Genasi you said that you wouldn't raise the stun DC beyond +6 on stonedust wraps... so the question I have is will we be able to keep upgrading the wraps in new installments of the Droam quests and will each upgrade increase the stun DC to +8 and eventually 10?
Will we at some point be able to make these weapons epic or are they going to remain as is after this mod?
Also I think it would be neat to allow us to upgrade the armors from Droam quest line using the cauldron method...... maybe in the next installment.
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This would hopefully give us a better tactical reason to use curseing weapons so that the effect procs more effectivly. And maybe this can be ugraded in future quests to improved stone prison, again adding a better tactical effect rather than the endless chase for higher dps. I would love for this weapon to be useful even in Epic quests; use improved cursespewing and improved stone prison and see this sucker proc and stone epic critters, just as people are seeing a better tactical use of earthgrab weapons.If Stone Prison proc'd with a DC17 on every hit it would completely devalue paralyzers. Remember that paralyzers were specifically changed so that auto-crit did not occur on a paralyzed mob. I doubt they'd introduce an effect that is essentially the same thing as what they originally nerfed.
I think what might be more reasonable is to give it a Banish/smite level of DC (Or possibly even higher since it's only on vorpal strike)
Right now the on-every-hit effects (Disrupt/Paralyze) have very low DCs (14, 17), while the only-on-crit effects (Banish/Smite) have a DC of around 25. Make the DC on Stone Prison at least 25, imo.
Edit: Also, it seems like if they're going to increase the DC on the effect, they either need to separate the effects for the shield and leave the DC low or change the it so that Stone Prison Guard only has a 5% chance to proc when being struck.
Increasing the DC and leaving it as on-every-taken-hit for the shield would be a little strong.
This is essentially how I feel, as well, with a few caveats:
I'm not too fond of arbitrarily plucking numbers out of a hat for effect DC's. They should be chosen specifically to be relevant at the range at which you acquire the item, and for a few levels higher. In this case, I would expect the Stone Prison effect to be relevant and effective for level 12-15 content, at least.
The best way to accomplish (In my opinion) this would be to look at the saving throw modifiers of enemies in those quests, decide how often you want the effect to work when it procs (Lets say 50% of the time), then knock the DC to 10 higher than the mob's save modifier.
For example: If you want to balance it around the quest in which you receive it, Eyes of Stone, then take the high fort mob in that quest (Droaam Infantry), look at his fort save, then set the Stone Prison DC to 10 higher. It'll then have a 50% chance of working on that mob when you roll a vorpal strike to trigger it.
Or, as a good way to make it effective on normal difficulty for quests a few levels higher, instead base it off the save modifier of enemies in Eyes of Stone on Elite. Then it'll see use for a few more levels after you can get the item, possibly in normal and hard Gianthold/Orchard quests at level 14, and maybe a little after in Normal difficulty quests.
It would be interesting if the Stone Prison DC was based on your Stunning Blow DC so you could endeavor to improve it by improving your character.
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Likely not easy to do, especially at this late stage of design. Since the Stone Prison effect will be able to be placed onto other weapons (non-handwraps), then it would have to have two separate schemes for determining DC: 10+strength modifier +stunning/misc mods (Kensai tactical bonus, class/racial enhancements, fighter past life, etc) for non-monks (As per the Stunning Blow feat), and 10+1/2 level +wisdom modifier +stunning/misc mods for monks, as per Stunning Fist.
Since the item is already implemented as a spell-like effect with a set DC, I doubt it will be possible to re-work it from scratch as a brand new effect. That's not to say it's not a cool idea, though!
Genasi, I can accept your reasoning for not making them +10 Stunners (and I guess it saves me the time of farming them), but a good pair of handwraps for capped Monks would be great (and not something for a limited time event like Mabar, even though those were some great wraps).
Has anyone found a scepter of the ogre magi? Pretty much everything is listed except for that
I've tried to read all the posts after you stated this however, I'm extremely tired, and worn out from my flight, so I will just lightly throw out my Ideas..
Easiest way I can see you making these items Shrink, would be to require 1 of EACH mark that is currently in play with that series. This allows for the extra work needed to push these items where you want to go. While EXP farming these quests out, as well as working your 2+ toons through these quests for the Favor rewards, I can see it being quite easy to get the needed marks. Yes, it takes a bit of extra work above and beyond what it takes to craft these items, but also take into account how much time you have to spend farming the base ingredients just to upgrade the base ingredients! Ugh! I personally ransacked 4 toons, trying to get the stonedust handwraps, while sitting on 4 or more of each mark from the update 8 items.
On another note, As far as Stunning +8 +10 vs +4 +5 handwraps... I will disagree with the Dev. I would rather see it stay as a +4 Handwrap with +8 Stunning DC on it, over the +5 Handwrap with +6 Stunning DC on it.. the main reason why is that it allows you to stun your monsters better. 2 DC is HUGE at that level, and for the Monks out there that actually build for their Wisdom to be useful (30ish +), We'd take a +1 Stunning +10, over a +5 Stunning +6 handwrap any day... however, I could see making use of a +8 (loss of 2 DC, vs 4 DC), I can make that up by TR'n twice as a Fighter.. yeah theres some work there, but to be able to make good use of those handwraps throughout the game, vs just at lower levels.. its worth it.
Please play with the Idea of keeping them +4 Handwraps of Stunning vs +5... and give them +8 Stunning instead of +5 enhancement...
Thanks![]()
Out of 28 runs of each quest, I never found the Scepter.
If the Dev's get a chance to look at this post again soon...
PLEASE CHECK THE DROP OF THIS ITEM, or atleast post us a shot of what it is, so we don't continue to think that Casters get the shaft
Thanks in advance
Eldanti
I like this idea better (adding Finesse), however adding a new weapon wouldn't work out to well, or take too much time and therefore not make it in before the update... again, make it doable by crafting, that way you don't have to program in a chance to weapon, whereas all your adding in is a added modifier via craft.
Seems 100x easier to me.
Sounds like something is wrong there. I'll certainly look into this, thank you both for bringing it up!
I think this is sound reasoning, Solar, particularly in the case that we are proccing an effect only on natural 20s. And many other players have agreed on that, so I've bumped up the DC of Stone Prison (but not Stone Prison Guard, don't worry) to 27, based on a +10 increase over the averages of the fort saves of the Droaam monsters. I think it will give the Stonedust Handwraps a bit more of an edge against traditional +10 stunners, and it should make some of the possible weapon combinations of this system more desirable as well.![]()
Might be too high, but it is definitely in the range of "will use even though they are only stunning +6"
Butter covered it above (haha like toast) in that monks who stun want the best stun. If you're tossing a less-than-best stun, the wraps have to be significantly good enough that you won't mind the failed stuns.
At cap I still will use the best stunning +10 I can find, even +1. When I want to stun, I want some certainty of it landing.
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Because monster saves increase very slowly with quest level (the scaling tends to be more about dfificulty), a dc 27 stone prison effect will land quite reliably through pretty much normal-hard vale content. Elite vale, reaver's refuge and on it will start failing, and by amrath it will never work.
I think that's a pretty good balance, tbh.
i think you should consider increasing thes tunning effect to +8 though, as those last +4 dc are very important for people who aren't extremely specialized in stunning, but they could probably get by with 2 less.
Think about it this way: at the level people are using these wraps, autocrit provides no bonus on uncrittable monsters (eg, there's no bursting rings going off), so the stone prison effect is essentially Worse Than Vorpal: DC 27. Its unique and very neat, but if its the main reason you're using your weapon, it's not all that strong, As a perk on a weapon you'd at least consider using otherwise, though, it is.
You could just upgrade the stunning effect when teh wraps ML is increased; +6 is probably find at level 12, especially with the higher plus on the weapon, but by the time you're using the upgraded ones, +4 of stunning 6 is sadly pretty lackluster.