RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
Should have taken screenshots, but the level 16 Event cloak now has +1 dodge on it and the level 20 one has +2 dodge.
All items from the event are also now bound to character from what I could tell.
Level 20 wraps are called Epic ___ and are +6 now too.
considering cape is currently used mostly for 45hp GS
Certainly makes gear choice a little more interesting
Lv20 cloak with 2 dodge AC
Armored AC build:
Wont stack with Chaosgrid, its a minor upgrade with deathblock and guard effect
most likely outcome is 45HP GS cape will move to bracer spot for a minor upgrade with no additional AC
Dex/Wis Monk (splash) build:
Provide 2 Extra AC
But given the following spots is most likely fixed
Bracer: 8 AC
Armor: ICY
Glove: epic spectral glove
Which leaves Neck/Goggle/Helm/Belt to craft 45HP GS
Helm would be competing with epic von helm (7wis and slots)
Goggle would be competing with epic goggle of time sensing (+2 exc wis and slots)/ VOD goggle
Belt would be competing with TOD set(Pally)/epic VON belt (7str and slots)
Neck would be competing with TOD set (Monk/Fighter)
Lv 16 cloak with 1 dodge AC would stack with everything, but then again, what would you sacrifice for that 1 AC
Vairs - clc 20 , Aairs - wiz 20, Xairs - Brb 20, Zairs - FvS20, Sairs - Pal18/Mk2, Jairs - Brd 20
I collected about 100 mots from a single Favor run of The Keeper's Sanctuary which is quite Ok. The most mots on the graveyard you anyway get by turning in the bones or skulls when the event is going and not direct.
Epic Wraps of Endless Light: +6, Greater Undead Bane, Brilliance, Disruption, Radiant Blast
Epic robe of Shadow: Superior Nullification IX, Superior Void Lore, Superior False Life, Greater NEcromancy Focus, Boon of Undeath
Epic Cloak of Night: Invisibility Guard, Ghostly, Deathblock, Nightmare Guard, Dodge Bonus +2, DR 5/Good
All bound to Character from the first item on.
Screenshots may follow later, but I guess I have to find some rest first
It's not just wands, one of the key issues in the game is items with spell abilities NOT scaling. (especially offensive items) just like that new hellfire crossbow that has scorching ray stuck at caster level 3.
The dc's of slow trap clickies, everbright linked blinding abilities are notoriously unusable.
One of my suggestions in my big suggestion post mentioned a couple of ways to fix that.
One is to introduce an enhancement for sorcs/bards/wizards that lets them use their CASTER level to operate spell like abilities in items. (giving those arcane magic using classes a benefit with items that have stored arcane spells)
The other is to put that ability in the item itself, that is.. it takes it's CASTER level from the level of the user (or some sort of equation based on intelligence of the operater etc)
I'd like to see some interesting (though not necessarily powerful) on -critical spell cast procs for certain weapons.
Maybe even of the random sort (wildmage type ability).
ChaosBlade
Greatsword.
Chaos Aligned Blade. (overrides lawful reduction)
True Chaos.
Anarchic Burst
"On critical a random level 1-9 spell will be cast on the target (could be beneficial) - Caster level same as wielder level"
Or even spell guards.
"Bracers of Infinite Vengeance"
"2% chance that a creature hitting you will have a random level 1-9 spell cast on them - Caster level same as wearers level"
A little like the new wand that casts random spells.
Hrm. Missed this one earlier.
Probably an overly complicated implementation to pull off, but just to throw it out there: Wands and clickies have charges, and higher level ones typically have multiples. Would it be outside the realm of possibility to retool them to raise the level by expending additional ones?
IE: That Eternal Wand of Magic Missile one from Catacombs vs the free to play Eternal Wand of Acid Splash ends up doing roughly the same amount of damage for a shorter run and no expenditure on the part of the Acid Splash. Being able to blow 3 charges to double the damage from that would seem to me at least to be a fair trade-off, though I can see where that would require a bit of new tech to pull off...
Well, yeah, obviously, but that runs back into the issue they'd mentioned earlier about too many projectiles mucking things up for ranged implementations in general, not to mention crippling the utility-balance quite a bit should they ever add eternal staves and the like, just as that's been thrown out of whack with dual-wielding for other bonuses.
That's a cool idea I definitely support it being a sorc/bard/wizard only thing...clickies have made their brood slightly less useful (see haste/herosim clickies) so they should at least be able to unleash the full potential of them vs. a bumbling untrained fighter trying to use one.
Originally Posted by Cordovan
I dont remember if it was this thread or another, but someone else suggested the same thing. The problem there is still that everyone would just farm the Harbor and WW for clickies and be done, and that makes for really stupid game play.
However, by PnP rules, the caster level of the clickie is supposed to be the caster level of the item creator. That would mean that no +8 modifier item would ever have a caster level 3 clickie on it. A VERY simple solution that has been suggested many times, and would keep in the spirit of PnP would be to just make the caster level of the clickie equal to the ML of the item.
See, even the EULA says its a game and supposed to be fun. EvilDuckie-DuckieBotOriginally Posted by EULA
Yep that would solve it sneak thief.
The item level itself would set the caster level of the clicky function.
You just found a tower shield of blinding you need to be level 16 to use? well the caster level on that blinding effect is 16.
(named items would have the caster level set to whatever was appropriate but I think actually having the caster level a little above the minimum usage level is more balanced and makes the effect usable for the lifetime of the item)
You found an everbright something that's minimum level 10 to use? Again level 10 caster level for that blinding effect.
Screenshots of the Marbar Event items:
As the Items change with each upgrade I will not post all versions but give an example of the Handwraps at level 8 and 20 as well as the robe and the cloak at Epic version:
Even that the base and maximum values of 'Mots' needed for upgrades seem to be huge, it is possible to at least get a decent upgrade with relative Ok effort:
This is due to the fact that next to the 'Mots of Endless Night' (green sack) you as well get collectibles like fingerbones from crushing skeletons which then can be turned in for Mots:
Only bad point is that the buff to collect the Mots in the first place seem to cost 50 TP on the live server. This buff then last for one hour but will end with death.
For real? I would guess you've got one of each and tested it then.
Kinda unusual since the only dodge bonuses that supposedly don't stack are those from the same source, like two Chattering rings. Every other alternate source is supposed to. Sucks if true cause that was another two potential for anyone getting their armor and insight off the Syren's set. It's possible to equip the bracers with those. Guess it still offers a lot more effects than the bracers and an alternate slot for it.
Edit: Wow. All those posts while writing this. Thanks for the updated screenshot.
Last edited by QuantumEntanglement; 10-17-2010 at 02:34 AM.
In PnP, dodge bonuses stack but not in DDO, besides the +1s of course (dodge feat, haste). The +3 you can get on your DT armor won't stack with the chattering ring for example.
Luck is what happens when preparation meets opportunity. -Seneca the ElderIryklaunavan, Karaskkesir, Desideratum, Gregorii, Jhasmyne, VisUbique eo, invenio me esse ducem hominium.
I am curious about the wands, you cant even see what you're getting in that shop window.
Dodge bonuse to AC and misc. bonuses do stack in game. Always have. The only exceptions are two from the same source of a dodge bonus. The only example of that possible that comes to mind though is Chattering Ring, since it's the only source you can actually try to equip two of. Don't know if you can take the dodge feat twice like toughness, but even if you could, it wouldn't likely stack for that reason
Same thing prevents two pallys from standing close to you to give you the double misc whammy, but allows stacking of one pally aura, combat expertise, and the bard song, all misc. bonuses.
http://forums.ddo.com/showthread.php?t=205669
I posted before that up to date screenie was up expecting there to be some kind of mention of it not stacking with Chaosgarde. But it doesn't. If it's true it has to be following some weird logic that both items give dodge bonus the same way, as a guard effect. But not being on the same item, it would also be a first.