and the current distribution of weapons according to damage type (currently 3xslashing, 2xpiercing, 4xbludgeon, 3xranged) - my guess for new weapons would be probably kama and quarterstaffs (for monks) along with light picks and rapiers (for pierce speced people).

But that's just speculation...

Garth

Justicesar
06-02-2008, 02:14 PM
Nope.....all weapons will be available and it will so unbalance the game....lol get a grip. Too bad soooo many peeps will have to wait for Mod 8 to deconstruct...or is that Mod7???

Coldin
06-02-2008, 02:24 PM
Finding out exactly what horns will make is going to take a while I think. In some ways, I kinda just with the Devs would say what horns will make. Maybe not give us the recipes, but say if they're just for Kama, Handwraps, and/or Quarterstaves.

SneakThief
06-02-2008, 02:30 PM
Nope.....all weapons will be available and it will so unbalance the game....lol get a grip. Too bad soooo many peeps will have to wait for Mod 8 to deconstruct...or is that Mod7???
I thought they said there was deconstuction for normal magical items in 7, but I havent seen anything about it lately ... They specifically siad that greensteel deconstruction was NOT in 7 ...

Deragoth
06-02-2008, 02:31 PM
Finding out exactly what horns will make is going to take a while I think. In some ways, I kinda just with the Devs would say what horns will make. Maybe not give us the recipes, but say if they're just for Kama, Handwraps, and/or Quarterstaves.

I agree.

SneakThief
06-02-2008, 02:38 PM
Finding out exactly what horns will make is going to take a while I think. In some ways, I kinda just with the Devs would say what horns will make. Maybe not give us the recipes, but say if they're just for Kama, Handwraps, and/or Quarterstaves.

I dont expect them to deviate much from the current patterns.
Being:

Greensteel is made in the Vale alter
Combine pulled (raw) ingredients to make manufactured ones
Combine manufactured ones to make XXXCould they? Sure... but I dont expect it.

My biggest "what if" right now is did they go back and fill in the recipies that didnt work before? Or are all new recipies going to need new types of ingredients?

Gratch
06-02-2008, 03:01 PM
I poked around the twelve and meridia on Risia... no new NPC's and none of the current NPC's had any horn tradein options. So my guess is that medium or large horns can be used on the altars (or maybe just medium or large at this point). I would guess they're usable on the initial item creation altar of fecundity... but this would seem to devalue our large horns which were acquired at greater resource expenditure than other item creation elements... though maybe requiring large horns to build rapies and dorf axes would easily be worth it for some people.

But then there's this from one of the previews:

And of course the crafting system is getting an anticipated update as well -- there are thirty to forty recipes being added, as well as "about a half dozen" eldritch rituals, so there should be more for players to mess around with in that system as well.

So the WDA gives us the "half-dozen eldritch rituals". But what are the 30 to 40 recipes? All shroud based? We haven't had any word on general crafting recipes... and without construction/deconstruction being obvious...

So my guess is: the 30 to 40 new recipes will use medium horns for crafting new green steel items in the Altar of Fecundity (Meridia) and use Large Horns on new actual tier 3 upgrades and tier 3 bonuses at the altar of devestation (Shroud part 5). Where else do we get 30 to 40 recipes? Maybe it's one new gem or essence that requires a large horn. Though this would "unbalance" the current recipe system where small, meds and larges all follow suit.

Unless of course just adding one or two new weapons and multiplying it by all the current shroud possibilities is where they're getting 30 to 40. That would be kind of lame.

stockwizard5
06-02-2008, 04:14 PM
Well - I really have no interest in spreading any unsubstantiated rumors ...

BUT

I was told last night that a guild on Risia crafted a Greensteel Dwarven Axe and it did take a horn?

Anyone want to let the group in what's being crafted on Risia?

BlackPlague
06-03-2008, 09:30 AM
Does equiping a Crafted Negative Item bring about a negative level?

SneakThief
06-03-2008, 11:58 AM
Does equiping a Crafted Negative Item bring about a negative level?
Only if its unholy or evil in the desriptions after you craft it AND you are good aligned.

SneakThief
06-03-2008, 01:56 PM
Well it seems that the updated the horn ICON and the description. And both large and medium fit in the Vale Alter.

I can also confirm that ALL recipies using the Medium Horn as a raw ingridient fail. Ex: Husk, Lilly, Pebble, Med Horn, Power

Also (all include power shard):
Med Horn, Ore, Yellow, Jewel = FAIL
Med Horn, Ore, Yellow, Balm = FAIL
Lrg Horn, Ore, Yellow, Balm = FAIL
Med Horn, Ore, Green, Balm = FAIL
Lrg Horn, Ore, Green, Balm = FAIL

Med Horn, Fillament, Yellow, Balm = FAIL
Lrg Horn, Fillament, Yellow, Balm = FAIL
Med Horn, Fillament, Green, Balm = FAIL
Lrg Horn, Fillament, Green, Balm = FAIL

Im guessing you still need the stone, which makes other claims implausible.

I will update this post as I continue.

Coldin
06-03-2008, 02:02 PM
Well it seems that the updated the horn ICON and the description. And both large and medium fit in the Vale Alter.

I can also confirm that ALL recipies using the Medium Horn as a raw ingridient fail. Ex: Husk, Lilly, Pebble, Med Horn, Power

I will update this post as I continue.

I wonder if medium horns will make some of the basic monk weapons, while Large Horns will make the debatably overpowered weapons like Axes and Rapiers.

Inkblack
06-03-2008, 02:28 PM
I don't see a good way to make horns create Tier upgrades without adding a 7th or more dimension to the Air, Earth, Fire, Water, Positive and Negative axes. So I buy the use of them to make new Green Steel Blanks. But that brings up the question of how and what formula?

Existing GS Blanks:
Signet Stone + Ingredient_1 + Ingredient_2 + Ingredient_3 + Eberron_Cell = GS_Blank

If you put a Medium or Large Horn in there, does it just replace one of the ingredients? Or the signet stone (possibly what was posted in the crafting discussion thread)?

Initially, I'm going to assume that there are now four ingredients plus the Eberron cell.

BTW, I'm going to call these "Advanced Green Steel Blanks", and they will be found on the "Adv GS" tab in my spreadsheet (link below).

Ink

Coldin
06-03-2008, 03:06 PM
Well, just thinking logically, I would probably say it would take Horn, Ore, Yellow Taper, and Jewel to make a Rapier. Basically just saying that because it's just the shortsword recipe, with a horn mixed in.

Anyone care to try it?

jkm
06-03-2008, 03:09 PM
ink, the horns now say they resonate with the alter of fecundity (in meridia) so they are used with blanks.

Inkblack
06-03-2008, 03:24 PM
ColsonJade reports the horns replace the Eberron Cell.

Recipe is assumed to be:

Horn + (Ore/Filament) + (Taper) + (Wondrous) + Signet Stone

Kama and Dwarven Axe reported so far. I will continue to post updates to my spreadsheet as I see them.

Ink

Angelus_dead
06-03-2008, 03:26 PM
Ore + Oil + Red + Signet + Large Horn = Green Steel Throwing Axe (1d8 damage)

stockwizard5
06-03-2008, 03:27 PM
Apparently ...

Ore Yellow Oil Cell Stone = Great Crossbow
Ore Yellow Oil MHorn Stone = Dwarven Axe

Ore Yellow Scarab Cell Stone = Longbow
Ore Yellow Scarab MHorn Stone = Kama

Ore Red Oil Cell Stone = Warhammer
Ore Red Oil MHorn Stone = Throwing Axe

We have now entered the "no logic zone" :confused:

Coldin
06-03-2008, 03:27 PM
Ore + Oil + Red + Signet + Large Horn = Green Steel Throwing Axe (1d8 damage)

Hmm, I'm thinking there's no pattern to these at all....


Apparently ...

Ore Yellow Oil Cell Stone = Great Crossbow
Ore Yellow Oil MHorn Stone = Dwarven Axe

Ore Yellow Scarab Cell Stone = Longbow
Ore Yellow Scarab MHorn Stone = Kama

We have now entered the "no logic zone" :confused:

Haha, I was just thinking the same thing. :)

Falchion123
06-03-2008, 03:28 PM
Made myself a greensteel Dwarven Axe , although I really wanted a rapier.

Screen shot : http://img125.imageshack.us/img125/4967/ddogsdarl1.th.jpg (http://img125.imageshack.us/my.php?image=ddogsdarl1.jpg)

Inkblack
06-03-2008, 03:34 PM
By the way, please report failures too!

Ink

Brynjolf
06-03-2008, 03:37 PM
Made myself a greensteel Dwarven Axe , although I really wanted a rapier.

Was that a large or medium horn?

Your other post said large: http://forums.ddo.com/showthread.php?t=148520&page=2

But a few posts up in this thread it was listed as medium.

I'd like to be sure before I use the ingredients. Thanks. :cool:

debo
06-03-2008, 03:40 PM
A 2d8 one hander... plus axe enhancments. Really, is there any reason not to have a dwarf melee now? Sorry I had to ask...

Falchion123
06-03-2008, 03:41 PM
I did use a large horn on that axe, figuring a kickass weapon would require the finest ingredients :)

Not so sure about whether med horn works.

Coldin
06-03-2008, 03:43 PM
I did use a large horn on that axe, figuring a kickass weapon would require the finest ingredients :)

Not so sure about whether med horn works.

Medium Horn might make some other weapon. Like a quarterstaff, or handwraps, or a vorpal bunny.

Desteria
06-03-2008, 03:46 PM
Hum A thought....

8 items, 12 weapons before Add in same recipies with a med horn and presto 20 new ad dthe same ste with a large horn and presto 40 new recipies, now you run out of items before that, and maby weapons? never counder how mainy dif wepons DDO actuly has But to me that speaks to 30-40 new recipies range.

SneakThief
06-03-2008, 03:47 PM
I type slow

stockwizard5
06-03-2008, 03:53 PM
A 2d8 one hander... plus axe enhancments. Really, is there any reason not to have a dwarf melee now? Sorry I had to ask...

GS Dwarven Axe (no feat + AP's) ~= GS Khopesh (no APs + feat) - not horrible ...

PS: I hope there are more uses because I have 50 Large Horns and only a couple of Stones.

Mhykke
06-03-2008, 03:54 PM
Greensteel greataxe on the AH on argo. 3d6 base damage. And looks cool.

Deragoth
06-03-2008, 04:02 PM
Greensteel greataxe on the AH on argo. 3d6 base damage. And looks cool.
Sweet. That's what I was looking for. Now to find the recipe... :cool:

Yaga_Nub
06-03-2008, 04:04 PM
Greensteel greataxe on the AH on argo. 3d6 base damage. And looks cool.

I hate you Mhykke! :D

brshelton
06-03-2008, 04:05 PM
http://img177.imageshack.us/img177/3219/screenshot00074xi3.jpg (http://imageshack.us)
http://img177.imageshack.us/img177/3219/screenshot00074xi3.0837eb9282.jpg (http://g.imageshack.us/g.php?h=177&i=screenshot00074xi3.jpg)

SneakThief
06-03-2008, 04:17 PM
aDamn ... Signet + Ore + Yellow + Jewel + Large = BattleAxe

Also trying to test things I think wont work:

Signet + Ore + Green + Oil + Large= FAIL
Signet + Ore + Green + Oil + Medium= FAIL
Signet + Ore + Green + Jewel + Large= FAIL
Signet + Ore + Green + Jewel + Medium= FAIL

Signet + Fillament + Green + Oil + Large= FAIL
Signet + Fillament + Green + Oil + Medium= FAIL
Signet + Fillament + Green + Jewel + Large= FAIL

Signet + Fillament + Green + Jewel + Medium= FAIL
Signet + Fillament + Yellow + Oil + Large= FAIL
Signet + Fillament + Yellow + Oil + Medium= FAIL
Signet + Fillament + Yellow + Jewel + Large= FAIL
Signet + Fillament + Yellow + Jewel + Medium= FAIL

I imagine we should probably stick to the: Ore + Red/Yellow/Blue + Wonderous model for success

debo
06-03-2008, 04:37 PM
GS Dwarven Axe (no feat + AP's) ~= GS Khopesh (no APs + feat) - not horrible ...

PS: I hope there are more uses because I have 50 Large Horns and only a couple of Stones.

yea? go crunch the numbers in the damage department. It's ridiculously skewed. Khopesh is 1d10... axe 2d8 + 2 from the enhancments. It's not close.

Angelus_dead
06-03-2008, 04:43 PM
Ore + Jewel + Blue + Signet + Medium Horn = Green Steel Scimitar (1d8 damage)

SneakThief
06-03-2008, 04:45 PM
<pic>

So what was the recipe for the pick?

Aeneas
06-03-2008, 04:45 PM
Nice, scimmy and heavy pick are welcome additions.

Oxvon
06-03-2008, 04:50 PM
Not sure if anyone has posted it yet by the Dust 2 upgrade give you Disintegration, and it did about 450 pts of damage, thats for the weapon

Rafal
06-03-2008, 04:55 PM
Something strange here. I followed recipe for DA and got GA. This is log:

(Standard): Eldritch Altar of Fecundity success with Lammania to Shavarath Formulation! Consumed: Eberron Energy Cell, Chipmunk Funk, Locust Husk, Glistening Pebbles, Green Briar Twigs. Created: Ore of Travail.
(Standard): Eldritch Altar of Fecundity success with Lammania to Shavarath Formulation! Consumed: Eberron Energy Cell, Locust Husk, Glistening Pebbles, Green Briar Twigs, Bitterscrub Fungus. Created: Yellow Taper.
(Standard): Eldritch Altar of Fecundity success with Lammania to Shavarath Formulation! Consumed: Eberron Energy Cell, Locust Husk, Bitterscrub Fungus, Lammanian Lily Petals, Chipmunk Funk. Created: Wondrous Oil.

(Standard): Eldritch Altar of Fecundity success with Shavarath Transformation! Consumed: Shavarath Signet Stone, Ore of Travail, Wondrous Oil, Yellow Taper, Large Splintered Horn. Created: +5 Green Steel Greataxe.

Angelus_dead
06-03-2008, 04:56 PM
Ore + Jewel + Red + Signet + Large Horn = Green Steel Heavy Pick (1d8 damage)

debo
06-03-2008, 05:00 PM
Not sure if anyone has posted it yet by the Dust 2 upgrade give you Disintegration, and it did about 450 pts of damage, thats for the weapon

I assume its a random effect that goes off like the lightning strike weapon effect?

Oxvon
06-03-2008, 05:06 PM
I assume its a random effect that goes off like the lightning strike weapon effect?

Yes, but it is really nice because it is untyped damage so no one is immune or anything to it

Boldrin
06-03-2008, 05:12 PM
yea? go crunch the numbers in the damage department. It's ridiculously skewed. Khopesh is 1d10... axe 2d8 + 2 from the enhancments. It's not close.

Ummmmm... twice the crit range mean anything to you?? Khopesh will crit on 17-20 D-Axe only 19-20

Borror0
06-03-2008, 05:23 PM
Not sure if anyone has posted it yet by the Dust 2 upgrade give you Disintegration, and it did about 450 pts of damage, thats for the weapon

Save or no save?

stockwizard5
06-03-2008, 05:24 PM
yea? go crunch the numbers in the damage department. It's ridiculously skewed. Khopesh is 1d10... axe 2d8 + 2 from the enhancments. It's not close.

ok - lets walk though this (scenario: hit on a 2) ... (edit) Dwarven Axe /x3 (oops)

Khopesh: 1d10 17/x3 + 30 (make up number for damage, str, feats, etc)
Khopesh: 5.5 17/x3 +30
Khopesh: 35.5 17/x3
Khopesh: 19 * 35.5 + 4 * 2 * 35.5
Khopesh: 674.5 + 284 = 958.5


D Axe: 2d8+2 19/x3 + 30 (same)
D Axe: 11 19/x3 +30
D Axe: 41 19/x3
D Axe: 19 * 41 + 2 * 2 * 41
D Axe: 779 + 164 = 943.0

cruch crunch crunch ... many scenarios ...

Garth_of_Sarlona
06-03-2008, 05:27 PM
D Axe: 2d8+2 19/x2 + 30 (same)

cruch crunch crunch ... many scenarios ...

Last time I checked, dwarven axes had a 3x crit multiplier.

Garth

Pellegro
06-03-2008, 05:30 PM
People are reporting rapiers on the AH.

Recipe please?

Boldrin
06-03-2008, 05:32 PM
Last time I checked, dwarven axes had a 3x crit multiplier.

Garth

Even with the 3X added in khopesh will still out dps and the higher the str the higher the disparity in favor of khopesh.... And his math is for X3 crit he just wrote it wrong... Plus most good melees are sitting at +35-40 or more with bardage and such, ... the higher the damage # the higher khopesh will climb in being better. Sorry to the OP for being so off track I'm done :)

Inspire
06-03-2008, 06:05 PM
Ore + Jewel + Red + Signet + Large Horn = Green Steel Heavy Pick (1d8 damage)

Yay!!! My 2 Deathnips Are Officially Useless!!!

KatanAztar
06-03-2008, 06:20 PM
Yay!!! My 2 Deathnips Are Officially Useless!!!

Yah, your a total gimp now man. (jk lol)

Borror0
06-03-2008, 06:21 PM
Yah, your a total gimp now man.

There's a word too much in that sentence... can you find it? ;)

Deragoth
06-03-2008, 06:22 PM
Something strange here. I followed recipe for DA and got GA. This is log:

(Standard): Eldritch Altar of Fecundity success with Lammania to Shavarath Formulation! Consumed: Eberron Energy Cell, Chipmunk Funk, Locust Husk, Glistening Pebbles, Green Briar Twigs. Created: Ore of Travail.
(Standard): Eldritch Altar of Fecundity success with Lammania to Shavarath Formulation! Consumed: Eberron Energy Cell, Locust Husk, Glistening Pebbles, Green Briar Twigs, Bitterscrub Fungus. Created: Yellow Taper.
(Standard): Eldritch Altar of Fecundity success with Lammania to Shavarath Formulation! Consumed: Eberron Energy Cell, Locust Husk, Bitterscrub Fungus, Lammanian Lily Petals, Chipmunk Funk. Created: Wondrous Oil.

(Standard): Eldritch Altar of Fecundity success with Shavarath Transformation! Consumed: Shavarath Signet Stone, Ore of Travail, Wondrous Oil, Yellow Taper, Large Splintered Horn. Created: +5 Green Steel Greataxe.


I think the difference was the large horn. Nice.

Guildmaster_Kadish
06-03-2008, 06:22 PM
Not sure if this has been posted yet:

(Guild): [Guild] Lasac: (Standard): Eldritch Altar of Fecundity success with Shavarath Transformation! Consumed: Shavarath Signet Stone, Ore of Travail, Wondrous Oil, Yellow Taper, Large Splintered Horn. Created: +5 Green Steel Greataxe.

Deragoth
06-03-2008, 06:24 PM
Not sure if this has been posted yet:

(Guild): [Guild] Lasac: (Standard): Eldritch Altar of Fecundity success with Shavarath Transformation! Consumed: Shavarath Signet Stone, Ore of Travail, Wondrous Oil, Yellow Taper, Large Splintered Horn. Created: +5 Green Steel Greataxe.

Yep, looks like Rafal was trying for a Dwarven Axe and mistakenly used a large horn instead of a medium.

Angelus_dead
06-03-2008, 06:24 PM
Yay!!! My 2 Deathnips Are Officially Useless!!!
More accurately, those people with Green Steel Warhammers are now wishing they'd waited for a good weapon.

Hendrik
06-03-2008, 06:25 PM
People are reporting rapiers on the AH.

Recipe please?

Ask and ye shall receive!



Large Horn, Red Taper, Wondrous Balm, Signet Stone, Ore of Travail.

Guildmaster_Kadish
06-03-2008, 06:37 PM
Ask and ye shall receive!



Large Horn, Red Taper, Wondrous Balm, Signet Stone, Ore of Travail.

:mad::(:mad::(:mad:

Nice job, devs... screw your players because they played your content...

I'm not looking forward to having to farm larges again for a few months to redo my rogue's radiance longsword... :(:mad::(

/tickedatturbine

Rafal
06-03-2008, 06:40 PM
Yep, looks like Rafal was trying for a Dwarven Axe and mistakenly used a large horn instead of a medium.

Well, in all posts was large so that was what I used. So is it confirmed I need a medium one for a Dwarven Waraxe? I lucked out because I wanted GA anyway but would prefer to not rely on luck this time and make what I intended. :)

Inspire
06-03-2008, 06:41 PM
Save or no save?

Looks Like No Save.

Inspire
06-03-2008, 06:42 PM
There's a word too much in that sentence... can you find it? ;)

Ouch. Good Thing Barbarians Dont Have Feelings. :D

Ikuryo
06-03-2008, 06:54 PM
For those wondering the recipe for GS light pick is probably the same as a Heavy Pick but using a medium horn instead of a large horn. It looks like the pattern they decided on for horns and the new weapons is, medium horns = smaller weapons, large horn = larger weapons.

I just wish they had added more accessories, I would really like to make a GS ring after all.

Borror0
06-03-2008, 07:02 PM
Ouch. Good Thing Barbarians Dont Have Feelings. :D

hehe, your paladin is a gimp too... will he start crying?

Deragoth
06-03-2008, 07:07 PM
http://i162.photobucket.com/albums/t258/sp1nz/GreensteelGreataxe.jpg

Angelus_dead
06-03-2008, 07:09 PM
For those wondering the recipe for GS light pick is probably the same as a Heavy Pick but using a medium horn instead of a large horn.
No, making that change gets you a scimitar.

Guildmaster_Kadish
06-03-2008, 07:09 PM
No, making that change gets you a scimitar.

Is this confirmed?

Angelus_dead
06-03-2008, 07:10 PM
There's a possibility that some non-Ore green steel items were added. Rings are fairly likely, but a trinket, shield, or even a robe might be there now.

Angelus_dead
06-03-2008, 07:17 PM
Is this confirmed?
It was already confirmed in this thread, but I understand it's hard to spot what with all the people wasting space with extra-large pictures and irrelevant arguments about khopesh vs dwarf axe.

Here's a summary of the new greensteel recipes I've seen:

med + ore + scarab + yellow = Kama
large + ore + oil + red = Throwing Axe
med + ore + oil + yellow = Dwarf Axe ? or really Kukri
large + ore + jewel + yellow = Battleaxe (dubious)
med + ore + jewel + blue = Scimitar
large + ore + jewel + red = Heavy Pick
large + ore + oil + yellow = Greataxe
large + ore + balm + red = Rapier

Guildmaster_Kadish
06-03-2008, 07:18 PM
It was already confirmed in this thread, but I understand it's hard to spot what with all the people wasting space with extra-large pictures and irrelevant arguments about khopesh vs dwarf axe.

Here's a summary of the new greensteel recipes I've seen:

med + ore + scarab + yellow = Kama
large + ore + oil + red = Throwing Axe
med + ore + oil + yellow = Dwarf Axe
large + ore + jewel + yellow = Battleaxe (dubious)
med + ore + jewel + red = Scimitar
large + ore + jewel + red = Heavy Pick
large + ore + oil + yellow = Greataxe
large + ore + balm + red = Rapier

Thanks mate, I'd searched around a little but hadn't seen scimmy or battleaxe yet.

Geonis
06-03-2008, 07:27 PM
Come on devs throw us a bone here!

Angelus_dead
06-03-2008, 07:35 PM
Come on devs throw us a bone here!
All the new greensteel blanks I've seen were made by taking an existing recipe and replacing the power cell with either a large or medium horn. Since there were 12 recipes previously, there might be as many as 36 now. That's 16 items beyond the 20 that are confirmed so far. Well, we can be sure a quarterstaff is possible, so that leaves 19 left.

Plenty of space to have a heavy repeater, and a light repeater. (And also light pick, kukri, falchion, heavy crossbow, shortbow, shuriken, handwraps, and more)

Inspire
06-03-2008, 07:56 PM
Nvm.

Irked
06-03-2008, 07:59 PM
Ore + Yellow + Oil + Signant + Med horn = Kukri
someone will need to double check the kukri recipie, i swear i got a kukri when i followed the supposed dwarven axe recipie from previous posts. so one of us is wrong :)
ore + yellow + oil + signant + large horn = great axe
ore + red + oil + signant + med horn = quarterstaff

Inspire
06-03-2008, 08:00 PM
hehe, your paladin is a gimp too... will he start crying?

If Were Gonna Play This Game,

You Must Know All My Toons Are Gimps By Now.

Twerpp
06-03-2008, 08:06 PM
TYTYTY for pioneering this guys! I'm still holding my breath for a light pick!

SneakThief
06-03-2008, 08:27 PM
No, making that change gets you a scimitar.


It was already confirmed in this thread, but I understand it's hard to spot what with all the people wasting space with extra-large pictures and irrelevant arguments about khopesh vs dwarf axe.

Here's a summary of the new greensteel recipes I've seen:

med + ore + scarab + yellow = Kama
large + ore + oil + red = Throwing Axe
med + ore + oil + yellow = Dwarf Axe
large + ore + jewel + yellow = Battleaxe (dubious)
med + ore + jewel + red = Scimitar
large + ore + jewel + red = Heavy Pick
large + ore + oil + yellow = Greataxe
large + ore + balm + red = Rapier


Ore + Jewel + Blue + Signet + Medium Horn = Green Steel Scimitar (1d8 damage)

So ... was Scimi Red or Blue? :D

And now Im dubious? ROFL ... dont believe me, waste the ingredients yourself. My guess is medium would be hand axe.

Ganak
06-03-2008, 08:38 PM
I heard a rumor one can substitute a horn for a signet stone? Anyone test?

Angelus_dead
06-03-2008, 08:38 PM
So ... was Scimi Red or Blue? :D
It was blue, as originally reported.

Irked
06-03-2008, 08:46 PM
balm + ore + red + eb. energy cell + large horn = failure
I think that who ever said that it could be used in place of the signant is full of it.
balm + ore + red + signant + med = light pick

Mhykke
06-03-2008, 09:06 PM
I heard a rumor one can substitute a horn for a signet stone? Anyone test?

I also just tested it, w/ a failure.

skraus1
06-03-2008, 09:38 PM
Well I followed te Ore + Yellow + Oil + Signant + Med horn DWA recepe, and I got a Kukri

Something is messed up.

Snoggy
06-03-2008, 09:42 PM
Yay, Kukris!

So, uh, no bastard swords? Guess I can just retire one toon completely now.

Evisle
06-03-2008, 10:02 PM
Ore of Travail + Wonderous Balm + Red Taper + Large Horn = Green Steel Rapier (1d8)

And the Drow Rogues Rejoice

Veras
Legendary Knighs of Mabar
Argo Server

Borror0
06-03-2008, 10:08 PM
Well I followed te Ore + Yellow + Oil + Signant + Med horn DWA recepe, and I got a Kukri

1d6?

Borror0
06-03-2008, 10:09 PM
You Must Know All My Toons Are Gimps By Now.

I already knew that bro. ;)

Evisle
06-03-2008, 10:14 PM
Large Horn + Blue Taper + Ore of Travail + Wonderous Scarab = Green Steel Light Repeater (1d10)

Veras
Legendary Knights of Mabar
Argo Server

Nictolopy
06-03-2008, 11:00 PM
med + ore + oil + yellow = Dwarf Axe ? or really Kukri


This is a kukri, damnation...

PLEASE tell me there is a way to reverse engineer these stupid things.

ShadowFox1978
06-03-2008, 11:03 PM
Inkblack, the Heavy repeater is confirmed per the tentative recipe on your spreadsheet.

SneakThief
06-03-2008, 11:04 PM
Bah!!!

(Standard): Eldritch Altar of Fecundity success with Shavarath Transformation! Consumed: Shavarath Signet Stone, Large Splintered Horn, Blue Taper, Ore of Travail, Wondrous Jewel. Created: +5 Green Steel Heavy Crossbow.

Auran82
06-03-2008, 11:08 PM
Inkblack, the Heavy repeater is confirmed per the tentative recipe on your spreadsheet.

Heavy repeater (if it exists) should be 2D8 damage right?

Irked
06-03-2008, 11:09 PM
Balm + ore + blue + signant + large = hvy repeater
They ate Sir Robins minstrils, and there was much rejoicing!!!!
yes 2d8

Falchion123
06-03-2008, 11:36 PM
Dwarven Axe definitely uses a Large horn as I've post it in another post.

But in all my excitement, I mistakenly list balm as oil. My apologies for all those who use my earlier recipe.

So this is the correct recipe for the dwarven axe :

Large horn
Ore
Yellow
Balm
Signet

Enjoy.

al73r
06-03-2008, 11:53 PM
http://img393.imageshack.us/img393/8500/greensteelgreataxezt0.jpg

Inkblack
06-03-2008, 11:55 PM
24 new recipes so far, filling out the Blue, Red, and yellow tapers.

Nothing on filament recipes (items), I would expect these to be for the Green and Violet tapers if they exist. However, four green filament recipes have failed so far.

Need damage numbers for:
Sickle
Light Crossbow
Throwing Dagger
Light Pick
Light Mace
Quarterstaff
Heavy Mace
Hand Axe
Bastard Sword
Kukri
Hvy Repeater
Hvy Crossbow
Shortbow
Shuriken
Battle Axe
Falchion

Thanks everyone for the information.

Ink

Cambo
06-04-2008, 12:04 AM
Main Post Updated..Information from here and Inkblack thanks


New Mod 7 Green Steel Items
+5 Green Steel Dwarven Axe (2d8).....: Ore....., Yellow, Balm. , Large Horn, Signet
+5 Green Steel Hand Axe (1d )........: Ore....., Yellow, Balm. , Med.Horn., Signet
+5 Green Steel Battle Axe............: Ore....., Yellow, Jewel., Large Horn, Signet
+5 Green Steel Bastard Sword (1d )..: Ore....., Yellow, Jewel., Med.Horn., Signet
+5 Green Steel Greataxe (3d6). ......: Ore....., Yellow, Oil..., Large Horn, Signet
+5 Green Steel Kukri (1d6)...........: Ore....., Yellow, Oil..., Med.Horn., Signet
+5 Green Steel Falcion...............: Ore....., Yellow, Scarab, Large Horn, Signet
+5 Green Steel Kama (1d6)............: Ore....., Yellow, Scarab, Med.Horn., Signet
+5 Green Steel Rapier (1d8)..........: Ore....., Red..., Balm.., Large Horn, Signet
+5 Green Steel Light Pick (1d6)......: Ore....., Red..., Balm.., Med.Horn., Signet
+5 Green Steel Heavy Pick (1d10).....: Ore....., Red..., Jewel., Large Horn, Signet
+5 Green Steel Light Mace............: Ore....., Red..., Jewel., Med.Horn., Signet
+5 Green Steel Throwing Axe (1d8). . : Ore....., Red..., Oil..., Large Horn, Signet
+5 Green Steel Quater Staff (1d ).. : Ore....., Red..., Oil..., Med.Horn., Signet
+5 Green Steel Shuriken..............: Ore....., Red..., Scarab, Large Horn, Signet
+5 Green Steel Heavy Mace............: Ore....., Red..., Scarab, Med.Horn., Signet
+5 Green Steel Heavy Repeater........: Ore....., Blue.., Balm.., Large Horn, Signet
+5 Green Steel Sickle................: Ore....., Blue.., Balm.., Med.Horn., Signet
+5 Green Steel Heavy Crossbow ......: Ore....., Blue.., Jewel., Large Horn, Signet
+5 Green Steel Scimitar (1d8)........: Ore....., Blue.., Jewel., Med.Horn., Signet
+5 Green Steel Shortbow (1d )........: Ore....., Blue.., Oil..., Large Horn, Signet
+5 Green Steel Light Crossbow........: Ore....., Blue.., Oil..., Med.Horn., Signet
+5 Green Steel Light Repeater (1d10) : Ore....., Blue.., Scarab, Large Horn, Signet
+5 Green Steel Throwing Dagger.......: Ore....., Blue.., Scarab, Med.Horn. , Signet

Green Steel Weapons are higher damage than normal.

Inspire
06-04-2008, 01:54 AM
Cambo, Is There A Confirmation On Handwraps Not Being Introduced?

al73r
06-04-2008, 02:04 AM
http://img134.imageshack.us/img134/5464/lightningstrikegreataxeif6.jpg

upgraded greataxe with lightning strike

Quanefel
06-04-2008, 02:07 AM
Just wanted to put the word out that the Ritual for the +1 Ac bonus will not work on a +5 armor. Used it on my main's +5 mith fp and...nada. Lists it as being there but does not add the +1 to my AC at all. With that said, I can imagine the +1 shield bonus ritual will not work on any +5 shields. I will not be wasting my collectables to test that one.

Cambo
06-04-2008, 02:24 AM
Cambo, Is There A Confirmation On Handwraps Not Being Introduced?

I have not heard about no confirmation or handwraps but I would doubt it because every combination that worked in mod 6 for weapons when used with med an large horn has been filled.

No dart....dang it - that was my fav weapon...(1d2 damage lol)

Cambo
06-04-2008, 02:26 AM
Just wanted to put the word out that the Ritual for the +1 Ac bonus will not work on a +5 armor. Used it on my main's +5 mith fp and...nada. Lists it as being there but does not add the +1 to my AC at all. With that said, I can imagine the +1 shield bonus ritual will not work on any +5 shields. I will not be wasting my collectables to test that one.

Might be nice for some of those names items that had only +4 due to other features (eg docent of quickeneing) though

QuantumFX
06-04-2008, 02:45 AM
Well since this mod is kicking down some new 3d models for the weapons anyone find a combo for a Green Steel Weave Robe/Outfit/Armor/Shield?

Angelus_dead
06-04-2008, 06:17 AM
Well since this mod is kicking down some new 3d models for the weapons anyone find a combo for a Green Steel Weave Robe/Outfit/Armor/Shield?
The pattern to get new weapons was to take an existing weapon recipe and replace the cell with a splintered horn. I tried that with the glove recipe (filament + balm + green) and got nothing from large or medium horns, though.

Soul-Shaker
06-04-2008, 06:46 AM
Just wanted to put the word out that the Ritual for the +1 Ac bonus will not work on a +5 armor. Used it on my main's +5 mith fp and...nada. Lists it as being there but does not add the +1 to my AC at all. With that said, I can imagine the +1 shield bonus ritual will not work on any +5 shields. I will not be wasting my collectables to test that one.

Known issues section (http://forums.ddo.com/showthread.php?&postid=1730419#post1730419)
NEW - Alchemical bonuses used on armor and shields consume the ingredients, but the bonuses are not being applied.

Borror0
06-04-2008, 06:59 AM
Didn't they say they were going to be useful for more than weapons?

Angelus_dead
06-04-2008, 07:14 AM
Might be nice for some of those names items that had only +4 due to other features (eg docent of quickeneing) though
It does not work on those items either.

QuantumFX
06-04-2008, 09:04 AM
The pattern to get new weapons was to take an existing weapon recipe and replace the cell with a splintered horn. I tried that with the glove recipe (filament + balm + green) and got nothing from large or medium horns, though.

Altering the braciers recipie in this manner didn't create anything either.

JTsays
06-04-2008, 11:12 AM
Main Post Updated..Information from here and Inkblack thanks


New Mod 7 Green Steel Items
+5 Green Steel Dwarven Axe (2d8).....: Ore....., Yellow, Balm. , Large Horn, Signet
+5 Green Steel Hand Axe (1d )........: Ore....., Yellow, Balm. , Med.Horn., Signet
+5 Green Steel Battle Axe............: Ore....., Yellow, Jewel., Large Horn, Signet
+5 Green Steel Bastard Sword (1d )..: Ore....., Yellow, Jewel., Med.Horn., Signet
+5 Green Steel Greataxe (3d6). ......: Ore....., Yellow, Oil..., Large Horn, Signet
+5 Green Steel Kukri (1d6)...........: Ore....., Yellow, Oil..., Med.Horn., Signet
+5 Green Steel Falcion...............: Ore....., Yellow, Scarab, Large Horn, Signet
+5 Green Steel Kama (1d6)............: Ore....., Yellow, Scarab, Med.Horn., Signet
+5 Green Steel Rapier (1d8)..........: Ore....., Red..., Balm.., Large Horn, Signet
+5 Green Steel Light Pick (1d6)......: Ore....., Red..., Balm.., Med.Horn., Signet
+5 Green Steel Heavy Pick (1d10).....: Ore....., Red..., Jewel., Large Horn, Signet
+5 Green Steel Light Mace............: Ore....., Red..., Jewel., Med.Horn., Signet
+5 Green Steel Throwing Axe (1d8). . : Ore....., Red..., Oil..., Large Horn, Signet
+5 Green Steel Quater Staff (1d ).. : Ore....., Red..., Oil..., Med.Horn., Signet
+5 Green Steel Shuriken..............: Ore....., Red..., Scarab, Large Horn, Signet
+5 Green Steel Heavy Mace............: Ore....., Red..., Scarab, Med.Horn., Signet
+5 Green Steel Heavy Repeater........: Ore....., Blue.., Balm.., Large Horn, Signet
+5 Green Steel Sickle................: Ore....., Blue.., Balm.., Med.Horn., Signet
+5 Green Steel Heavy Crossbow ......: Ore....., Blue.., Jewel., Large Horn, Signet
+5 Green Steel Scimitar (1d8)........: Ore....., Blue.., Jewel., Med.Horn., Signet
+5 Green Steel Shortbow (1d )........: Ore....., Blue.., Oil..., Large Horn, Signet
+5 Green Steel Light Crossbow........: Ore....., Blue.., Oil..., Med.Horn., Signet
+5 Green Steel Light Repeater (1d10) : Ore....., Blue.., Scarab, Large Horn, Signet
+5 Green Steel Throwing Dagger.......: Ore....., Blue.., Scarab, Med.Horn. , Signet

Green Steel Weapons are higher damage than normal.

now we're cooking with gas

Ikuryo
06-04-2008, 11:22 AM
I'm happy to see that the fact that bows are not getting blast effects is in the know issues list so at least there is a hope it will be fixed at some point. They list it only for bows though but I think its a problem with all ranged tier 3 weapons.

I'll be curious to see if GS repeaters get the blast dmg or not.

stockwizard5
06-04-2008, 12:04 PM
So I made a couple of Picks - wonder what I can do with the other 150 Horns?

juniorpfactors
06-04-2008, 12:17 PM
So I made a couple of Picks - wonder what I can do with the other 150 Horns?

guessing crafting for mod 8++ for armors shields and the like :confused:

highly sought after and highly valuable:rolleyes:

jrp

greystone306
06-04-2008, 01:28 PM
guessing crafting for mod 8++ for armors shields and the like :confused:

highly sought after and highly valuable:rolleyes:

jrp

Or maybe in 1 of the raids yet to be unlocked in this mod?

Perceval
06-04-2008, 03:52 PM
+5 Green Steel Shuriken (Confirmed) - 1d3+5 Returning

Borror0
06-04-2008, 07:37 PM
Question... so I know how to add them on the wiki... those can be made at the altar in Meridia? (The new Green Steel)

Cambo
06-04-2008, 08:14 PM
It does not work on those items either.

Just to clarify...
You cannot upgrade a named item ? or the bonus is not currently working for named items either.

(I assume you cant upgrade them...but heres hoping)

QuantumFX
06-04-2008, 09:31 PM
Question... so I know how to add them on the wiki... those can be made at the altar in Meridia? (The new Green Steel)

Yes. Or at least that's where I made my Greensteel Dwarven Axe...

Borror0
06-04-2008, 09:41 PM
Yes. Or at least that's where I made my Greensteel Dwarven Axe...

All I wanted to know, thanks.

Angelus_dead
06-04-2008, 11:53 PM
Just to clarify...
You cannot upgrade a named item ? or the bonus is not currently working for named items either.
What I'm saying is that it's not only +5 items where it doesn't work. +4 and lower items also don't get the bonus.

Oxvon
06-05-2008, 12:30 AM
http://img113.imageshack.us/img113/2026/screenshot00046dm4.th.jpg (http://img113.imageshack.us/my.php?image=screenshot00046dm4.jpg)

pjw
06-05-2008, 12:45 AM
Has anyone tried putting horns combined with other ingredients into the altars in parts 3 & 5, since mod 7?

Garth_of_Sarlona
06-05-2008, 02:40 AM
Has anyone tried putting horns combined with other ingredients into the altars in parts 3 & 5, since mod 7?

Since mod 7 - horns now hum like the Altar of Fecundity. Precedent would therefore suggest that they can only be used in that altar.

Garth

Borror0
06-05-2008, 05:40 AM
I've updated the wiki to contain the Green Steel items of Module 7. Can be found here (http://ddo.enterwiki.net/page/Altar_of_Fecundity_-_Manufactured_Ingredient_Recipes).

Tell me what you think of the layout.

SteeleTrueheart
06-05-2008, 07:02 AM
24 new recipes so far, filling out the Blue, Red, and yellow tapers.

Nothing on filament recipes (items), I would expect these to be for the Green and Violet tapers if they exist. However, four green filament recipes have failed so far.

Need damage numbers for:
Sickle
Light Crossbow
Throwing Dagger
Light Pick
Light Mace
Quarterstaff
Heavy Mace
Hand Axe
Bastard Sword
Kukri
Hvy Repeater
Hvy Crossbow
Shortbow
Shuriken
Battle Axe
Falchion

Thanks everyone for the information.

Ink

I have read the thread... where did all these possible recipes come from? I only know of a few confirmed.

Inkblack
06-05-2008, 09:14 AM
I have read the thread... where did all these possible recipes come from? I only know of a few confirmed.

/blinks innocently
The rumors that I have inside information are completely false.

J/K. In all seriousness, I put email and PM information on my spreadsheet, and sometimes people send me information.

Ink

Deragoth
06-05-2008, 09:48 AM
I've updated the wiki to contain the Green Steel items of Module 7. Can be found here (http://ddo.enterwiki.net/page/Altar_of_Fecundity_-_Manufactured_Ingredient_Recipes).

Tell me what you think of the layout.

I like it. You might want to change the text for the Blue Taper to be white, or change the blue to a slightly lighter hue. It's a little hard to see black on blue. Otherwise, it's easy to read and nice and clean.

Borror0
06-05-2008, 09:55 AM
I like it. You might want to change the text for the Blue Taper to be white, or change the blue to a slightly lighter hue. It's a little hard to see black on blue. Otherwise, it's easy to read and nice and clean.

I'll try to do something about that.

SteeleTrueheart
06-05-2008, 10:01 AM
(Standard): Eldritch Altar of Fecundity success with Shavarath Transformation! Consumed: Shavarath Signet Stone, Wondrous Jewel, Ore of Travail, Yellow Taper, Medium Splintered Horn. Created: +5 Green Steel Bastard Sword.

Can confirm
2d8 base damage.

Borror0
06-05-2008, 10:05 AM
I'll try to do something about that.

I've made the fonts white, what do you think now?

khellendro
06-05-2008, 10:10 AM
I made a greensteel bas sword also - dam is 2d8. Sorry not good with screenshots.

SteeleTrueheart
06-05-2008, 10:13 AM
that will now make bastardswords almost on par with khopeshes.

Zaodon
06-05-2008, 02:25 PM
Updated my calculator.

Find it here: http://forums.ddo.com/showthread.php?t=141430

Oxvon
06-05-2008, 06:52 PM
Finally got around to take a screen shot of Dust 2 weapon upgrade

http://img374.imageshack.us/img374/9471/screenshot00047zo7.th.jpg (http://img374.imageshack.us/my.php?image=screenshot00047zo7.jpg)

Ganak
06-05-2008, 11:21 PM
I've got a new greensteel dwarven which I upgraded to first tier earth acid 1d6 and second tier positive good burst.

The elemental display effect (Acid) is not showing up in the weapon's appearance (looking just like a plain greensteel). Otherwise it works fine. Is this normal? It did not show up after the first upgrade. I've a few other shroud weapons which all had the elemental display effect showing up.

Angelus_dead
06-06-2008, 12:05 AM
I've got a new greensteel dwarven which I upgraded to first tier earth acid 1d6 and second tier positive good burst.

The elemental display effect (Acid) is not showing up in the weapon's appearance (looking just like a plain greensteel).
Most shroud weapons are made from a generic weapon model retextured with green. However, to look cooler, the Green Steel Dwarven Axe uses the custom model for the Sever axe in the module 5 named loot. Because it was made for a specific weapon, that model lacks the "energy surfaces" attachment points where the acid/holy/other effects would be applied.

Yshkabibble
06-06-2008, 01:48 AM
Most shroud weapons are made from a generic weapon model retextured with green. However, to look cooler, the Green Steel Dwarven Axe uses the custom model for the Sever axe in the module 5 named loot. Because it was made for a specific weapon, that model lacks the "energy surfaces" attachment points where the acid/holy/other effects would be applied.


To be honest I wish we could either turn off or seriously turn down the energy effect graphics on weapons. I think that a lot of weapons look a lot nicer without them.

Angelus_dead
06-06-2008, 02:06 AM
To be honest I wish we could either turn off or seriously turn down the energy effect graphics on weapons. I think that a lot of weapons look a lot nicer without them.
The main problem there is that the "particle" effects are hugely buggy, ever since module 5. The shishabob effect.

Lazarus
06-06-2008, 02:10 AM
+5 Green Steel Heavy Pick (1d10).....: Ore....., Red..., Jewel., Large Horn, Signet

this is incorrect, the green steel heavy pick does 1d8 damage.

Ganak
06-06-2008, 07:14 AM
Most shroud weapons are made from a generic weapon model retextured with green. However, to look cooler, the Green Steel Dwarven Axe uses the custom model for the Sever axe in the module 5 named loot. Because it was made for a specific weapon, that model lacks the "energy surfaces" attachment points where the acid/holy/other effects would be applied.

Thanks Angelus! It looks cool energy surface or not, so certainly no complaints. I made a scimitar too, and it looks super gnarly, and I suspect may not carry the visual effect as well.

Deragoth
06-06-2008, 09:59 AM
I've made the fonts white, what do you think now?

Looks fantastic. Thanks for all the work you do on the wiki. I've been using it for years.

Borror0
06-06-2008, 10:24 AM
Looks fantastic. Thanks for all the work you do on the wiki. I've been using it for years.

I'm only working on it for only a year now, I'm not the creator... just the one who watches over it. And there are others you need to thank. Thiocan, Dragonstar and Yoko5000 comes to mind. But glad you're liking it. If anyone ever has input on the wiki, just PM me and I'll gladly listen. :)

vodin
06-09-2008, 02:04 AM
i was wondering if u can reverse create items ya dont want now that the new weapons are out?

if so how?

tyvm

sirgog
06-09-2008, 02:06 AM
i was wondering if u can reverse create items ya dont want now that the new weapons are out?

if so how?

tyvm

Well, if you consider the reverse of creation to be destruction, you can click on the item in your inventory, then drag it out of your inventory, then click 'Yes' when asked 'Do you really want to destroy the Supreme Tyrant Green Steel Khopesh of Mineral'.

I wouldn't recommend it.

There's not currently any known way to disassemble one of these items to recover any ingredients from it.

vodin
06-09-2008, 02:14 AM
Well, if you consider the reverse of creation to be destruction, you can click on the item in your inventory, then drag it out of your inventory, then click 'Yes' when asked 'Do you really want to destroy the Supreme Tyrant Green Steel Khopesh of Mineral'.

I wouldn't recommend it.

There's not currently any known way to disassemble one of these items to recover any ingredients from it.

Smart Arse LOL

tyvm for the answer tho :)

Mirgazli

Depravity
06-09-2008, 03:21 PM
The following are confirmed failures:

Filament Blue Jewel Signet Large Horn
Filament Blue Jewel Signet Med Horn
Filament Blue Jewel Signet Power Cell

Filament Blue Oil Signet Large Horn
Filament Blue Oil Signet Med Horn
Filament Blue Oil Signet Power Cell

Filament Blue Scarab Signet Large Horn
Filament Blue Scarab Signet Med Horn

Filament Blue Balm Signet Large Horn
Filament Blue Balm Signet Med Horn



Filament Violet Jewel Signet Large Horn
Filament Violet Jewel Signet Med Horn

Filament Violet Oil Signet Large Horn
Filament Violet Oil Signet Med Horn

Filament Violet Scarab Signet Large Horn
Filament Violet Scarab Signet Med Horn

Filament Violet Balm Signet Large Horn
Filament Violet Balm Signet Med Horn


I was really hoping for shields too.
Do we have a count on how many new recipes have been found so far?

Inkblack
06-09-2008, 03:45 PM
...
Do we have a count on how many new recipes have been found so far?

With your update, there are 26 combinations that haven't been tried. That's down from 40, so your post really helped out. See the "Adv GS" tab in the spreadsheet in my signature.

There are 24 known recipes.

Ink

By the way, the number depends upon what you consider a combination. My notes assume the combination is:

(Horn) + (Ore/Filament) + (Taper) + (Wondrous) + (Signet)

SneakThief
06-09-2008, 04:21 PM
With your update, there are 26 combinations that haven't been tried. That's down from 40, so your post really helped out. See the "Adv GS" tab in the spreadsheet in my signature.

There are 24 known recipes.

Ink

By the way, the number depends upon what you consider a combination. My notes assume the combination is:

(Horn) + (Ore/Filament) + (Taper) + (Wondrous) + (Signet)

You got these in there right?



Also trying to test things I think wont work:

Signet + Ore + Green + Oil + Large= FAIL
Signet + Ore + Green + Oil + Medium= FAIL
Signet + Ore + Green + Jewel + Large= FAIL
Signet + Ore + Green + Jewel + Medium= FAIL

Signet + Fillament + Green + Oil + Large= FAIL
Signet + Fillament + Green + Oil + Medium= FAIL
Signet + Fillament + Green + Jewel + Large= FAIL

Signet + Fillament + Green + Jewel + Medium= FAIL
Signet + Fillament + Yellow + Oil + Large= FAIL
Signet + Fillament + Yellow + Oil + Medium= FAIL
Signet + Fillament + Yellow + Jewel + Large= FAIL
Signet + Fillament + Yellow + Jewel + Medium= FAIL

Ikuryo
06-09-2008, 04:22 PM
Did we have a solid number from the devs about how many new recipes were being added? Assuming that they did not try and claim that all the combines using the new weapon blanks were new combines the number they supplied must have been fairly small. I thought I also read that they were adding a half dozen stone of change recipes but only gave combines for 5 of them.

Its possible that we have already found everything but they never bother to tell us when we do. Just sometimes hint when we are not done yet.

Depravity
06-09-2008, 04:26 PM
Iirc - the release notes said 30-40 new recipes. 24 GS + 6 stone of change ones puts us right on the lower edge of that range.

Ikuryo
06-09-2008, 07:17 PM
If there are 6 new stone of change ones what is the 6th one? I can only find 5 in the release notes. The 2 AC ones, the 2 force ones and the resistance one. Is there a 6th one that I'm missing?

Depravity
06-09-2008, 07:55 PM
If there are 6 new stone of change ones what is the 6th one? I can only find 5 in the release notes. The 2 AC ones, the 2 force ones and the resistance one. Is there a 6th one that I'm missing?

My bad, only 5 in the release notes. I have to stop counting that extra finger. :D

Yshkabibble
06-10-2008, 09:09 AM
Does anyone know how often the disintegrate goes off on Dust 2 weapons?

Inkblack
06-10-2008, 09:42 AM
You got these in there right?

Yes.

Ink

Furbitor
06-10-2008, 11:00 AM
here is a hvy green peater:

http://img259.imageshack.us/img259/9076/hvywq8.th.jpg (http://img259.imageshack.us/my.php?image=hvywq8.jpg)

Fattiest
06-10-2008, 05:29 PM
"here is a hvy green peater:"


LOL thought i would see a pic of a StormGaint Nekked.............:p

Wulf_Ratbane
06-11-2008, 10:16 AM
"here is a hvy green peater:"


LOL thought i would see a pic of a StormGaint Nekked.............:p

ROFL! Good one.

Arjen
06-12-2008, 06:43 PM
+5 Green Steel Greataxe (3d6). ......: Ore....., Yellow, Oil..., Large Horn, Signet


This combo of items produced a green steel battleaxe for me. What am I missing here?

Tanka
06-12-2008, 06:51 PM
That's the correct combo. You sure you made Yellow Taper and Wondrous Oil and not Yellow Taper and Wondrous Jewel?

Arjen
06-12-2008, 06:54 PM
That's the correct combo. You sure you made Yellow Taper and Wondrous Oil and not Yellow Taper and Wondrous Jewel?

I must have made a jewel instead - every piece of info I can find online points to that being my mistake.

I could have sworn I had everything correct but the results certainly speak for themselves eh. :o

Tanka
06-12-2008, 06:59 PM
Quite. I used the listed formula to make a greataxe, as have several of my guildies.

Pity we can't break down gear like we were told we could, huh?

darthmaul121783
06-13-2008, 12:04 PM
thats slated for mod 8

winsom
06-14-2008, 02:05 AM
"Good Burst: imbued with the power of good"

This counts as a Good weapon for bypassing DR, right? I am considering making a weapon without the holy damage, but I want it to be able to bypass the DR of the lesser devils, thus Good Burst (aka, the improved "of pure good" without the alignment req.?)

Borror0
06-14-2008, 02:28 AM
This counts as a Good weapon for bypassing DR, right?

Yes

Zaius
06-15-2008, 12:07 AM
The green steel kama base damage is incorrectly listed as 1d6 on the first page. It is 1d8.

http://imageduck.com/v/screenshot00013073.jpg

Xaxx
06-15-2008, 02:54 AM
Quite. I used the listed formula to make a greataxe, as have several of my guildies.

Pity we can't break down gear like we were told we could, huh?

actually deconstruction was never linked to greensteel, i dont know why people keep thinking this, it was listed as the first half of the *real* crafting system, which means the actual crafting system they've been blah blah blahing about for 8 months, not greensteel. Greensteel is raid loot, not actual game crafting, theres "supposed" to be a difference, but with the devs anymore, well who freakin knows.

tihocan
06-16-2008, 01:15 PM
actually deconstruction was never linked to greensteel, i dont know why people keep thinking this, it was listed as the first half of the *real* crafting system, which means the actual crafting system they've been blah blah blahing about for 8 months, not greensteel. Greensteel is raid loot, not actual game crafting, theres "supposed" to be a difference, but with the devs anymore, well who freakin knows.
Yep, I suspect deconstruction will be "take that +1 vicious dagger of greater ooze bane, and get some raw ingredients out of it, destroying it in the process".

binnsr
06-16-2008, 01:19 PM
Yep, I suspect deconstruction will be "take that +1 vicious dagger of greater ooze bane, and get some raw ingredients out of it, destroying it in the process".

And to get some useful raw ingredients, you'll need to use a +5 transmuting dagger of greater construct bane..

Arkat
06-18-2008, 11:21 AM
My God do these two Rapiers rock!! The Blindness effect means automatic Sneak Attacks!

One has +2 to Dex and the other has +4 to AC.

http://i233.photobucket.com/albums/ee191/BlackArkat/SupremeTyrantRapiers.jpg

Lazarus
06-18-2008, 04:19 PM
actually the deconstruction is probably going to work in a similar way to how it now works in pnp 4th ed. you disenchant an item and it gives you magic residum, the amount of whcih is based on the item level, then when you have enough residum you can use it to enchant a different item. that is just the gist of it but i think they are going to do something similar.

Castlehawk
06-18-2008, 05:29 PM
....simple question

Will:

Strength Skills - Exceptional Bonus +1

add +1 to the DC when using stunning blow? or trip, etc.....

Stunning Blow - (DC 10 + Str mod)

Mavnimo
06-18-2008, 06:57 PM
Greensteel staff is 1d8 not 2d8
http://i4.photobucket.com/albums/y122/Mavnimo/GreensteelStaff.jpg

Guildmaster_Kadish
06-18-2008, 07:12 PM
....simple question

Will:

Strength Skills - Exceptional Bonus +1

add +1 to the DC when using stunning blow? or trip, etc.....

Stunning Blow - (DC 10 + Str mod)

No. These are feats not skills, and your strength mod is unaffected. So the only things it will affect are jump and swim :/

Castlehawk
06-18-2008, 07:28 PM
No. These are feats not skills, and your strength mod is unaffected. So the only things it will affect are jump and swim :/

yuck.... well at least i didnt create something after the fact.

Twerpp
06-18-2008, 07:38 PM
My God do these two Rapiers rock!! The Blindness effect means automatic Sneak Attacks!
One has +2 to Dex and the other has +4 to AC.

Nice setup :D

EspyLacopa
06-18-2008, 10:16 PM
....simple question

Will:

Strength Skills - Exceptional Bonus +1

add +1 to the DC when using stunning blow? or trip, etc.....

Stunning Blow - (DC 10 + Str mod)

I would assume no, since Stunning Blow isn't a Skill.

Cambo
06-18-2008, 11:51 PM
I would assume no, since Stunning Blow isn't a Skill.

But I think an exceptional charisma skill bonus would apply to Fascinate DC since it is based on the Perform Skill

Guildmaster_Kadish
06-18-2008, 11:55 PM
But I think an exceptional charisma skill bonus would apply to Fascinate DC since it is based on the Perform Skill

Correct.

Aeneas
06-20-2008, 02:50 PM
So fire overrides positive on a radiance weapon 3rd tier effect?

stockwizard5
06-20-2008, 04:03 PM
Anyone tried out the stacking of Greensteel Guard Items?

Does Minor Good Guard stack with Lesser Good Guard?
Does Minor Good Guard stack with Minor Fire Guard?
Does Minor Good Guard (item 1) stack with Minor Good Guard (item 2)?
Does GS Fire Guard stack with Non-GS Fire Guard?

I am assuming Yes, Yes, No, and No but wonder if anyone has tested any of these (or equivelent)?

Garth_of_Sarlona
06-20-2008, 08:32 PM
So fire overrides positive on a radiance weapon 3rd tier effect?

Yes

Garth

Ikuryo
06-21-2008, 01:13 PM
I don't know of anyone that has bothered with the guard effects.. I might have considered making a guard item if it went lesser, normal, and greater guard but minor guard is just not worth the effort.

A fun guard item for a main tank would be pos/air/air+pos. Chance of a 600pnt guard effect would kill most anything hitting you.

stockwizard5
06-23-2008, 02:37 PM
Currently (and it may change before I am done typing this) Gang is planning on Lightning and Salt with multiple guards. Before spending 48 large - I just was wondering if anyone has any test data on multiple guard items.

I might also go Radiance (if there is such a thing) if I had any idea what the damage/effect/rate might be?

Steam is also still a possibility but I have ruled out EM, Dust, and Water.

Borror0
06-23-2008, 02:39 PM
Steam is also still a possibility but I have ruled out EM, Dust, and Water.

Steam is nice since it's untyped. Proc'd pretty often on weapons.

slumbering_dragon
06-24-2008, 01:12 AM
do we have any clue what dust, ooz, and vacume does for weapons?

stockwizard5
06-24-2008, 02:15 PM
do we have any clue what dust, ooz, and vacume does for weapons?

Dust and Vacuum as expected - have not seen Ooze.

darthmaul121783
06-24-2008, 02:38 PM
is their any restrictions on grenstell weapons

can i make a holy good burst good blast weapon for my non good charactor or is it like if i pulled it and just can't use it?

Depravity
06-24-2008, 07:26 PM
do we have any clue what dust, ooz, and vacume does for weapons?

Dust -I think - is an occasional disintegrate effect. It's supposedly been fixed as of mod 7, but I haven't seen a screenshot or any testing of it.

ooze acts like destruction, occasionally dropping AC by 4 on target (this stacks with destruction and sunder, for a possible 12 off of AC), and also occasionally spawns an ooze of some sort (want to say cr12 black pudding)

Vacuum is an occasional trap the soul effect, apparently the 20-HD version only, and either has an insanely low proc rate or possibly only goes off once per "day".

You can check http://ddo.enterwiki.net/page/Altar_of_Devastation_-_Manufactured_Ingredient_Recipes for a nice list off tier three effects.

Borror0
06-24-2008, 07:41 PM
Dust -I think - is an occasional disintegrate effect. It's supposedly been fixed as of mod 7, but I haven't seen a screenshot or any testing of it.

I've been a lazy ass at editing the wiki, I've seen both myself.

tihocan
06-25-2008, 09:51 AM
is their any restrictions on grenstell weapons

can i make a holy good burst good blast weapon for my non good charactor or is it like if i pulled it and just can't use it?
The only "restriction" is if you make an unholy weapon for a good character, who will suffer a negative level.

tihocan
06-25-2008, 09:52 AM
do we have any clue what dust, ooz, and vacume does for weapons?
You can check my planner (http://forums.ddo.com/showthread.php?t=143580), it has some descriptions.

darthmaul121783
06-25-2008, 11:57 AM
tihocan Quote:
__________________________________________________ __________________________________________________ ___
Originally Posted by darthmaul121783
is their any restrictions on grenstell weapons

can i make a holy good burst good blast weapon for my non good charactor or is it like if i pulled it and just can't use it?

The only "restriction" is if you make an unholy weapon for a good character, who will suffer a negative level.
__________________________________________________ __________________________________________________ ___


thanks for the info

Missing_Minds
06-25-2008, 05:22 PM
Anyone tried out the stacking of Greensteel Guard Items?

Does Minor Good Guard stack with Lesser Good Guard?
Does Minor Good Guard stack with Minor Fire Guard?
Does Minor Good Guard (item 1) stack with Minor Good Guard (item 2)?
Does GS Fire Guard stack with Non-GS Fire Guard?

I am assuming Yes, Yes, No, and No but wonder if anyone has tested any of these (or equivelent)?

minor guards arn't worth it, however, yes, they stack quite nicely.

I've lost track of the number of doggies I've killed just because they knocked me down and kept biting.
And yes, guard effect of shroud stack with non shroud guard effects.

I'm wearing acid guard full plate, chord of reprisals, radiance II goggles with fire guard, air bracers with lighting guard, and I plan on adding 2 or 3 more guard effects. ;)

Missing_Minds
06-25-2008, 05:26 PM
Currently (and it may change before I am done typing this) Gang is planning on Lightning and Salt with multiple guards. Before spending 48 large - I just was wondering if anyone has any test data on multiple guard items.

I might also go Radiance (if there is such a thing) if I had any idea what the damage/effect/rate might be?

Steam is also still a possibility but I have ruled out EM, Dust, and Water.

Radiance is very nice. Some times I see it go off on entier mobs, some times it takes away for it to strike again.
damage is.. 4d6 light damage and blindness. blindness does not work on red or purple named. Light still does damage.

It does however, kick in about.. 10 times more often than the air (air air air) knock down effect does.

Salt and steam are nice because of the untyped damage.

Missing_Minds
06-25-2008, 05:29 PM
So fire overrides positive on a radiance weapon 3rd tier effect?

any element overrides good or negative.
good overrides negative.

Gratch
06-27-2008, 03:12 PM
Wonder if Cambo could include a slightly longer section on cleansing stones at the front. Specific answers to questions I had:


a bound cleansing stone is guaranteed on each 20th (multiple) reward list (as the last item)
the cleansing stone can be applied at the Devestation (part 5 of shroud) altar to any greenweave/steel equipment regardless of its current upgraded level.
cleansing an unbound greensteel/weave item does not currently bind it... so it can be cleansed by one character and then mailed/transferred.


Let me know if I misread/misheard.

My cleric and fighter are about to hit their 20th shroud runs... wanted to make sure my cleric that is mostly good on +3 tomes can take the cleansing stone leaving the fighter to get the +3 tome on their reward screen (if present)... even though it's the fighter that needs a shroud item cleansed. That said, I'll probably complete first with the fighter as I'll take a cleansing stone if no +3 tomes are offered.

Edit: Updated with corrections.

Angelus_dead
06-27-2008, 03:59 PM
the cleansing stone can be applied at the Meridia altar to any greenweave/steel regardless of its current upgraded level.
It works at the Devastation altar, not the Meridia altar. There is a rumor that some green helmets cannot be cleansed, but I don't believe it.


cleansing an unbound greensteel/weave item does not bind it... so it can be cleansed by one character and then mailed/transferred.
That's true, but seems unlikely to have been the designers' intention, so it's risky to rely on.

Borror0
06-27-2008, 04:12 PM
That's true, but seems unlikely to have been the designers' intention, so it's risky to rely on.

Is the cleansing stone itself bound?

incubo
06-27-2008, 05:17 PM
Is the cleansing stone itself bound?

Yes they bind!

Gratch
06-27-2008, 05:45 PM
Oops... wrong altar... updated my post above incase Cambo decides to add it to the front.

Another question: Does the cleaning ritual require only the stone and item or also a high-energy power cell?

Ikuryo
06-28-2008, 02:00 AM
I seem to remember the Devs saying that we could cleanse stuff and it would not be bound as a result. It was somewhere in this thread but the thread is so long it would be hard to find..

If I'm remembering correctly then it is intentional.

Missing_Minds
06-30-2008, 05:32 AM
Oops... wrong altar... updated my post above incase Cambo decides to add it to the front.

Another question: Does the cleaning ritual require only the stone and item or also a high-energy power cell?

stone, item, and high energy cell. all 3.

Cambo
07-02-2008, 09:34 AM
Wonder if Cambo could include a slightly longer section on cleansing stones at the front. Specific answers to questions I had:

a bound cleansing stone is guaranteed on each 20th (multiple) reward list (as the last item)
the cleansing stone can be applied at the Devestation (part 5 of shroud) altar to any greenweave/steel equipment regardless of its current upgraded level.
cleansing an unbound greensteel/weave item does not currently bind it... so it can be cleansed by one character and then mailed/transferred.
Let me know if I misread/misheard.

My cleric and fighter are about to hit their 20th shroud runs... wanted to make sure my cleric that is mostly good on +3 tomes can take the cleansing stone leaving the fighter to get the +3 tome on their reward screen (if present)... even though it's the fighter that needs a shroud item cleansed. That said, I'll probably complete first with the fighter as I'll take a cleansing stone if no +3 tomes are offered.

Edit: Updated with corrections.


Thanks for the update.
I have posted those notes but will format it better later when I get a bit of free time.

tihocan
07-02-2008, 01:43 PM
Thanks for the update.
I have posted those notes but will format it better later when I get a bit of free time.
Make sure you update the part aboud binding, since it changed in today's patch.

Depravity
07-03-2008, 01:08 AM
Finally got my huge pile of vale ingredients together to clear up Inkblack's craftingspreadsheet (http://spreadsheets.google.com/pub?key=pLaIqDL_IzJRx5CcCEpCaYg&gid=0).

The following are confirmed failures:

Red Taper, Filament, Any Horn, Any 'Wondrous' Item, Signet

Violet Taper, Ore, Any Horn, Any 'Wondrous' Item, Signet

Yellow Taper, Filament, Any Horn, Balm/Scarab, Signet

Green Taper, Filament, Any Horn, Scarab, Signet

Green taper, Ore, Any Horn, Balm/Scarab, Signet


We were told "30-40" new recipes in this mod, and we only have 29 so far. *pokes the devs in hopes of a hint* Anybody got any ideas where else we can look?

Aeneas
07-03-2008, 02:34 PM
Lol, it's been about 12 years since i had any latin, but does your sig say

"i have a catapult. If you don't pay me money, i will send a stone at your head."

?

Depravity
07-03-2008, 03:25 PM
Lol, it's been about 12 years since i had any latin, but does your sig say

"i have a catapult. If you don't pay me money, i will send a stone at your head."

?

Yup. Or something close - I haven't had to deal with latin in about the same time frame, so I can't give you a good translation. Found it in a list of handy latin phrases.

Turial
07-03-2008, 03:48 PM
We were told "30-40" new recipes in this mod, and we only have 29 so far. *pokes the devs in hopes of a hint* Anybody got any ideas where else we can look?

Kinda makes you wonder if a dev forgot to flip a switch for the some of the new horn recipies or if old failed recipies now work.

Depravity
07-03-2008, 04:29 PM
Kinda makes you wonder if a dev forgot to flip a switch for the some of the new horn recipies or if old failed recipies now work.

I tried a few combos involving power cells, but I'm out of plat. As soon as my coffers are replenished, I'll start looking at some of the older failed stuff, since I now have all the tapers and suchlike built.

I'm low on vale ingredients again, so has/could anyone tried/try using a horn in place of a power cell in the basic recipes there? Also could be one of the ingredients but still use a power cell, like a replacement for, say, pebbles.

Depravity
07-04-2008, 02:10 PM
Thinking about failed recipes, there are some failed combinations with shroud ingredients.

I never ran shroud much after getting my helmet to tier 2, so I don't have a good pile of shroud ingredients.

Could someone take some time to test out the failures listed on Ink's spreadsheet (http://spreadsheets.google.com/pub?key=pLaIqDL_IzJRx5CcCEpCaYg&gid=1)? They're on the page labeled "Upgrade Ingredients".

I'm assuming horns don't fit into the shroud devices, but that may be worth looking at too. That and I'm too lazy to comb the thread to see if anyone did check it. :D

Angelus_dead
07-07-2008, 03:47 AM
It's pretty strange that there are still several tier 3 combo effects that don't have any description on the first page. Of course, there are explanations:
1. A few very good tier 3 combos were found, like Mineral II items for fighters or mana+skills for casters, and since it's hard to wear more than one Green Steel item at a time, nobody tries the others.
2. The missing combos are often based on negative as a base, and since negative is least useful on weapons (because you don't really fight Good enemies), it never really gets tried.
3. For a while there was a bug, a some combos (earth+neg) were missing.


Nonetheless, you'd think there'd be enough spare ingredients out there by now to get the list completed. Here are the blank entries:
Element of Radiance (Accesory).....=
Element of Dust (Weapon)...........=
Element of Dust (Accessory)........=
Element of Ooze (Weapon)...........=
Element of Ice (Accesory)..........=
Element of Vacuum (Weapon).........=

It seems Dust has been tried already, and just hasn't been updated on the front page. Dust weapons have a chance of Disintegrating the target, while Dust clothing is reported to surround the wearer with damaging and concealing shards. But the others remain a mystery, even if we can make a good guess by extrapolation. Since Radiance weapons are very good, we might hope Radiance clothing is too... but nobody knows!

Borror0
07-07-2008, 03:55 AM
Element of Dust (Accessory)........=

I got this on the wiki not too long ago, still waiting for a Screenshot though.


Razor Dust Guard (On-Being-Hit chance(about 10&#37;) to cast "Razor Dust Shield"(Razor Sharp dust swirls around you, giving you a 50% concealment, and damaging any enemy that gets too close), untyped damage, hit's for about 40-50 every 1/4 seconds the enemy is too close.
As for Radiance accessory, I know it's been tried... but never heard of the effect itself.

tihocan
07-07-2008, 02:00 PM
Since Radiance weapons are very good, we might hope Radiance clothing is too... but nobody knows!
Someone claimed he made one, although he still hasn't posted a shot: http://forums.ddo.com/showthread.php?p=1769698#post1769698

Also, I'm pretty sure someone made an Ooze II weapon, and it must be somewhere in this thread.

Turial
07-07-2008, 02:05 PM
I got this on the wiki not too long ago, still waiting for a Screenshot though.



Razor Dust Guard (On-Being-Hit chance(about 10&#37;) to cast "Razor Dust Shield"(Razor Sharp dust swirls around you, giving you a 50% concealment, and damaging any enemy that gets too close), untyped damage, hit's for about 40-50 every 1/4 seconds the enemy is too close. As for Radiance accessory, I know it's been tried... but never heard of the effect itself.

Razor Dust Guard, if thats true, looks to be a nice thing to have on a Barb or a high AC tank.

Qzipoun
07-07-2008, 02:07 PM
Razor Dust Guard, if thats true, looks to be a nice thing to have on a Barb or a high AC tank.

On-being-hit procs are not very useful on high AC tanks, unless you have a bad high AC tank ;)

Yaga_Nub
07-07-2008, 02:55 PM
On-being-hit procs are not very useful on high AC tanks, unless you have a bad high AC tank ;)

But 50% permanent concealment is awesome for a melee.

Tanka
07-07-2008, 06:13 PM
But 50% permanent concealment is awesome for a melee.
A good high AC tank will get hit 5% of the time, and then there's a 10% chance that it will activate.

So, roughly 0.5% of the time they'll have said Razor Dust Guard.

Low AC characters will want it, not high AC characters.

Depravity
07-07-2008, 11:25 PM
A good high AC tank will get hit 5&#37; of the time, and then there's a 10% chance that it will activate.

So, roughly 0.5% of the time they'll have said Razor Dust Guard.

Low AC characters will want it, not high AC characters.

I was thinking about this - it would work really well with a moderate AC tank (aim for getting hit maybe 25-50% of the time), intimidate, and as heavily tweaked a DR as possible. I call it the "tar baby". #s are off the top of my head, feel free to correct

Name of the game is to intim, turtle up, throw a cleave or two, and let things beat themselves to death on you. Not going to get you kill counts, but would work well teamed with a more offensive fighter or high level pure or near-pure rogue who knows to peel off baddies one at a time.

14 barb/2 rogue dwarf (for evasion)

Blocking DR of:
8 from barb levels/enhancements
3 shield mastery
3 imp shield mastery
3 dwarf shield enhancements
7 large shield
24/- DR while blocking

Iirc - one of the new raid shields has 15 blocking DR - so possibly 32 blocking DR

After that it's just item consolidation and as many guard effects as you can cram on. Obviously requires many many many shroud runs.

S&B barb - expect people to look at you funny. Take cleave/great cleave, they work nicely with sword and board and a +6 con, +4 AC triple-earth weapon.

Good shroud accessories -
triple earth
triple neg - build for immunities = item consolidation again, chance to outright kill anything that hits you
mineral - item consolidation, use for hp, but make second tier good guard
Dust - untyped, but cuts your effectiveness down
Salt - untyped damage
Steam - untyped damage
Radiance just for gits and shiggles, not to mention making the party rogue happy.

leave a slot for situation appropriate, non cleansed pure elemental guard effects - don't want flame guard on when fighting iron golems, but it would work well on anything ice based or mummies, triple pos for undead, triple water for flame renders, etc. Know your enemies and avoid absorption at all costs.

I wouldn't do it, because I feel little reason to grind the shroud every 2 & 3/4 days. Obviously a build idea for the more demented raid monkeys out there. :)

Ikuryo
07-08-2008, 05:24 AM
If you wanted a proper shield to block with throw a madstone shield in there. I think its a shield DR of 21, would give you a DR38/- while turtled.

Qzipoun
07-08-2008, 05:53 AM
If you wanted a proper shield to block with throw a madstone shield in there. I think its a shield DR of 21, would give you a DR38/- while turtled.

Both hound shields are DR 25 (or is it 27? more than madstone anyways)

Holgar
07-08-2008, 12:15 PM
Question regarding mixing Rituals:

Can you put an Eldritch Ritual on a Green Steel Weapon? If so, does it erase any Green Steel Rituals you put on the weapon?

Thanks!

Holgar

Borror0
07-08-2008, 12:18 PM
Also, I'm pretty sure someone made an Ooze II weapon, and it must be somewhere in this thread.

Pretty sure willphase did.

EDIT: Otherwise, I think Inspire has one.

Borror0
07-08-2008, 12:20 PM
Low AC characters will want it, not high AC characters.

Yep, that would be an awesome equipment for a ranger or barbarian.

Sadly, when I asked for a screenshot, the person who made the edit said that his source was inaccurate. So, we'll gave to find out by testing I guess.:(

Aeneas
07-08-2008, 12:21 PM
Both hound shields are DR 25 (or is it 27? more than madstone anyways)

Both shields are DR 15. Madstone is DR 11 I think.

Reisz
07-08-2008, 01:33 PM
Do the Force Damage and Force Crit rituals stack? Or are they considered different lines?

Can you perform them multiple times like the Adamantine rituals?

Reisz
07-08-2008, 01:35 PM
Question regarding mixing Rituals:

Can you put an Eldritch Ritual on a Green Steel Weapon? If so, does it erase any Green Steel Rituals you put on the weapon?

Thanks!

Holgar

Yes I have placed a Force Crit Ritual on my Tier 3 Khopesh. You will need to bind and attune first.

SneakThief
07-08-2008, 01:37 PM
Do the Force Damage and Force Crit rituals stack? Or are they considered different lines?

Can you perform them multiple times like the Adamantine rituals?

They are different lines. The Adamantine ritual can only be done once at each level (ie there is a tier 1, tier 2, etc that each have different recipies) ... I havent seen Turbine post anything more than a tier 1 for the force lines.

Garth_of_Sarlona
07-08-2008, 02:51 PM
Pretty sure willphase did.
.

nope I've only got ooze item, not ooze weapon. Ooze weapon is -4 AC on first hit though - a bit like destruction but it stacks with destruction. Having destruction armor from hound + ooze weapon would be kinda nice instant AC debuff for the group (e.g. red named orthons!)

Garth

Gratch
07-08-2008, 05:52 PM
Do the Force Damage and Force Crit rituals stack? Or are they considered different lines?

Can you perform them multiple times like the Adamantine rituals?

You can only have one ritual per item - as per description and some testing. For weapons that would be a choice of Adamantine Ritual I-IV, Force Ritual I, or Force Critical Ritual I.

I went with Force Ritual I on my mineral 2 maul. With its low crit rate +1 on every hit is more damage than 1d4 on crits.

Still trying to gather lightning split soarwoods to try and put +1 save ritual on a head of good fortune... at least I'd think a trinket counts as a jewelry item... since that's where it appears in the ah listing.

Holgar
07-08-2008, 09:57 PM
Yes I have placed a Force Crit Ritual on my Tier 3 Khopesh. You will need to bind and attune first.

Thanks, Reisz. I performed Eldritch Rituals on both my Green Steel Khopesh and Green Steel Goggles, and both worked fine.

Holgar

Yaga_Nub
07-09-2008, 04:28 PM
A good high AC tank will get hit 5% of the time, and then there's a 10% chance that it will activate.

So, roughly 0.5% of the time they'll have said Razor Dust Guard.

Low AC characters will want it, not high AC characters.

Very true. I'm just saying that 50% concealment is good for melee. Yes I know displacement is 50% but it does run out and the arcane's mana runs out. And yes I know it's only on proc but that better than never having the chance for it to proc. :)

Twerpp
07-09-2008, 04:31 PM
nope I've only got ooze item, not ooze weapon. Ooze weapon is -4 AC on first hit though - a bit like destruction but it stacks with destruction. Having destruction armor from hound + ooze weapon would be kinda nice instant AC debuff for the group (e.g. red named orthons!)

Garth

Thats a pretty powerful weapon if it stacks with destruction and procs on the first hit :eek:

I may have to build one are you sure it procs on the first hit? Or on every hit? Nice.

Borror0
07-09-2008, 04:33 PM
Radiance guard:
http://img156.imageshack.us/img156/5689/glovesfj7.jpg

Not mine, but it's there now.

Depravity
07-09-2008, 09:10 PM
Radiance guard:

Not mine, but it's there now.

Thanks Borror0, always good to see this stuff confirmed before I spend too much time on it.

Borror0
07-12-2008, 08:46 AM
From the EU forums, Disentegration Guard:

http://i335.photobucket.com/albums/m455/hunlimo1/gloves.jpg

Angelus_dead
07-12-2008, 04:32 PM
From the EU forums, Disentegration Guard
So it turns out that "Razor Dust Guard" was just someone's joke, eh? Too bad, something like that would've been nice. Nearly anything that wasn't "A small chance to damage your attacker when you get hit" would be nice.

So it seems that the remaining unknowns are vacuum weapon, ice clothing, and salt clothing. And those things probably don't have any real surprises behind them- people have tried them, but accurate reports haven't quite been collected.

Borror0
07-12-2008, 04:33 PM
So it seems that the remaining unknowns are vacuum weapon, ice clothing, and salt clothing.

Vacuum have been tested. Quite sure of that.

maddmatt70
07-14-2008, 07:48 PM
From the EU forums, Disentegration Guard:

http://i335.photobucket.com/albums/m455/hunlimo1/gloves.jpg

Noooooo. I was looking sooooo forward to making a dust hit point item only to find out it was a rouse and instead we get lame disintegrate...

pcproffy
07-14-2008, 08:55 PM
I want to do the popular transmuting kopesh, and trying to decide the classic question of acid/good burst or holy/acid burst.

People say they like good burst because it affects almost all mobs. But the way it reads to me only 1d6 is universal but the bursting crits only affect evil mobs. Can anyone confirm that the burst only hits evil?

If that's the case I think i'd prefer the acid burst as its likely to hit most mobs. In particular acid burst should work well on elementals. As for demons/orthon, they probably deserve to be decapitated anyways.

vyvy3369
07-14-2008, 09:07 PM
People say they like good burst because it affects almost all mobs. But the way it reads to me only 1d6 is universal but the bursting crits only affect evil mobs. Can anyone confirm that the burst only hits evil?
(Combat): Your weapon's good burst effect hit Twilight Giant Rat for 17 points of good damage.
It was getting Immune messages to Holy.

Not really sure what you mean about the way it reads, since it's pretty clear that it affects non-good:
"This weapon is imbued with the power of good and deals 1d6 points of good damage against all of non-good alignment. Additionally, all targets of non-good alignment take an extra 3d6 damage on a critical hit for weapons with a x2 critical multiplier, 4d6 for a x3 multiplier, and 5d6 for a x4 multiplier."

pcproffy
07-14-2008, 09:52 PM
http://i72.photobucket.com/albums/i195/Aundymeister/SupremeTyrantLongsword.jpg

Under good burst it reads:

"All targets of evil alignment take extra xd6 on a critical hit"

vyvy3369
07-14-2008, 10:12 PM
Yeah well, that's Assio's screenshot from one of the first Pos weapons. IIRC, they updated the description, and the one I quoted is from one I'm currently using in game.

The wiki (http://ddo.enterwiki.net/page/Good_Burst) has both.

pcproffy
07-14-2008, 11:10 PM
Great thanx for clarifying! I think I'll go for acid/good burst then.

Arundil
07-15-2008, 04:52 PM
Does the healing amplification mod also apply to self used healing wands? What about potions?

Thanks

Kargon
07-15-2008, 04:57 PM
Does the healing amplification mod also apply to self used healing wands? What about potions?

Thanks

potimions, wands, tavern food, queen jerky regen, spells, scrolls, clickies, everymathing. Multimaplies with improved recovermery enhancemaments, so a human monk with the human enhancemament 30, the monk enhancemament 30, a healamalling amp 30&#37; kama should get about 210% healamalling from evermary heal no matter where come from. Kargon rangermer and barbarian both dual wield and have helamalling amp 30%s in offhand and have the human enhancemaments so kargon get about 170% from all healamalling.

Aeneas
07-15-2008, 05:33 PM
I know it's sort of a lame duck by comparison to some other weapons, but can anyone shoot me a screenie or tell me what the greensteel battleaxe graphic is? (crosses fingers and hopes for a serrulae picture)

Missing_Minds
07-19-2008, 02:11 AM
Finally was able to make my Ooze guard gloves. Worked out the DC with a friend. It has a fort DC of 40.

vyvy3369
07-19-2008, 02:45 PM
Finally was able to make my Ooze guard gloves. Worked out the DC with a friend. It has a fort DC of 40.
Congrats, but I posted about that back in March (http://forums.ddo.com/showpost.php?p=1618371&postcount=2875). I'll admit it's hard to find things in this thread though.

Sunder guard stacked with regular Sunder, I don't have Improved Sunder to test with any more. Total of -9 AC (-5 from the Ooze, -4 from Sunder). Save DC was 40 fort.

Missing_Minds
07-20-2008, 10:07 PM
Congrats, but I posted about that back in March (http://forums.ddo.com/showpost.php?p=1618371&postcount=2875). I'll admit it's hard to find things in this thread though.

Ah. Well, it was so lost, no one else had it posted in guides, programs, or wikis. And I know I definitely couldn't find it. Heck, it wasn't even in the first page of this thread when I checked. I thought it was odd no one had posted. So thanks for posting it first! Just wish I could have found it.