Exactly. I met some guys from a guild in Sarlona who couldn't keep quiet about the fact their guild had secrets. They wanted everyone to know that they knew something special and it wasn't going to be shared. How obnoxious is that?
Either keep your secrets secret or share the info and get some props. You can't have both, and trying to have both just makes you look like a real twit. (comment not directed at any individual; just a general observation)
So I have a question...why would anyone in their right mind make a scepter over a morningstar? Do scepters have some added benefit? Someday every caster will end up swinging their weapon even if its not very often...maybe the mob is commanded or held or stoned etc.
What would be the logic for anyone to choose to make a scepter over a morningstar that has a higher base dmg?
Maybe someone will argue looks/roleplaying? who knows...thats always a possible justification I guess...but that cant be the only reason? I have to be missing something...
Is it just another option for those that dont know enough to make the better base damage weapon?
"Traps don't do damage. They ask you to do damage to yourself." -Andy Menard
Release your inner dwarf. Then get him some ale!
I completed some goggles at the altar of invasion. It was not the bonus I wanted. Is there a way to salvage some of the ingredients or a way to re-do a step?
does anyone keep track of the names of imbued power shards?
Ethereal Air Opposition = Shard of Power + Inferior Focus of Air + Cloudy Gem of Opposition + Diluted Ethereal Essence + Low Power Cell
Ethereal Water Dominion = Shard of Great Power + Focus of Water + Gem of Dominion + Ethereal Essence + Medium Power Cell
It seems to me that rather than refering to the crafting steps by location plus each component individually resulting in a long and inconsistant way of describing the recipe, we could use the proper name of the desired imbued power shard. We could them talk about the results of named imbued shard + named imbued greater shard, and so on.
Last edited by winsom; 03-02-2008 at 08:47 AM.
On the 3rd Tier effects:
Crushing wave is it single target, is there a resist for the damage?
Air Guard do they get a save when being knocked over, if so has anyone tested it?
Is it a save or a Str check? Do you have to actually get hit when the effect is on a weapon and is it supposed to change on them?
Earthgrab are they like paralyzed weapon effect or helpless (autocrit)? Is it Fort save?
Incinerate has anyone actually done this to see the effect? If so what exactly does it do?
no, you are sol. I had the same thing happen to me. Sell them, start over. Unless you want to wait till mod 7. There is a possiblity of over crafting what you already did, so long as you don't go up to the next stage.
For the most part, if you keep track of what you were using, it is the same thing. such as EWE is ethereal, water escalation.
Heal cures 10hp per lvl.
the spell needing caster11 always cure 110 from a scroll
°Shima Ra °Roots °Zielle °Sisqi °Downpour
Clerimic Heal with no enhancemament on target: 427
Clerimic Heal with enhancemament (30%but no item: 555
Clerimic Heal with enhancemament (30%) AND item (30%): 722
427 * 1.3 * 1.3 = 721.6, so look like they stack by multimiplying, not by adding 30% of 427 and adding 30% of 427 again.
While you raise some very interesting and valid points, I think the best thing to do in this situation is to keep a stiff upper lip, ignore the people in question (at least in terms of the 'drama') and keep trudging forward with this thread trying to help everyone else.
Eventually the secret will be found by someone willing to share and then the house of cards falls apart.
Good luck and keep up the good work everyone.
Thank you Kargon! Another stacking mystery solved.And very interesting that each personal boost is multiplied rather then adding together (I like being proven wrong).
150 (base) * 1.9 (item + enhance) * 1.5 (EmpowerHeal) * 1.3 (HumanImpReco3) * 1.3 (HealingAmplification) = 722.475, which rounds down to 722.
I was wondering if anyone tried 2 Imbued Great Shards of Power, their tier 2 upgraded weapon, and a power cell on the third tier altar? Example: Earth/positive item put on the third altar, plus a power cell, plus an earth imbued great shard of power, and a positive imbued great shard of power. This gives you aspect of mineral 2 maybe?
or
Could it be that the items that have been upgraded once on the third tier and had no effect added to them is because they are unfinished?
Maybe, they need the other element added to them. Example: Earth/ positive/earth (had no effect, posted a while ago), maybe the item needs another positive imbued power shard and a power cell added to the item to finish it and get its ultimate effect. Can a third tier upgraded item be put into the third altar?
Also, I can confirm that in order to get the regeneration effect to work you need to take off the item and put it back on(that puts up the symbol). You do not regenerate when the symbol is not up, you do not regenerate. (this is with the improved regeneration effect from the 2nd upgrade, don't know about the first or the third.) Changing city zones does not remove the effect, but going into a quest instance or outside zone will remove it, and u need to take the item off and put it back on to get it to work.
Lastly, Thank you all for the efforts you have done. I appreciate your efforts.
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
Scratch that :/
Last edited by KiwiJoe; 03-02-2008 at 08:17 PM.
Twistedmetal - 20 Wizard Profiteer - 20 Monk Fingersmith - 18 Ranger/1 Fighter/1 Rogue Metalfatigue - 20 Barbarian -ELITE RAIDERS-