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  1. #1
    Community Member Skani's Avatar
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    Default Does enhancements affect rune arms?

    Was wondering why Artis have acid AP line, because they have no spell that would give acid damage (opposed to rest of spell enhes), and I thought enhancements might affect rune arm shots too. Does anyone tested it on Lama or Live already? Was trying to search some info but failed. I would test it myself but I can't afford 3 days of running with useless APs.
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  2. #2
    Community Member Shade's Avatar
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    Yes acording to dev post.

    But yea i havent tested it.

  3. #3
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    Pretty sure i read elsewhere that they do, not tested it myself. Rune arms help, but i am not enough of a fan to go pumping points into mine. That said i do fire it a lot, and it puts out some nice numbers.. Though carrying 5-6 different types, that'd be a lot of lines to put AP into, which i invested in trap type skills instead. Find a really nice high level one that would outdamage the rest even on resistant mobs it would likely be worth it though.

  4. #4
    Community Member AndyD47's Avatar
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    Yes,the enhancements increase damage on appropriate rune arms i.e. the fire line of enhancements would increase the damage on say a Flame Warden.

    I haven't had a chance to see if potency items would affect the damage on rune arm shots,but that shouldn't be too hard to test.

    Edit:That said,I can see going kinda deep into the force line at some point if you intend on using that Lucid Dreams thing out of mindsunder and alot of Blade Barriers.
    Last edited by AndyD47; 09-28-2011 at 01:28 AM.
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  5. #5
    Community Member rpasell's Avatar
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    Quote Originally Posted by AndyD47 View Post

    I haven't had a chance to see if potency items would affect the damage on rune arm shots,but that shouldn't be too hard to test.
    they do.
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  6. #6
    Community Member honkuimushi's Avatar
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    Quote Originally Posted by rpasell View Post
    they do.
    Is that just for the active fire portion or do they affect imbues as well?

  7. #7
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    Default Potency, enhancements and rune arms

    Potency or specific college items do help the actively fired shots from rune arms.

    Enhancements do too.

    The imbues aren't affected by anything, it's just extra damage added onto the bolt as it's fired. This is pretty much identical to the Arcane Archer imbue effect in that regard, but lasts way shorter, costs way more, and does significantly less damage (don't even mention the lack of a slayer imbue...grrr).

    Also, related to this question but little known (despite it being on DDO Wiki) is that the rune arm active shots are considered as spells one level above their tier charge. This means that if you want to max amp up that a max charge tier II rune arm you should use Superior (appropriate enhancer) III.

    I've seen the difference on the Catacombs rune arm...unamped, I have to fire two or three times on a skeleton to see some damage. One visit to the crafting hall and the new Superior Radiance III shard meant skellies were getting downed in one active salvo...and that chainsaw sound on that rune arm's shots...BRAVO Turbine! Makes me feel like I'm Ash in Army of Darkness.

  8. #8
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    I'm wondering what kind of dps we could see out of Toven's Hammer. What is the charge up and cooldown time on a tier 5 runearm? Does Toven's Hammer get an extra shot per charge tier? Add in the cooldown runearm enhancement, 20-50% from lit.dmg enh, 50-75% from sup. potency VI or clicky, crits etc.. If you do get an extra bolt per charge tier, we could be seeing close to 2k dmg per volley, divided by whatever the charge up + cooldown time is.

  9. #9
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    Well, my wild arse guess would be "yes," TH does get an extra shot per charge tier, just as the other rune arms which have separate distinct "bullets." Thought Spike charge tier 1 fires 1 bullet. Tier 2 fires 2 bullets. I'd be surprised if this changed for the higher level RAs, but it's hard to say, as my artie only has max tier 2 RAs right now.

    I'm already in love with the Electric Lash from STK. Amp'd it up with Superior Magnetism III and the thing is a roomsweeper. Simply amazing. I don't even need to hit the enemy with the little ball o' death....it lashes out its electrical fury at anything it flies near.

    Since we have only 1 level of 1 prestige enhancement on arties, it seems that we have an abundance of AP to spend on our favorite rune arms, but it's gonna take some exploration to discover what I like most from the ones in game. So far the STK gun is my fave.

  10. #10
    Community Member Skani's Avatar
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    Thnx for info.

    Quote Originally Posted by Jalak21 View Post
    I'm wondering what kind of dps we could see out of Toven's Hammer.
    I dont have Toven yet, but ATM Im using Glorious Obscenity. Fully Charged and without any Acid AP it gives around 300-500 dmg on single enemy, and with full AP for runearms taken charge take ~5 sec and cooldown 1-2 sec. It's really nice if you know you gonna stand still (f.e raid boss fights, red names etc), especially that you can shoot from x-bow while charging/cooldown. For me it would be definietly worth to charge spell enhes. Maybe not acid ones for Glorious Obscenity but force for Mindsunder RA or electro for Toven will give you massive boost to spells and runearms at the same time.
    Last edited by Skani; 09-28-2011 at 08:59 AM.
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  11. #11
    Community Member Jaid314's Avatar
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    force should probably be your default set of enhancements anyways... it covers blade barrier, as well as prismatic strike and the level 6 meteor swarm-ish spell too. only other remotely appealing choice afaict is electric, but i personally would stick with force enhancements (though throwing at least 1 point into some secondary elements is probably not a bad idea)

  12. #12
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    I wish we could go force spec, but unfortunately the best and easiest to acquire runearm right now is Toven's Hammer. AP is very tight for a Helf maxing rogue dil and human versatility, which is why I'm wondering if it's gonna be better to boost the runearm and drop rogue dil + a few other things. If charge up + cooldown time is ~7 sec, we could be seeing ~300 dps from Toven's Hammer with maxed elec enhancements + 75% clickie + archmage set.

  13. #13
    Community Member ShadowFlash's Avatar
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    Quote Originally Posted by Jaid314 View Post
    force should probably be your default set of enhancements anyways... it covers blade barrier, as well as prismatic strike and the level 6 meteor swarm-ish spell too. only other remotely appealing choice afaict is electric, but i personally would stick with force enhancements (though throwing at least 1 point into some secondary elements is probably not a bad idea)
    force lines affect Blade Barrier now? I thought the only thing affecting blade barrier was arcane lore, or the new "laceration" line in alchemical crafting.

  14. #14
    Community Member pappo's Avatar
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    Quote Originally Posted by Skani View Post
    Was wondering why Artis have acid AP line, because they have no spell that would give acid damage (opposed to rest of spell enhes), and I thought enhancements might affect rune arm shots too. Does anyone tested it on Lama or Live already? Was trying to search some info but failed. I would test it myself but I can't afford 3 days of running with useless APs.
    Runearms are craftable +2 so you may be able to add acid via crafting. Maybe the elemental weapons spell applys to runearms.. don't know about that, but I do know they are craftable.

  15. #15
    Community Member AndyD47's Avatar
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    Another thought struck me,what about lore?

    Been using the elder's knowledge set outta red fens lately ( this thing http://ddowiki.com/page/Unique_item_....27s_Knowledge) and I want to say I've seen slightly larger than expected numbers out of rune arm shots.

    Is that right then,does appropriate lore affect damage on rune arms?
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  16. #16
    Community Member djsonar919's Avatar
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    Yes, enhancements do affect rune arm use. For example:

    - Without enchancements Lucid Dreams can take the training dummy out in about 7 charges.

    - With enchancements Lucid Dreams can one shot a training dummy.

    That's how I figured out enhancements affect rune arm use.
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