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  1. #1
    Founder Aesop's Avatar
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    Default New Item Property Ideas

    OK I'll Start... but then I have to go to work so someone else needs to pick this up and add more



    Bane Burst. You heard... er read me Bane Burst

    You may ask "well how does it work Aesop"

    I have no idea... but maybe something like this


    Reptile Bane Burst
    +2 to hit and Damage vs Creatures of the Reptilian Type
    +2d6 Bane Damage vs Creatures of the Reptilian Type
    +2 "Seeker" Effect vs Creatures of the Reptilian Type on a critical hit (stacks with regular Seeker and similar effects)
    +2d6 Extra Bane Damage on a successfull Critical vs Creatures of the Reptilian Type

    same thing could be applied to Greater Bane Burst

    the Extra D6s on the Critical could also ramp up based on Weapon Base Critical Multiplier

    the Bane Burst would count as +1 over its equivilent counter part so +2 for Bane Burst and +4 for Greater Bane Burst (I think)

    I have a couple others rolling around in my head that are just as bad ... but I have to go to work


    Aesop
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  2. #2
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    Quote Originally Posted by Aesop View Post
    Bane Burst. You heard... er read me Bane Burst
    That's called "Fierce Bane" in the D&D rulebooks.

  3. #3
    Founder Aesop's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    That's called "Fierce Bane" in the D&D rulebooks.
    Really? Never saw that one

    Which book is it out of?

    Aesop
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  4. #4
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    Default "of punishment" suffix or "punishing" prefix

    Props to (Borror?) for suggesting in another thread that additional damage could be added for every point that a to-hit roll exceeded the defender's AC. Not sure if this was for a particular class or type of attack (eg Power attack) or just to be applied in general, but I thought the idea was great. Assuming they didn't implement that, I would propose the following:

    "of punishment" or "punishing"
    If the combined attack roll (including all bonuses) is 10 points or more above the defender's AC, then this weapon does an additional 3d6 damage. Or perhaps 1d6 damage for every 5 points above AC the to-hit roll achieves (to maximum ???). (In other words, the weapon punishes you for having poor defense.)

    Example. +5 holy burst longsword of punishment or +5 punishing longsword of pure good

    Note: I'm not at all familiar with PnP sourcebooks. In the event that this suffix/prefix name already exists, another name could easily be given.
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  5. #5
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    Quote Originally Posted by RobbinB View Post
    Props to (Borror?) for suggesting in another thread that additional damage could be added for every point that a to-hit roll exceeded the defender's AC. Not sure if this was for a particular class or type of attack (eg Power attack) or just to be applied in general, but I thought the idea was great. Assuming they didn't implement that, I would propose the following:

    "of punishment" or "punishing"
    If the combined attack roll (including all bonuses) is 10 points or more above the defender's AC, then this weapon does an additional 3d6 damage. Or perhaps 1d6 damage for every 5 points above AC the to-hit roll achieves (to maximum ???). (In other words, the weapon punishes you for having poor defense.)

    Example. +5 holy burst longsword of punishment or +5 punishing longsword of pure good

    Note: I'm not at all familiar with PnP sourcebooks. In the event that this suffix/prefix name already exists, another name could easily be given.
    Great...they'd give a boss this ability and all our squishies would get one-shotted like so much wheat on harvest day. For that matter, some of the existing bosses' to-hits are so high this would probably result in several d6 of additional damage even to many front-line melee types.

    (I've only ever played two characters who were NOT squishy)
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  6. #6
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    Quote Originally Posted by VirieSquichie View Post
    Great...they'd give a boss this ability and all our squishies would get one-shotted like so much wheat on harvest day. For that matter, some of the existing bosses' to-hits are so high this would probably result in several d6 of additional damage even to many front-line melee types.

    (I've only ever played two characters who were NOT squishy)
    I'm not clear on which ability you mean a boss would get - the extra damage at 1 point for each total roll above AC, or that they would actually be given a "punishing" weapon at 3d6 extra damage with one interpretation or 1d6 per 5 total roll above AC with another interpretation.

    Either way, I'm not sure that it would be so bad. Worst case scenario is a boss like Sully who maybe averages a total roll of 75 against a typical caster AC averaging about 25. This would be an extra 50 damage in one scenario or straight up 3d6 damage in another or (50/5 * 1d6) in yet another. And keep in mind they could always apply some sort of maximum to the damage regardless of the interpretation.

    With no maximum and the most extreme case implemented, severe squishies would definitely be in some danger of being one-shotted, but hey that's why you are called a squishy. Casters have no business in grabbing aggro from a PIT-FIEND unless you intend to cast Tensers Imploding Prismatic Hell Ball with a caster level of 30. If DDO didn't have its ridiculous current implementation of heavy fortification meaning you can't be critically hit, what do you think would happen if Sully took a swing at you and actually rolled a 20? (Combat: Suulomades hit you for 300 points of damage.) I remember going into Chamber of Rahmat back when it was released and the sorceror in my party (low spot skill, maybe 100 hp, only wearing moderate fortification) kept getting one or two shotted by the ghouls' sneak attack. That was both funny and extremely appropriate. Maybe I'm just waxing nostalgic, but I think that it also made for a better game.
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  7. #7
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    Bane Guard Property: Like stick your hand in a fire; creatures of the corresponding type have an aversion to touching or even getting to close to the character under this effect. Those that do feel the sting.

    Lesser:
    +1 AC
    Retributive Damage 1d6

    Bane:
    +2 AC
    Retributive Damage 2d6

    Greater:
    +4 AC
    Retributive Damage 3d6
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  8. #8
    Founder Aesop's Avatar
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    Rending: (Suffix)Simply put this property increases the Critical Multiplier of a weapon by 1
    Rule 1: Don't sweat the small stuff
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    more rules to come in a different sig

  9. #9
    Founder Aesop's Avatar
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    Exploding: (Suffix) Upon a successful Critical hit the Creature Struck and all adjacent creatures take an extra 4d6 damage.
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

  10. #10
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    Quote Originally Posted by Aesop View Post
    Bane Guard Property: Like stick your hand in a fire; creatures of the corresponding type have an aversion to touching or even getting to close to the character under this effect. Those that do feel the sting.

    Lesser:
    +1 AC
    Retributive Damage 1d6

    Bane:
    +2 AC
    Retributive Damage 2d6

    Greater:
    +4 AC
    Retributive Damage 3d6
    'bane transformation'

    Ingredients: fifty 10hd/20hd/30hd soul gems of the type you want + maybe gems (of some kind) + your bound and attuned armor/weapon. Adds the bane effect to your armor/weapon (armor functions as you describe).

    Garth

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  11. #11
    Founder Aesop's Avatar
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    Quote Originally Posted by willphase View Post
    'bane transformation'

    Ingredients: fifty 10hd/20hd/30hd soul gems of the type you want + maybe gems (of some kind) + your bound and attuned armor/weapon. Adds the bane effect to your armor/weapon (armor functions as you describe).

    Garth
    Its funny I had an idea of adding Armor(ans Shield) Spikes to add interesting effects to existing armor or shields and to help give them some value.

    Essentially you could find/make the Spikes and add one to the Bound and Atuned Armor/Shield.

    So you could in theory make a Greater Evil Outsider Bane Guard Spikes and put them on Armor (not outfits or robes). Additionally you could make an Offensive or Defensive Spikes for the Shield like a Transmuting of Pure Good Armor Spike to put on a Shield or a Lightning Guard Spike. If you added a new Spioke to an Armor/Shield that already had one the first would be destroyed.

    The Maximum Value of Enhancements on Spikes would be +5... for balance purposes.


    it was a though anyway

    Aesop
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  12. #12
    Community Member redspecter23's Avatar
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    I'd like to see the following abilities added to shields.

    +20 seeker (Bring sword and board dps back in line a bit, maybe a bit too far, but would give you a reason to hold that shield outside of just blocking with it all the time)

    dodge +2, dodge +3 (they already exist on other items and wouldn't stack so you're not really getting too much more ac, you're just putting it in a slot where it makes a bit more sense to have a defensive item)

    Heightened Awareness +1 to +4 (again, taking a defensive ability and putting it on a defensive item)

    Flesh to Stone guard (broken with any sort of reasonable proc rate I'm sure, but would be fun if it could be balanced. Intimitanking til you stone the mobs, then kill at your own pace)


    As far as weapons go, I think many of the shroud weapon effects should be added to standard loot tables, even if the min level is quite high. A min level 14 +1 lightning strike rapier would be kinda cool, but I can't see it being overpowered when greensteel versions exist at the same level.

    Another situationally useful effect would be a Dispelspewing weapon. Similar to cursespewing, but hits with a dispel effect with each hit. Not sure how many enemies it would effect, but could be kinda cool.

    I think it's about time for superior bane weapons. +6 additional enhancement and +6d6 damage on a hit.

    Superior potency 7 or higher would be nice.

    Greater smiting, greater banishing and greater disruption. higher hd effected and higher save required.
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  13. #13
    Community Member Quanefel's Avatar
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    Here is a list of item properties that could be used: http://forums.ddo.com/showthread.php?t=181150
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  14. #14
    Community Member toughguyjoe's Avatar
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    I sugges they switch around some of the existing weapon properties to useful. Mainly Slowburst. I think a Slowburst Rapier should at least be viable if you want to use it.

    Slowburst: On a successful critical hit the enemy is affected by the slow spell with a duration of thirty seconds. The monster is slowed for six seconds then recieves a dc 20 Will save. Saves repeat every six seconds until the enemy shakes the effect off or the duration runs out.

    At least it wouldn't suck SO bad.

    i wouldn't mind seeing an armor trait that proc'd higher movement, maybe

    +5 Acid Guard Mithral Fullplate of the Zephyr.

    Zephyr: Whenever an enemy threatens a critical hit on you, there is a chance your speed will increase by fifty percent for ten seconds.
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  15. #15
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    Quote Originally Posted by RobbinB View Post
    If DDO didn't have its ridiculous current implementation of heavy fortification meaning you can't be critically hit, what do you think would happen if Sully took a swing at you and actually rolled a 20? (Combat: Suulomades hit you for 300 points of damage.) I remember going into Chamber of Rahmat back when it was released and the sorceror in my party (low spot skill, maybe 100 hp, only wearing moderate fortification) kept getting one or two shotted by the ghouls' sneak attack. That was both funny and extremely appropriate. Maybe I'm just waxing nostalgic, but I think that it also made for a better game.
    They've already got a caveat built into fortification that says certain unusually powerful creatures may be able to bypass it. Just 'cause they're not using that... (I think purple names should automatically treat any fortification number as 25% less than normal, at least...maybe reds at 25% and purples at 50%...)

    Anyone who's running around the desert with about 100 HP deserves to die. A lot. Arcanes' lightning, mephits, mummy rot (anyone with 100 HP probably also neglected their disease immunity item) and any number of things can crit for 40+ per hit...

    I'm probably overly concerned about a monster boss getting an ability like the one I had responded to earlier. A caster gets aggro with an end-boss, it's probably not going to end well regardless.
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  16. #16
    Founder leviathan's Avatar
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    Dancing Weapon

    I just thought they were cool in PNP, probably be a programming nightmare though.
    Pek Pickler - Rogue 10/ Fighter 2
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  17. #17
    Community Member Baahb3's Avatar
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    It will get shot for numerous reasons but I would like to see 'Graceful Strike' property added. This property allows users to use their Dex modifier intead of their Str modifier for damage.

    With the change in the way stat damage works in Mod 9, I don't think this would be as crazy when Mod 9 hits as it would be now.

    Even if they did not add new properties for weapons, I would just like to see them remove the prefix/suffix restriction on properties. It would open up a whole new range of usefull weapons.

    Things like a Maladroit Warhammer of Weakening, or a Holy Burst Silver Kopesh of Anarchic burst...fun stuff
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  18. #18

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    Quote Originally Posted by RobbinB View Post
    Props to (Borror?) for suggesting in another thread that additional damage could be added for every point that a to-hit roll exceeded the defender's AC.
    That was MrCow and it was in Shade's Legendary Mode thread.

    The suggestion, in the context, made a lot of sense but if given to us it would most likely be very overpowered.
    Quote Originally Posted by redspecter23 View Post
    dodge +2, dodge +3 (they already exist on other items and wouldn't stack so you're not really getting too much more ac, you're just putting it in a slot where it makes a bit more sense to have a defensive item)
    No, just no.
    Last edited by Borror0; 06-02-2009 at 04:56 PM.
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  19. #19

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    Crusading: A crusading weapon is lawful and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of lawful damage against all of chaotic alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any chaoticl creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Rebellious: A rebellious weapon is chaotic and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of chaotic damage against all of lawful alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any lawful creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Basically, an Axiomatic+Holy enchantment and an Anarchic+Holy enchantment.
    Last edited by Borror0; 06-02-2009 at 05:07 PM.
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  20. #20
    Community Member Trillea's Avatar
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    Quote Originally Posted by Borror0 View Post
    Crusading: A crusading weapon is lawful and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of lawful damage against all of chaotic alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any chaoticl creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Rebellious: A rebellious weapon is chaotic and good aligned, thus bypassing the corresponding damage reduction. It deals an extra 2d6 points of chaotic damage against all of lawful alignment and an extra 2d6 points of good damage against all of evil alignment. It bestows one negative level on any lawful creature attempting to wield it and another to any evil creature attempting to wield it. The negative level(s) remain(s) as long as the weapon is in hand and disappears when the weapon is no longer wielded.

    Basically, an Axiomatic+Good enchantment and an Anarchic+Good enchantment.
    /nitpick

    Would actually be Axiomatic+holy and Anarchic+holy

    /nitpick off

    Good suggestion tho!
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