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  1. #61
    Developer Vargouille's Avatar
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    Quote Originally Posted by moo_cow View Post
    This is actually really interesting. Am I understanding it correctly that for every mythic item we have on we get a bonus? If I am understanding it correctly then that is very cool.
    Mythic bonuses from multiple items stack together, yes.

  2. #62
    Hero patang01's Avatar
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    Quote Originally Posted by pjstechie View Post
    As several folks have stated, stat damage in epics is far less effective than heroics, for heroic level loot they will probably work out pretty well - but for epic versions of that debuff stuff I'd rather see things like reductions to saves, melee/ranged power and spell power, maybe even additional vulnerability and speed debuffs - appropriate for the different types of course. These would not (I would think) be affected by the limitations on epic mob stat damage and would have a more meaningful impact since even disregarding epic wards, stat damage has at best minimal effectiveness in most players' gaming.

    the heroic loot levels seem on the higher end for their level - I just don't see trying to upgrade anything that low of level to be worth much effort - I'm likely to outgrow it too fast and I'm thinking (at a rough quick glance) Greensteel will (and probably should) out class it. And in any case, I'm more concerned about leveling at level 7 than upgrading loot, I just take what I find or already have.

    Personally, I'd say the epic caster sticks are dangerously close to outclassing thunder forge in some instances. There are some nice effects to be had on thunder forge, but by and large at the end of the day, as a caster I'm looking for more spell power and crit chance (except DC caster in which case thunder forge has the clear advantage). Here's the big thing for me: assuming you get 1 phlog every run of peaks/Deathwrym it takes you 20 runs of a raid to get LESS critical lore (which iirc seems to be the thing to go for with caster t3 thunder forge). Granted I'm assuming the ToEE caster sticks will take less effort (oh please let it be so)
    I really wish we could add spell power or lore to other things than hand held stuff. That diversity was gained in MOTU and lost with the shadowfell expansion. I miss rings and such with spell power.

    This also need shields. Such effort has been made to make shields viable that it makes me sad that we've haven't had a good diverse set of shields since. Naturally shields should have it's own set unique abilities compared to armor and regular weapons - including tactical extensions and such. But it needs shields.

  3. #63
    Community Member Blackheartox's Avatar
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    Quote Originally Posted by patang01 View Post
    I really wish we could add spell power or lore to other things than hand held stuff. That diversity was gained in MOTU and lost with the shadowfell expansion. I miss rings and such with spell power.

    This also need shields. Such effort has been made to make shields viable that it makes me sad that we've haven't had a good diverse set of shields since. Naturally shields should have it's own set unique abilities compared to armor and regular weapons - including tactical extensions and such. But it needs shields.
    Lantern ring, epic inferno bracers, epic, epic noxious embers.
    Shields, necro is full of shields, i seem to always get a shield in chest chests sigh

  4. #64
    Community Member Thar's Avatar
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    Quote Originally Posted by Blackheartox View Post
    Lantern ring, epic inferno bracers, epic, epic noxious embers.
    Shields, necro is full of shields, i seem to always get a shield in chest chests sigh
    last heavy shield was in giant hold. Last tower was in haunted halls. OP was accurate in that if your making shield combat viable you need to add shields as you would any other weapons. it SHOULD have been part of thunderforged armor crafting. dwarves = shields...
    Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
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  5. #65
    Community Member MalnackConospier's Avatar
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    Default I am confused

    And I think it must just be me. I have read and reread this post multiple times and each time I think something different.

    I understand the crafting, a little. What I am most curious about is if there will be additional, already made, named items that drop from this adventure?
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  6. #66
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    Quote Originally Posted by Thar View Post
    last heavy shield was in giant hold. Last tower was in haunted halls.
    wrong.
    u24 has stone wall tower shield (heroic / epic / mythic)
    u21 has a heavy shield (dethek runestone)

  7. #67
    Community Member Firewall's Avatar
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    Quote Originally Posted by NoWorries View Post
    (...)There are no thrown weapons.(...)
    Is there any reason for this? I don't like it at all especially since the new Mechanic Enhancement tree is newly changed to support any throwing weapon. Why leave a complete category of weapons out of a crafting system? I think there should be a bit more support for throwing weapon builds. Maybe you could at least put some returning throwing weapons in as named items?

  8. #68
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    Quote Originally Posted by NoWorries View Post
    ToEE Loot

    Each weapon/armor drops associated with one of 4 elements (fire, cold, acid, electric).

    Fully upgraded melee casters:

    Effects:
    • Elemental Spell Power Increase (new level for Epic)
    While I fully understand that you want it thematic for ToEE, and thus don't want random other types like Positive or Force, it's not just the Elemental Temple, it's the Temple of Elemental EVIL! What about Alignment spell power?

  9. #69
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    Quote Originally Posted by UurlockYgmeov View Post
    Hopefully upgrading items does NOT change their min level.
    /signed

    That was the worst thing about Thunder Forged, and the reason I still haven't bothered putting T3 on mine.

  10. #70
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    Quote Originally Posted by Wipey View Post
    Have you thought about "caster effects" ( like spell school DCs, spell pen, universal or element specific crits, spell augmentation - both arcane and divine ) on clothing or jewellery perhaps ?
    Not necessarily better than current TF weapons but something to provide more options.

    Seriously, wearing static one year old rewards as "best in slot" items or macroing mouse for stick swapping is getting old.
    /signed. My caster wears 3 of the "Sage's" items. I don't have a problem with the "one year old" part, but, yeah, guaranteed end-rewards from doing quests on Epic Casual surpassing all other options is a little lame.

  11. #71
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    Quote Originally Posted by Wipey View Post
    spell augmentation - both arcane and divine
    Ah, just caught that.

    I would rather they NOT add "Divine Augmentation" to the game, and instead just make all existing "Arcane Augmentation" items into "Spell Augmentation", and have them work on everything.

  12. #72
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by patang01 View Post
    I really wish we could add spell power or lore to other things than hand held stuff. That diversity was gained in MOTU and lost with the shadowfell expansion. I miss rings and such with spell power.

    This also need shields. Such effort has been made to make shields viable that it makes me sad that we've haven't had a good diverse set of shields since. Naturally shields should have it's own set unique abilities compared to armor and regular weapons - including tactical extensions and such. But it needs shields.
    Also between motu and shadowfell you could get shields like acid burst heavy shield of bleed. Where did all the offensive shields go now that we have vanguards?

    Would be nice if they could allow the shields to have weapon abilities, imo.

  13. #73
    Community Member Sharktopus's Avatar
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    Default Average damage per die made easy.

    Quote Originally Posted by Grailhawk View Post
    Wows some how 1d3 =1.5avg instead of 2 in my head (to used to even numbers dice my bad).
    The average damage for any dice is half the highest number + 0.5

    So, where "n" is the number of sides on a die, the formula is [0.5(n)+0.5]

  14. #74
    Founder Kylstrem's Avatar
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    Back to the Stat damage items being added.

    I would really like a Dev to comment on these. Unless something is changing in this update, these (as others have said on this thread) are just about useless.

    Back in the day when getting to Con 0 killed a mob, it was useful.

    Since the changes made to nerf that, I haven't touched a stat damager since. Faster to just DPS trash mobs, and the limits put on red-named made these laughable to use on them.

    I don't care if I'm getting -1 Con per hit or -3 Con per hit... unless something is changing to make these actually hurt mobs, DPS will still win out over using one of these.

    Am I missing something, devs? My first thought is cynical based on past performance, i.e. "The devs really don't understand the game" but I want to be optimistic. Tell me I'm wrong.

  15. #75
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    Awesome! Yet another half thought out crafting system. How about you actually fix/finish the ones we already have rather than create new ingredients to clog our inventories?
    V

  16. #76
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by NoWorries View Post
    Heroic Weapons: 1.5W
    Epic Weapons: 5w

    • Spine Bastard Sword - Human Bane, Phlebotomizing, Puncturing, Wounding, Purple Augment Slot
    • Frost Scimitar - Evil Outsider Bane, Good, Silver, Freezing Ice, Purple Augment Slot
    • Quarterstaff - Elemental Bane, Bodyfeeder, Paralyzing, Bewildering, Purple Augment Slot
    • Dagger - Incorporeal Bane, Ghost Touch, Greater Dispelling, Assassination, Purple Augment Slot
    • Bow - Human Bane, Improved Destruction, Maiming, Ranged Alacrity, Purple Augment Slot
    • Fire Pick - Construct Bane, adamantine, Fire Burst, Telekinetic, Purple Augment Slot
    • Spike Club - Elemental Bane, Vampirism, Hardened Spikes, Improved Destruction, Purple Augment Slot


    If they don't have custom crit profiles you shouldn't bother putting these into chests... it'd be the same as epic 3BC weapons, I just get mad every time some of that trash drops under my name. Making them ML28 is just icing on the cake, we literally did nothing but Fire/Shadow raid for like half a year (getting only twink gear with u22 helped us doing them for a bit longer), we don't need this trash, we got TF. Don't wanna make TF obsolete? Well... so it'll be like it used to be with eSOS? We won't get any decent named weapon for years because you don't want to make a better/viable alrernative option? I'm cool with not getting any weapons but adding these just has no point whatsoever.

    Really missing unique named endgame weaponry. A simple weapon like Sireth can make or break a build, for example the acrobat tree is amazing, but still useless because there is no competitive endgame qstaff (TF crit profile and base W is just horrid). Agony also used to lead to some very fine builds for a short period of time (from the enhancement pass to TF release), now all we have is just generic TF stuff, your build is competitive, if you use a competitive type of weapon.
    Main: Zodaroth - heroic & epic completionist pure dwarven warlock
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  17. #77
    Community Member Alternative's Avatar
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    nothing for DC casters again, plenty for shiradi

    dungeons and dragons online, where mages pew pew like in every other mmo

    also what Zoda said, this loot is a waste of development time, not sure I want to spend TP on just one quest with zero interesting loot

  18. #78
    The Hatchery
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    Quote Originally Posted by NoWorries View Post
    • Dagger - Incorporeal Bane, Ghost Touch, Greater Dispelling, Assassination, Purple Augment Slot


    Hooray! Another Assassination item!

    But...

    Why are the rest of the enhancements undead-specific? Why are you putting a bonus to an ability that doesn't work on undead on a weapon that's only good against undead? Is there going to be another new source of Assassination?

  19. #79
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    Quote Originally Posted by oradafu View Post
    Just a couple of quick thoughts on what I see in the OP.

    First, I can't see anyone really farming out crafting mats for level 7 items in today's game. Maybe I'm wrong, but I think this was a waste of Devs time to add a layer of crafting that involves farming at such a low level.
    This is one thing I actually like, mostly because these level 7 weapons should be the best weapons till greensteel or sos, etc.

  20. #80
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    Quote Originally Posted by HuneyMunster View Post
    Most assassin run in Shadow Dancer so have no need for Ghost Touch and those that don't have at least one item slotted that has ghostly on it. Having a undead beater as your main assassinate item doesn't really make too much sense to me. Ive not tried the new assassins tricks yet so don't know if using it breaks stealth as to assassinate the undead. As for Greater Dispelling I'm not sure what would be really need to be dispelled and if it procs on every attack and has a save.

    The biggest bane to melee chances to hit is Displacement which can be bypassed with a True Seeing item or scroll. Or will it now be something required to use on Champions that are deathwarded that prevents assassinations?
    Thank you for bringing up those points. Hearing the specific concerns about a given weapon/effect is always useful feedback.

    Even more useful is specific thoughts players have for effects that may be better suited to a given weapon or upgrade path, as you did by suggesting Improved Deception.

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