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  1. #21

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    Quote Originally Posted by Rumbaar View Post
    Ah I see, one again the in game info is lacking.

    I thought it was too easy to be true.
    Not quite. The goal IS 100. You will be able to complete the quest that way for "standard pay" of shards.

    Hit 200 or 300, and you get a "bonus" payment.

    Mind you, people are treating it like the optional 10% XP for not dying. It isn't a requirement even though people are treating it as such.


    Quote Originally Posted by werk View Post
    Buy barrels before kobolds. Once every kobold has 5 barrels, start buying workers ONE AT A TIME and load them up with barrels.
    Extra workers only block the path (they don't pass well) especially if you buy them all at once.
    Quote Originally Posted by bryanmeerkat View Post
    I have never ever had this issue .
    I've seen it on occasion actually. But normally it isn't enough to really worry about. It becomes a lot more prevalent if mobs start to fear them so they bunch up.

  2. #22
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    Quote Originally Posted by Missing_Minds View Post
    Mind you, people are treating it like the optional 10% XP for not dying. It isn't a requirement even though people are treating it as such.
    If you only get 100 above quota every time your going to have to run it twice as much for the same results. Its far worse a hit than the 10% xp for dying .

  3. #23
    Community Member werk's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    I've seen it on occasion actually. But normally it isn't enough to really worry about. It becomes a lot more prevalent if mobs start to fear them so they bunch up.
    I've seen it several times.
    Especially with long torch lines, it works far more to your advantage to have a kobold collect maximum gems before going back to home. Less kobolds are easier to babysit/escort as well.


    Just had a good run that I led, finished with 17/20 torches, 4/5 workers, 18/60 barrels.
    11 mins and change left at cap.

  4. #24
    Community Member The_Cataclysm's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    Not quite. The goal IS 100. You will be able to complete the quest that way for "standard pay" of shards.

    Hit 200 or 300, and you get a "bonus" payment.

    Mind you, people are treating it like the optional 10% XP for not dying. It isn't a requirement even though people are treating it as such.
    The standard pay for just getting the 100 is 0. You only get dragonshards once you go above the 100. At which point you get 1 dragonshard for every dragonshard above the initial 100 (before adjustments based on difficulty level).

  5. #25
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    Default Dead Ends revisited

    Quote Originally Posted by Ruphus View Post
    Torch layout - When you have an area clear and you decide to change direction, have a fast character, with the cheapy kobold haste hat, or the haste spell, pick up the torch chain from farthest point and run with kobolds back to main room. If you start picking up torches from main room and then get to the end, the kobolds will whine, protest, get lost, take their sweet time, may not even come back, etc. Sadly, Kobolds require their scaley hands held... a lot.
    When I wrote the comment on Dead Ends and creating a new line, I realized that there were several possible approaches. Most obvious is that you can roll up the old line from either the near or the far end. Each has advantages and disadvantages. If you have a teleporter at the end of the old line that you can leave there until the last Kobold uses it, I stick with my suggestion as being likely to be the most efficient. OTOH, if you need that teleporter on the new line ASAP, then Ruphus' suggestion is surely better.

    It can also make a difference how far back on the old line the new line branches.. If it's right back from the entry, then having the kobolds teleport back there is likely to be exactly what you want. But if it's just 2 junctions back, then definitely roll up the old line from the far end.

    And who is where can make a difference as well. If you as the torch layer are at the end of the old line when the time comes to pick it up, by all means do so from that end. OTOH, if you have just finished laying some new line, you are more likely to be at the near end of the old one, so it will be quicker to start from there or to have someone else roll up the old line, if they are conveniently placed to do so.

    Frankly, since some of this stuff can require either party understanding and cooperation, or at least their willingness to keep their grubby hands off your torches, I was trying to simplify it as much as possible. Voice communications can make handling this much more efficient.

  6. #26
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    Default 'Pay'

    Quote Originally Posted by The_Cataclysm View Post
    The standard pay for just getting the 100 is 0. You only get dragonshards once you go above the 100. At which point you get 1 dragonshard for every dragonshard above the initial 100 (before adjustments based on difficulty level).
    I have not dwelt much upon the fact that one earns XP in the Cove (AWESOME!). In fact, my L14 toon earned about half a level during her runs.

    So one needs to remember that what one gets for 'Completion' at 100 crystals is XP only. If what you are after (as with most of us) is the green dragonshards, then Completion is the worst possible outcome. You lose your compass and get no green shards in return. Therefore, most of us set the goal at 300 crystals, the maximum the Cove will allow you to collect. After subtracting the 100 crystals which are the Kobold Union's cut, you get to keep whatever is left, modified by any penalty for having a toon in the instance who is higher level than the instance, right down to ZERO if anyone in the instance is 5 levels above the instance level. And, of course, completing the CR25 level instance gives a 50% BONUS in green shards, so that each person gets 150% of the crystals collected (after subtracting the 100 for Completion) in green dragonshards, for a (potentially confusing) possible 300 green shards each.

    Most of this remains true, except that a compass is always used and there's no maximum number of crystals anymore.
    Last edited by Zistra; 06-30-2014 at 05:36 PM. Reason: Updating with CC changes

  7. #27
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    Quote Originally Posted by Zistra View Post
    And who is where can make a difference as well. If you as the torch layer are at the end of the old line when the time comes to pick it up, by all means do so from that end. OTOH, if you have just finished laying some new line, you are more likely to be at the near end of the old one, so it will be quicker to start from there or to have someone else roll up the old line, if they are conveniently placed to do so.

    Frankly, since some of this stuff can require either party understanding and cooperation, or at least their willingness to keep their grubby hands off your torches, I was trying to simplify it as much as possible. Voice communications can make handling this much more efficient.
    I would say that communication, especially with voice, can make things 200% easier for everyone.

    Also, regarding picking up lines/teleporters, if your really on the ball, know how many kobolds you have, and are keeping track of their precise locations, you can pick up lines from any end.

    I was mostly referring to how on my first few attempts, I would just pick up enough torches from an old line to get the new one started, not paying attention to kobolds needing their hands held, a teleporter to get em away, and so forth. I did that, took about the first 5-6 torches of a long west run and DDoor'd, then started building east, and was getting very slow crystal collections, and only saw but 1-2 kobolds. Ran down west and the other kobolds were just all milling around in the dark, complaining =P

  8. #28
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    Default

    I am also noticing that some rooms seem to be naturally "lit" enough for kobolds to enter without a torch in the actual room. The room south of the main room, I like to call Room 1, the kobolds will go in without needing a torch all that close. The lake rooms, if you can get a torch to about the middle of the lake (I also like putting a teleporter here) they will go all the way to where the rest shrine is, w/o a torch being all that close.

    Also evident in the room east and north of main room, that always has a ton of greens in it, and seldomly 1-3 purples, seems to also be naturally lit, in that, if you get a torch to the tree at the 4 way intersection, they will work on some of those greens once the undead group are killed off, w/o a torch down there.

  9. #29
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    Default Purple crystal 'aura'

    Has anyone else noticed that occasionally a room with purple crystals in it will generate some kind of (hemi)spherical aura and that if you are too near, it does Force damage? Seems almost like some kind of Force Burst explosion like a fireball. Happens with no mobs in the room, so I'm pretty sure it's not an attack. Only SEEMS to happen when first entering the room, kinda like an arcane Symbol spell. If it only happens the first time the crystals are approached, Kobolds are probably safe, but if it recurs....

    Glowing purple crystals randomly explode doing knockdown effects and some damage to anyone nearby (players, mobs, kobolds).
    Last edited by Zistra; 06-30-2014 at 05:38 PM.

  10. #30
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    Default Crystal Cove returns

    Anyone notice anything new or changed that should be incorporated into the OP?

  11. #31
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    Quote Originally Posted by Zistra View Post
    Has anyone else noticed that occasionally a room with purple crystals in it will generate some kind of (hemi)spherical aura and that if you are too near, it does Force damage? Seems almost like some kind of Force Burst explosion like a fireball. Happens with no mobs in the room, so I'm pretty sure it's not an attack. Only SEEMS to happen when first entering the room, kinda like an arcane Symbol spell. If it only happens the first time the crystals are approached, Kobolds are probably safe, but if it recurs....
    Some purple crystals start smoking and detonate after a while. They can do this when you're near them or far away (though perhaps in the latter case they're triggered by other mobs).

    Quote Originally Posted by Zistra View Post
    Anyone notice anything new or changed that should be incorporated into the OP?
    Bring your arcanes/divines or carry displacement clickies -- you're going to be hit a lot harder than the last time this was active.

  12. #32
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    Default Update for CC3

    Crystal Cove has come and gone again, and I find that my original post is still mostly accurate, best I can tell. I have learned a few new things in the last couple of CC events, tho...

    1. Red-named mobs appear to have 2 possible triggers: time or collections. Can't prove that assertion, but it appears that Jack shows around 10:00 and Greg sometime around 5:00 or less remaining. Sometimes you can spot Greg at around that time a couple or three intersections West and one South waiting for some trigger to head for the main room.
    Best I can currently tell, Jack is triggered by achieving 'quota' (100 crystals collected).

    2. Either I missed, misstated or there was a change, but crystal (Green Dragonshard - GDS) collections are modified by relative level in both directions.
    Mathematically Base GDS = crystals collected - 100 (kobold union share) to a max of 200 There is no longer a maximum.
    Final GDS = Base GDS +/- 10% per level of difference between player(s) and quest (to a max of +50% to -40% or ZERO if the level difference is 5 or greater in the wrong direction). e.g. If the quest is 2 levels higher than highest level player, you get 120% of your collected crystals in GDS. If the quest is 4 levels lower than the highest level player, you get 60% of your collected crystals in GDS.

    3. As someone stated, some Purple crystals smoke, and they explode without warning doing force damage and knockdown to nearby players and mobs. They appear to explode without players nearby (sometimes find vertices with injured mobs in the initial scouting). To avoid losing those crystals, try to harvest them ASAP.

    4. In the most recent CC event, some vertices in some instances did not completely populate from the beginning of the quest. Coming back later to the same location would reveal new undead. If you find only 1 or 2 undead at a vertex, consider this a possibility (usually there are 3-5 depending on quest level). Since skeletons do not spawn in CC (only humanoids do), this must be considered a bug.

    5. Shrines: As previously mentioned, there are always 2 shrines on the map, one at entrance and another in one of 5 random locations. These locations are the 4 map corners, and the room 1 West, all the way South, and another West. If you have previously mapped these locations and haven't lost your map to the DDO 3 map rule*, you will be able to expand your map and see the 2nd shrine marked on your map each time you run CC.

    * DDO recalls the last 3 maps for each player. If you run CC then 3 other quests and return to CC, your CC map will be blank. With back-to-back CC runs, you will retain whatever mapping you have done, and each time you step into CC, your map will show the current location of the 2nd shrine, if you have previously mapped that room. Thus, it pays to run to all 5 potential shrine locations on your very first CC run each time the event is held.

    This is an even more useful tip in Epic runs. If CC is one of your '3 maps', you can open your map and instantly see not only where the 2nd shrine is, but also the location of the Colossal Crystal. Not having to scout for it saves a LOT of resources.

    Edit: DDO's '3 Map Rule' is no more. I'm not sure what the new limit is, but DDO now remembers more than 3 maps' worth of history. There still IS a limit, though.
    Last edited by Zistra; 09-19-2020 at 09:08 AM. Reason: Updated for new/Epic CC info

  13. #33
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    Default CC Updates for 2014

    Here we are again, with the Crystal Cove event on. Just thought I'd throw out a few new observations and updates.

    Still no Epic CC gear to farm for except the runearm. *sigh*

    Epic mobs were added to the wilderness. Watch out for the half-orcs and ogres if you aren't epic level.

    Compasses seem to be dropping easier, but map pieces less so.

    Not sure it was ever mentioned in this Guide, but you can drink Pirate Grog and get map pieces for killing humanoids in quests outside Smuggler's Rest. It really is faster to collect map pieces in quests like Tear or Butcher's or Kobold Assault or Durks or Irestone (humanoid-heavy quests) with Grog active. Only risk is missing an Opening of the Cove because you aren't in the zone to hear about it. (Note: quest difficulty doesn't matter.. casual gets the same number of map pieces as elite). Also, of course, you'll get no compasses or treasure maps doing this.

    Fully upgraded 'Bottomless Flask of Rum' is wonderful for non-self-healing toons. Heal + Restoration every 5 min (ML 11). Depending on healing amp, that's between 150-250HP per use (spellpower, maximize, etc have no effect). On the downside, it costs 5500 green dragonshards to fully upgrade.. not a trivial investment when no other single item is over 2200 iirc. (L20 Tier 3 item: 1500 GDS for item + 700 GDS for Greater ??? Trinket). Also, every eternal flask currently in-game shares a timer. At this point, that's the Rum, the Heroism, and the Displacement (idr where the last 2 come from atm.. maybe Birthday boxes?). No point to owning 2 Rums for that reason.

    Hard to still recommend the Rum. Ridiculously expensive, shares a timer with at least half a dozen other 'Eternal' flasks, and if you play on Reaper, the Heal is nerfed just like any other self-heal.

    Bugs: CC has a few
    1. In the Smuggler's Rest slayer area, Instance 1 started out bugged. I think they've fixed it since, but if you find that a chest won't open or Euphonia won't talk to you, try switching instances.

    2. Sometimes a torch or a barrel will 'place' in midair. When this happens, kobolds are stunned with wonder and won't move past it. Simply pick it up and re-'set' it and the problem should go away.

    3. Sometimes for no discernable reason at all, kobolds won't like a torch and will turn around. Pick it up and re-'set' it in a slightly different spot... careful tho, sometimes this needs to be done a few times before they decide to like it again (maybe it smells funny in that spot?).

    4. Haven't seen it this year yet, but watch for incomplete initial mob spawns (the undead that start on the vertices). It can be a real pain to kill 2 skellies and lay a torch line and return to find the other 3 undead finally spawned on that vertex 2 min late and now are attacking kobolds.
    Last edited by Zistra; 09-19-2020 at 09:12 AM.

  14. #34
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    Found this thread and I have a question i wanted to ask:Is it safe to pick up that single torch which is right behind us when we enter the challenge? what is its function there?

  15. #35
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    Quote Originally Posted by matezzo View Post
    Found this thread and I have a question i wanted to ask:Is it safe to pick up that single torch which is right behind us when we enter the challenge? what is its function there?
    There should be a pair of torches directly behind you and yes, they are safe to pick up and use.

  16. #36
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    Quote Originally Posted by Zistra View Post
    5. Shrines: As previously mentioned, there are always 2 shrines on the map, one at entrance and another in one of 5 random locations. These locations are the 4 map corners, and the room 1 West, all the way South, and another West. If you have previously mapped these locations and haven't lost your map to the DDO 3 map rule*, you will be able to expand your map and see the 2nd shrine marked on your map each time you run CC.

    * DDO recalls the last 3 maps for each player. If you run CC then 3 other quests and return to CC, your CC map will be blank. With back-to-back CC runs, you will retain whatever mapping you have done, and each time you step into CC, your map will show the current location of the 2nd shrine, if you have previously mapped that room. Thus, it pays to run to all 5 potential shrine locations on your very first CC run each time the event is held.

    This is an even more useful tip in Epic runs. If CC is one of your '3 maps', you can open your map and instantly see not only where the 2nd shrine is, but also the location of the Colossal Crystal. Not having to scout for it saves a LOT of resources.
    New with about Update 24: DDO's 3 map rule has been extended to 10 or 12 maps. I don't recall exactly, but it does increase your flexibility to run other quests between CC runs and still have the map fully shown when you enter an instance.
    Last edited by Zistra; 07-03-2015 at 01:06 PM.
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  17. #37
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    Default CC September 2016

    Only major change I've noticed this year is that they seem to have reduced the target number of map piece turnins to open the Cove. Looks like this year, they're requiring 500 map piece turnins to open the Cove. Idr how many it used to be, but my memory says 3000. Can't easily find the old number.
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  18. #38
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    Default CC August 2017

    Anybody encounter anything new?

    I notice that a few posts back, I listed the 'Eternal Flasks' that were available at the time. Note that there are probably more than double that in the game now, and I'm pretty sure they still all share the same cooldown timer (If you drink any of them, all of them go on cooldown together).
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  19. #39
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    Default CC August 2018

    This year the gear available to trade for in Euphonia's Barter Box has been revamped.
    1. There are a few new items.
    2. Existing items have new stats.
    3. There are L24 and L28 versions of most items.
    4. Items no longer come in 3 Tiers at each level.
    5. Greater Trinkets no longer exist in the main box.
    6. If you like the new version of an item better, Euphonia herself offers the option to exchange the old version for the new.

    The old gear is still available in a "Dusty Old" box in the far corner of the "Rook's Gambit" tavern, hidden behind some barrels, if for some reason you prefer an older version of an item (like the Mithral Cavalry Plate for a caster for a 10% reduction in ASF, for example). Also, the new Ring of the Buccaneer drops Swim in favor of Protection and a higher Good Luck value. Since I've mainly used it as a swimming assist item, I prefer the old version. Also, the Flask of Rum item is only available in the old box (While it's a nice item, the cost at 5500 Green Dragonshards for a fully-upgraded flask, looks even more steep than it did in previous years when other things cost more).

    With the removal of the Tiers, the Green Dragonshard costs for an item appear to be quite a bit lower than in previous years. The Glass Cannon is both much cheaper and more powerful than the previous version.


    Are there any significant changes to the Crystal Cove instance itself? I haven't been in, yet.
    Last edited by Zistra; 08-04-2018 at 05:40 PM.
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  20. #40
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    Default CC September 2020

    No major changes I've seen in this year's Crystal Cove event except that there are new items available again.
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