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  1. #201
    Community Member The_Cataclysm's Avatar
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    Quote Originally Posted by Xenus_Paradox View Post
    So you're going to reduce high level monsters' to-hit so you can go S&B without needing to hit a 90 AC?

    But that still helps the builds that don't have to give up DPS to get higher AC by wearing a shield. Shields need to be looked at in general to give them something to balance against those builds.

  2. #202
    Community Member Auran82's Avatar
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    Quote Originally Posted by The_Cataclysm View Post
    But that still helps the builds that don't have to give up DPS to get higher AC by wearing a shield. Shields need to be looked at in general to give them something to balance against those builds.
    Shields should give more AC than they do already as well as offer other defensive/offensive benefits, passive DR, passive deflection of attacks, offhand automatic shieldbash hooks etc.

  3. #203
    Time Bandit kailiea's Avatar
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    Quote Originally Posted by thomprob View Post
    pure Monk with the past life feat is 2d12, with Jidz in earth stance it's 2d14. Does anyone know if this ability stacks? And if so, what is the next die step?
    It does not stack with jidz teka so it maxes out at 2d14
    Revenants~Arczs~Grayde~Kaywee

  4. #204
    Time Bandit kailiea's Avatar
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    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.
    Revenants~Arczs~Grayde~Kaywee

  5. #205
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    Quote Originally Posted by Genasi View Post
    Actually, the way I wanted to approach it was by using the existing marks, eliminating the need to add any extra marks to the system that would only have one use. Normally you only need one type of mark to combine the update 7/8 items, so by requiring combinations of two marks we can have recipes that are differentiated from the normal Blade of Fury fusion recipes, but don't require a new mark. When you add the Blade of Fury to the eldritch device, you'll see these recipes show up along with the other expected ones, making it clear that you can also turn this greatsword into two shortswords as you fuse it with the update 8 item, if you so choose.
    This sounds like an amusing idea, though will there also be an option to downsize it to a single longsword ?

    Because, as you say :

    Quote Originally Posted by Genasi View Post
    I suppose it has, in the past. But that would only follow if two-weapon fighting were twice as powerful as two-handed fighting, yes? And I'd like to think we're doing what we can to make all weapon styles viable. Certainly it's the goal.
    S&B FTW !!!

  6. #206
    Hero patang01's Avatar
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    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 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.

  7. #207
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    Quote Originally Posted by maddmatt70 View Post
    I swear the devs hate dwarves. Give me an epic dwarven war axe been waiting for one for years.
    Psst, Unkors cleaver...this one comes closest.

  8. #208
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by gurgar78 View Post
    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.
    .
    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.

  9. #209
    Hatchery Founder Glenalth's Avatar
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    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.
    Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
    AoK @ Argonnessen

  10. #210
    Community Member SolarDawning's Avatar
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    Quote Originally Posted by Glenalth View Post
    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.
    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!

  11. #211
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by Genasi View Post
    A few things about the Stonedust Handwraps: I'm aware the Stunning wasn't working when Update 7 first launched, but a fix went in that should make new versions of it work correctly, including those that have been upgraded via the Cauldron. I'd be interested in whether or not the handwraps you're upgrading via this system are ending up with a working Stunning effect (particularly if the handwraps you put in didn't work initially). I've tested it myself and it appears to be the case, but it'd be good to have confirmation of it.

    And no, they won't be getting Stunning +10 - I think +6 is reasonable especially when there's still the 3% chance to stun the foe - but it seems like Stone Prison could at least use a boost to its DC. I've heard various degrees of feedback about it but for the most part it seems it's not petrifying enemies in this level range half the time that it goes off (which is the intention).
    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).

  12. #212
    Community Member Wurmwood's Avatar
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    Has anyone found a scepter of the ogre magi? Pretty much everything is listed except for that

  13. #213
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    Quote Originally Posted by Genasi View Post
    Great feedback, everyone. I've gone through the thread and while I don't have time to comment on everything specifically, it seems many of you are finding ways to make use of this system and have fun with it, which is great. There's also some very valid and useful criticisms here, several of which stand out to me: for one, I acknowledge that I overlooked one-handed finessable weapons with this system. It's true that no loot system can accommodate every single need, but with this one I had wanted to cover as many bases as possible and that's one I missed.

    It may not be too late to address that, though - I have heard suggestions to make the Rocksplitter a light pick instead of a heavy one, but that may have an unfortunate effect on those who have farmed it expecting it to remain heavy. I'd like to hear people's thoughts on that possibility though. Adding a whole new weapon (and its appropriate upgraded versions) to the system is probably not possible at this stage. However, it should be possible for me to make recipes that would actually reduce the size of an existing weapon to something finessable. For instance, add an extra mark to any recipe that results in an upgraded Blade of Fury and it will become a mini-Blade-of-Fury, which is in fact a shortsword but is otherwise identical. It needn't be the Blade of Fury though. Thoughts on what the ideal weapon to do this with would be?

    I also recognize that the Gnollish War Bow is not necessarily the ideal choice for a ranged specialist, but that's why I made the Wind Howler Bracers as I did. I wanted to create items that would be helpful both for characters who specialize in ranged and those who use it more as a secondary tool - in short, giving options to characters who use ranged combat for any reason, regardless of specialization. That said, because this longbow is more for those who haven't already invested in ranged combat significantly, you can expect a longbow soon that will cater more towards specialists.

    A few things about the Stonedust Handwraps: I'm aware the Stunning wasn't working when Update 7 first launched, but a fix went in that should make new versions of it work correctly, including those that have been upgraded via the Cauldron. I'd be interested in whether or not the handwraps you're upgrading via this system are ending up with a working Stunning effect (particularly if the handwraps you put in didn't work initially). I've tested it myself and it appears to be the case, but it'd be good to have confirmation of it.

    And no, they won't be getting Stunning +10 - I think +6 is reasonable especially when there's still the 3% chance to stun the foe - but it seems like Stone Prison could at least use a boost to its DC. I've heard various degrees of feedback about it but for the most part it seems it's not petrifying enemies in this level range half the time that it goes off (which is the intention).
    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

  14. #214
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    Quote Originally Posted by Wurmwood View Post
    Has anyone found a scepter of the ogre magi? Pretty much everything is listed except for that
    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

  15. #215
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    Quote Originally Posted by Xenus_Paradox View Post
    Slap the Finesse enhancement on Rocksplitter.

    Done.

    Better yet, add a weapon to the new chain that has Finesse on it and has Malleable, so you can combine it with the Fusible weapons and give THEM Finesse.

    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.

  16. #216
    Developer Genasi's Avatar
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    Quote Originally Posted by Wurmwood View Post
    Has anyone found a scepter of the ogre magi? Pretty much everything is listed except for that
    Quote Originally Posted by butlerfamilywa View Post
    Out of 28 runs of each quest, I never found the Scepter.
    Sounds like something is wrong there. I'll certainly look into this, thank you both for bringing it up!

    Quote Originally Posted by SolarDawning View Post
    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.
    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.

  17. #217
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by Genasi View Post
    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.
    Ghallanda - now with fewer alts and more ghostbane

  18. #218
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by Wurmwood View Post
    Has anyone found a scepter of the ogre magi? Pretty much everything is listed except for that
    haven't seen any scepter either ... but Genasi already said he will look into this ... maybe the same issue as with the bow from Chronoscope ...
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

  19. #219
    Community Member Junts's Avatar
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    Quote Originally Posted by Genasi View Post
    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.
    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.
    Last edited by Junts; 11-19-2010 at 11:24 PM.

  20. #220
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    Quote Originally Posted by Junts View Post
    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.
    Lesser Vampirism on handwraps is very powerful.

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