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  1. #21
    Community Member barryman5000's Avatar
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    Quote Originally Posted by Letrii View Post
    What lvl arty?
    Were mobs resistant to acid?
    What enhancement or spell boosting items did you have?
    What tier you letting it charge to?
    Is zone geometry preventing all of the missiles from hitting mob?
    Letrii works for QA. lol.

  2. #22
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    Quote Originally Posted by AZgreentea View Post
    Its my understanding of the class that this is exactly how Arti is supposed to fit in. Art is a good healer/caster/fighter, but not as good as a class that specializes in it. The only thing that artificer actually specializes in is crafting and enhancement.

    The fact that arti is a well rounded but not "uber twink" class might explain why its available as a favor unlock. A class like Druid would have to be paid for content only because Druid is going to be very powerful.
    I dont think druids are going to be near as uber as people think a lot of what makes them so in pnp isnt going work here or might not even be available


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  3. #23
    Hero Aashrym's Avatar
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    Quote Originally Posted by Letrii View Post
    What lvl arty?
    Were mobs resistant to acid?
    What enhancement or spell boosting items did you have?
    What tier you letting it charge to?
    Is zone geometry preventing all of the missiles from hitting mob?
    Level 20 arti, combat focus so I wasn't adding any spell boosting items (not sure if spell boosting affects that damage as an item), tier 5. I was ignoring misses and resistances, and hadn't bothered to apply any crafting. It was a nice bonus still but the general impression was not that much damage. I was seeing around 50-60 per ball that hit.

    I imagine it might be possible that I could have increased that damage quite a bit with some more time, but I didn't expect the numbers to increase by a lot. Now I curious about what other players are reporting for damage.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  4. #24
    Hero Aashrym's Avatar
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    Quote Originally Posted by Uska View Post
    I dont think druids are going to be near as uber as people think a lot of what makes them so in pnp isnt going work here or might not even be available
    I would agree. I would not get my expectations too high on druids.
    Quote Originally Posted by Turbine
    a powerful ally able to play in any role that the group needs
    http://www.youtube.com/watch?v=zonbLF-NMZg

  5. #25
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by Letrii View Post
    What lvl arty?
    Were mobs resistant to acid?
    What enhancement or spell boosting items did you have?
    What tier you letting it charge to?
    Is zone geometry preventing all of the missiles from hitting mob?
    The rune arms count as spells? If that's the case, why isn't there an enhancement line for strengthening the light-damage inflicted by certain rune arms?

    ... That would also explain why my force-aligned starter rune arm appeared to approach the power of the Glorious Obscenity.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  6. #26
    2015 DDO Players Council Seikojin's Avatar
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    Could you post screenies of the spell descriptions? I think someone posted them from previous updates. It would be nice to know what tweaks there were. I loved prismatic strike and it seems lame that it would get hit hard. The saves were not hard to hit and the dc wasn't high, unless it was high in mechanics than the tooltip said... O.o

  7. #27
    Founder LeLoric's Avatar
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    Quote Originally Posted by Ziindarax View Post
    The rune arms count as spells? If that's the case, why isn't there an enhancement line for strengthening the light-damage inflicted by certain rune arms?

    ... That would also explain why my force-aligned starter rune arm appeared to approach the power of the Glorious Obscenity.
    Yeah unfortunately the light dmg rune arms are lacking here.

    Force specced are good as you probably wann boost that for BB anyways.

    I also like the lightning ones as they have good synergy with electric motes and the other lightning based arty spells.
    Ghallanda Rerolled
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  8. #28
    Community Member Aerendil's Avatar
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    Quote Originally Posted by Ziindarax View Post
    The rune arms count as spells? If that's the case, why isn't there an enhancement line for strengthening the light-damage inflicted by certain rune arms?

    ... That would also explain why my force-aligned starter rune arm appeared to approach the power of the Glorious Obscenity.
    Yep, exactly. They're supposedly (and testing seems to indicate it's true) boosted by your items, magical enhancements, etc.

    So equipping a force runearm and having full force enhancements (+base damage, crit chance, and multiplier) can make a huge difference. I'd imagine regular gear will also add to this, as it does with regular spells (i.e. having a kinetic wand in hand that further boosts damage / crits).

    I didn't get around to testing the full gear combinations - it'd be interesting to see if something like the Infused Chaosrobe or even Eardweller further boosts runearm damage. That could make a nice combination.

    *edit* - lightning was a tempting route, as mentioned above, since most Arti spells are lightning focused. However, not many enemies are weak to lightning. Fire and cold are the big ones here, and I'd be sorely tempted to go that route next time around to capitalize on enemy weaknesses, rather than trying to boost my somewhat feeble damage Arti spells.

  9. #29
    2016, 2018 Player Council Member Ziindarax's Avatar
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    Quote Originally Posted by Aerendil View Post
    Yep, exactly. They're supposedly (and testing seems to indicate it's true) boosted by your items, magical enhancements, etc.

    So equipping a force runearm and having full force enhancements (+base damage, crit chance, and multiplier) can make a huge difference. I'd imagine regular gear will also add to this, as it does with regular spells (i.e. having a kinetic wand in hand that further boosts damage / crits).

    I didn't get around to testing the full gear combinations - it'd be interesting to see if something like the Infused Chaosrobe or even Eardweller further boosts runearm damage. That could make a nice combination.

    *edit* - lightning was a tempting route, as mentioned above, since most Arti spells are lightning focused. However, not many enemies are weak to lightning. Fire and cold are the big ones here, and I'd be sorely tempted to go that route next time around to capitalize on enemy weaknesses, rather than trying to boost my somewhat feeble damage Arti spells.
    Force would be a better deal because nearly every mob is affected by force damage, whereas mobs toward end-game have tremendous resistances/immunities toward/against cold/fire (even though those two have some of the most common buffs available via items).
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  10. #30
    Community Member sly_1's Avatar
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    Quote Originally Posted by Seikojin View Post
    Could you post screenies of the spell descriptions? I think someone posted them from previous updates. It would be nice to know what tweaks there were. I loved prismatic strike and it seems lame that it would get hit hard. The saves were not hard to hit and the dc wasn't high, unless it was high in mechanics than the tooltip said... O.o
    http://ddowiki.com/page/Category:Artificer_Infusions

  11. #31
    Community Member Letrii's Avatar
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    Quote Originally Posted by Aashrym View Post
    Level 20 arti, combat focus so I wasn't adding any spell boosting items (not sure if spell boosting affects that damage as an item), tier 5. I was ignoring misses and resistances, and hadn't bothered to apply any crafting. It was a nice bonus still but the general impression was not that much damage. I was seeing around 50-60 per ball that hit.

    I imagine it might be possible that I could have increased that damage quite a bit with some more time, but I didn't expect the numbers to increase by a lot. Now I curious about what other players are reporting for damage.
    The people posting 1k damage might be using a higher level arm too. Or talking about hits on mobs weak to that energy type.

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