Results 1 to 18 of 18
  1. #1
    The Hatchery Nibor's Avatar
    Join Date
    Jul 2010
    Posts
    635

    Default Treasure Changes

    From the release notes:

    Randomly generated treasure has been improved to better scale to player power at all levels of play.
    The following only applies to new items that can be found throughout Ebberon and the Realms:

    There are many new item effects and higher bonuses to find!
    Notable new effects to find include Improved Vorpal, Energy Absorption, and Doubleshot, +10% Dodge, among many others.
    Some effects have been rebalanced or removed, with the overall goal of reducing the proportion of items which are of very low quality for their level.
    New randomly-generated items will no longer be able to appear with Race Restrictions.
    Instead, new items have a chance to appear with “Masterful Craftsmanship”. An item with Masterful Craftsmanship has a lower minimum level to equip than an item with its enchantments otherwise would.

    So what's new and exciting?

    So far:

    Speed VII - Passive: +30% Enhancement Bonus to Movement Speed, +7% Enhancement Bonus to Melee and Ranged Attack Speed. A take on "perma-haste" it seems. Found it on gloves with Strength +8 - Ogre Power +8 Gloves of Speed (no mention of the level of speed in the name, more AH searching limits), +15 min lvl 24.

    Also found Clever +7 Necklace of Bluffing +17 as +15 min lvl 24, which seems lower than it would have been before?

  2. #2
    The Hatchery Nibor's Avatar
    Join Date
    Jul 2010
    Posts
    635

    Default

    Ran a EH Detour; just about every item that dropped had something new about it.

    From the chests:

    +6 Flurry Planeforged Plate of Deathblock, +16 min lvl 25
    * Doublestrike 4%
    * Deathblock IV: Passive: 12% Enhancement bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death.
    * Blue slot

    +4 Shockproof Planeforged Docent of Axeblock
    * Electric Absorption - 15%: Passive: 15% Enhancement bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistances have been taken into account)
    * Axeblock VI: Passive: DR 12/Pierce, Bludgeon

    +5 Retributive Planeforged Half Plate of Deathblock, +16 min lvl 25
    * Fire Guard VI: When Hit in Melee: Deals 6 to 24 Fire damage to your attacker
    * Deathblock V: Passive: 15% Enhancement bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death.

    +7 Thaumaturgy Qstaff of Wizardry VII, +16 min lvl 25
    * Impulse/Combustion +120, potency +80
    * Wizardry VII: +175 enhancement to SP
    * Red slot

    And the reward list:

    +6 Retributive Celestial Buckler of Bashing - +17, min lvl 26(!), Shield Bonus +9, DR 11
    * Lightning Guard VI: When Hit in Melee: Deals 6 to 24 Electric damage to your attacker.
    * Bashing V: On Shield Bash: +3d4 Bludgeoning damage. On Melee Hit: +4% Chance to automatically hit your enemy with a Shield Bash attack

    +4 Shock Kukri of Parrying; +17, min lvl 26
    * Shock 6d4: On Hit: 6 to 24 Electric Damage
    * Parrying V: Passive: +3 Insight Bonus to AC, +2 Insight Bonus to Fort, Reflex, and Will saving throws
    * Red Slot

    Clever +8 Cursed Helm of Natural Armor +6; +16 min lvl 25
    * Curse of Frality: Passive: -1 Penalty to Con (The min lvl required to equip this item is lower than normal due to this curse)
    * Int +8
    * Natural Armor +6
    * Colorless slot
    * Yellow slot

    Armored +10 Gloves of False Life +40, +16 min lvl 25
    * Armor Bonus +10
    * Hit Points +40 (enhancement bonus)

    +6 Retributive Celestial Chainmain of Hammerblock, +16 min lvl 25
    * Ice Guard V: When Hit in Melee: Deals 5 to 20 Cold damage to your attacker
    * Hammerblock V: Passive: Reduces physical damage taken by 10, except from Piercing or Slashing weapons (DR 10/Slash,Pierce)

    Health +7 Bracers, +17, min lvl 26
    * Con +7
    * Dodge +8% (bug? Should be indicated in the name somehow)
    * Yellow slot

    Wise +8 Necklace of Wizardry VII, +15 min lvl 24
    * Identical to before

    Acidproof Necklace of Resistance +8, +16 min lvl 25
    * Acid Resistance +40 (enhancement)
    * Resistance +8 (Resistance bonus)

    Soundproof Ring of Protection +9, +17 min lvl 26
    * Sonic Resistance +40 (enhancement)
    * Protection +9 (Deflection bonus to AC)


    Overall, it looks like they've made an effort to make all effects have some scaling up into higher levels, so treasure effects can scale forever. Sadly, they're going to be impossible to AH search the differences - hopefully AH and ASAH improvements will come after this?
    in general, I like the approach. It also looks like treasure is ready to go up to lvl 28, so I may try to do some digging later with a jewel of fortune or some such.

  3. #3
    Community Member LeoLionxxx's Avatar
    Join Date
    Aug 2010
    Posts
    0

    Default

    Quote Originally Posted by Nibor View Post
    Ran a EH Detour; just about every item that dropped had something new about it.


    Clever +8 Cursed Helm of Natural Armor +6; +16 min lvl 25
    * Curse of Frality: Passive: -1 Penalty to Con (The min lvl required to equip this item is lower than normal due to this curse)
    * Int +8
    * Natural Armor +6
    * Colorless slot
    * Yellow slot
    Really like this 'curse' thing. Good trade off of power
    That's not lag, it's just DDO trying to become turn-based again.
    Feature wishlist: colour-coded HP bars; red/blue teams in raids; rez-timer in party menu

    Bug report form link

  4. #4
    The Hatchery Nibor's Avatar
    Join Date
    Jul 2010
    Posts
    635

    Default

    A few other curiosities:

    Fortification now seems to be available in more tiers; it's now named Fortification X%; instead of heavy, I see Fortification 100%, and on some low level item I saw Fortification 20%. Will we see Fort 125% (not exceptional)?
    Vitality in low amounts - not sure if this was available before? Found a lootgen Vitality +5.
    ElementProof effect - elemental absorption - comes in tiers as well. Found a min lvl 2 item with Cold absorption 3%.
    Keen has been renamed to "Keen I" on all my items that had keen already. That tells me there's a Keen II - which sounds really good, even if I don't know what it means.
    Force is properly added to the elemental damage options, not just on handwraps. Found a bow with "Eldritch"; Force 2d4. Low levels of elemental damage are still 1d6, but then it appears in higher levels it moves to d4, like the Shock 6d4 item above.

  5. #5
    The Hatchery Nibor's Avatar
    Join Date
    Jul 2010
    Posts
    635

    Default

    Quote Originally Posted by Nibor View Post
    Fortification now seems to be available in more tiers; it's now named Fortification X%; instead of heavy, I see Fortification 100%, and on some low level item I saw Fortification 20%. Will we see Fort 125% (not exceptional)?
    Answer - found a Fortification 115% item. Bracers, also had dodge 8%, +15 min lvl 24.

  6. #6
    Community Member
    Join Date
    Jan 2010
    Posts
    710

    Default

    Ohhhh some of this stuff is starting to look interesting.
    Toons:
    Smallmans Syndrome, Rovac, Dragnipur, Prettyhater Machine, Lubed, Castinfist
    Emmpeethree, Hyperkill Hyperthrill and Greyvegas (All on Khyber)

  7. #7
    Community Member
    Join Date
    Nov 2009
    Posts
    454

    Default Level changes to items. could jsut be handwarps?

    My +1 frost of disruption handwraps ml12 on live are level 14 on lam.

    Not sure if they've increased the ML of disruption or if the old bug where by handwraps had +2 to the ML of effects has come back.

  8. #8
    Community Member FlaviusMaximus's Avatar
    Join Date
    May 2012
    Posts
    354

    Default

    Keen II adds .5 weapon damage. Same crit range function as Keen I.

  9. #9
    Community Member Satyriasys's Avatar
    Join Date
    May 2013
    Posts
    1,271

    Default

    I forget the name of the bonus but found an item with spellcraft on it.

  10. #10
    Staggering
    Pale Fox
    LightBear's Avatar
    Join Date
    Sep 2010
    Posts
    4,620

    Default

    Any changes to older random generated gear or named items?
    How about the augments?

  11. #11
    Community Member Ironclans_evil_twin's Avatar
    Join Date
    Apr 2013
    Posts
    425

    Default

    what they should do is allow weapons to have one or more random increases to base damage, crit range and/or multiplier.

    This would leave the possibility to have a Pick with +1W or X5, or a Scimmy with 16-20 range, or if your stars aligned just right, a pick with +1W AND X5 AND 19-20 on top of their normal stats and whatever other randomness it rolled. SO the extreme outlier random loot weapon could rival a named weapon.

  12. #12
    Community Member
    Join Date
    Jun 2011
    Posts
    646

    Default

    Quote Originally Posted by Ironclans_evil_twin View Post
    what they should do is allow weapons to have one or more random increases to base damage, crit range and/or multiplier.

    This would leave the possibility to have a Pick with +1W or X5, or a Scimmy with 16-20 range, or if your stars aligned just right, a pick with +1W AND X5 AND 19-20 on top of their normal stats and whatever other randomness it rolled. SO the extreme outlier random loot weapon could rival a named weapon.
    This seems unlikely and counter productive to what they'd want...

    After all, if you can get something just as good farming the packs you already have, why would you need to buy the new packs?

  13. #13
    The Hatchery Nibor's Avatar
    Join Date
    Jul 2010
    Posts
    635

    Default

    A few more tidbits:

    Keen III: +1[W] damage along with extended crit range; looks like every tier past Keen I adds a +.5[W]
    Deception V: 5% Chance on Hit: Your target becomes Bluffed for four seconds. On Sneak Attack: +5 to Attack and Damage.
    Boots with an armor bonus, like bracers might have. Armored +10 Cursed Boots of False Life +35 - min lvl 23, -1 Int, Armor +10, +35 HP

    None of my named items with Improved Deception were changed; my heroic Midnight Greetings still has the old Deception wording as well. Bracers of the Sun Soul now say "Parrying VIII" instead, but it's the same +4 Insight bonus. Items with Heavy Fort now say "Fortification 100%". Augments don't appear to have been changed at all; they are still Heavy Fortification augments, not Fortification 100% augments. Guardian of the Liturgy went from "Improved Heartseeker" to "Heartseeker IV", same effect.

  14. #14
    The Hatchery Nibor's Avatar
    Join Date
    Jul 2010
    Posts
    635

    Default

    The future of caster items? Some low level stuff (Irestone inlet runs are nice for treasure review)

    +2 Resonance Handwraps of Acid Lore III: BPM +5, min lvl 6
    Spellcasting Implement
    +2 Enhancement
    Acid Lore III: Passive: Your Acid spells gain +3% Equipment Bonus to their chance to Critical Hit.
    Resonance: Passive: +54 Equipment Bonus to Sonic Spell Power
    Masterful Craftsmanship

    +2 Reconstruction Scepter of Ice Lore II: BPM +4, min lvl 6
    Spellcasting Implement, +2 Enhancement
    Ice Lore II: Passive: Your Cold speels gain +2% crit chance
    Reconstruction: +48 Equipment Bonus

    Those seem like good deals for the level, especially the Masterful Craftsmanship version. Would like to see some high level versions to see what's what.

  15. #15
    Community Member Ironclans_evil_twin's Avatar
    Join Date
    Apr 2013
    Posts
    425

    Default

    Quote Originally Posted by ArcaneArcher52689 View Post
    This seems unlikely and counter productive to what they'd want...

    After all, if you can get something just as good farming the packs you already have, why would you need to buy the new packs?
    I think you missed the point of this thread

  16. #16
    Community Member Wizza's Avatar
    Join Date
    Apr 2013
    Posts
    3,845

    Default

    That Acid Lore is nothing less than the same we have on live. EE Iron beads has Lightning lore VI: 6% crit chance (heavily nerfed, 12% on Live atm)
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  17. #17
    Founder Kambuk's Avatar
    Join Date
    Jan 2006
    Posts
    6

    Default

    Looks like Holy got hit with the nerf bat.
    Holy 2d4 on a ML 23 item?
    How is that better scaling with player power?

    Item is a Holy Light Mace of Parrying +14
    +6 Enhancment Bonus
    Holy 2d4
    Parrying IV +2 Saves & AC

    I would post a screenshot but this forum is less than friendly.
    No surprises to the lack of feedback the effort to actually post anything due to the forum changes is way to high.

    Kambuk

  18. #18
    Community Member
    Join Date
    Apr 2006
    Posts
    24

    Default

    I have started to collect the new properties on ddowiki.com: http://ddowiki.com/page/User:Tokhg

    Feel free to use this in any other project that collects the new item properties

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload