Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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The thing that made the (pre-Ghostbaning) loot so interesting after MotU was that there was a small but noticeable chance that a prefix or suffix would roll as a 'special' affix that made the item BTCoE.
These were some of the more evocative and interesting affixes.
Specific ones that were in U14 and were cool then (note, some of these would no longer be appealing now due to monster stat inflation rendering any % chance to proc that allowed a save basically useless)
- Erosive (Greater Stone Prison + Disintegration)
- Cremating (Greater Incineration - 5% proc on hit of 200+8d20 fire damage)
- Chaotic (True Chaos and Cursespewing)
- Orderly (True Law and Strength Sapping)
- Blasphemy (Evil Burst and Unholy Burst)
- Debilitation (Weakening, Enfeebling, one tactics bonus)
- Lacerating (Slicing and Bleed)
- Mangling (Can't remember what this was and don't have a legacy one to check, just remember it being awesome, might have been Phlebotomizing and 2 other physical-related effects)
The other thing that was really good in the old system was unique, evocative names for the highest tiers of effects.
Example: The highest tier of force damage was Cosmic. That sounds much cooler than 'Force V'.
Some ideas that might work under the new system; these could each be 10 times as rare as other specific affixes:
Explosive:
Melee and ranged vorpal strikes do an additional Xd20 fire damage (X scales with item level). In addition, melee and ranged attacks have a 0.2% chance to proc a massive explosion which deals (X times 20) d12 fire damage plus (X times 20) d12 physical damage to all enemies in a Delayed Blast Fireball radius, no save.
For instance, on an ML 22 item, X might be 5, so each vorpal hit does an extra 5d20 fire damage and each hit has a 0.2% chance to proc the massive fireball for 100 d12 fire + 100 d12 physical.
Not as strong as 7d4 fire damage on every hit, but way cooler.
Tormenting:
Melee and ranged attacks by this weapon deal an extra Xd4 evil damage and Xd4 chaos damage.
This weapon breaks DR/evil and DR/chaos.
On a vorpal strike, this weapon deals an additional 100X untyped damage to the target and 10X to the wielder. (So if X is 5, it's doing 500 to the target and 50 to the wielder).
Note this isn't very good. Not all of the combined affixes were.
Impaling:
Two-handed melee weapons only (just to give them a slightly different feel)
Melee vorpal strikes deal an additional X damage. (X can be very large - 100 at level 10, 2000 at level 30)
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
http://ddowiki.com/page/Mangling
Mangling
Suffix
Base price modifier: +7
Effect: This random loot weapon suffix grants the following enchantments:
- Phlebotomizing
- Superior Bloodletter / Heartseeker / Ribcracker
Older versions of this enchantment granted (Slicing, Bleed, Maiming) or Phlebotomizing and Limb Chopper.
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I looted a mangling from grim and Barrett few weeks back, pretty sure if it, I know none of the others listed appear anymore so I dont know how.
Will this include a retroactive change to any lootgen items the people have stashed away on mules?
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Yes! Looks like the work of what Feather-Of-Sun has started gets finished.
I don't see any notes on the material type, do specials like alchemical silver still drop?
And if things are going to scale what are some of the best endgame random loot combo's we can have?
What is the effect of looting a level 34 chest with all lootgen bonuses applied, will the ML still be 30 (now that that's the cap a character can achieve)?
1) Current random loot will be adjusted to the new system, or will be kept as legacy items? On U19, when Turbine revamped random loot, some pieces of gear ended up with different ML, and I'm curious if this will happen again.
2) Since you are standardizing random loot bonus type (which I approve), this means that legacy random loot will stack with the new random loot if their bonus types are different (eg, all current random loot skill gear are competence bonus)?
3) If I understood it correctly, you will get gear on chest equal to the level of the quest, so if I'm at level 15 running Madstone Crater elite, I'll get ML 15 loot. How does this interact with loot bonus? If I'm running with all non-event loot bonus (+1 guild, +2 jewel, +1 mark of finding, +1 treasure map), this means I'll get ML 20 loot from that quest?
Now adding my wishlist:
- Convalescent is very useful. Also make it universally buff Repair and Negative amplification if you can be healed by those effects.
- Metalline should bypass Crystal DR.
- Adamantine armors should be added back into the random loot tables, probably with scaling DR, like DR = ML (MLx1.5 on Medium, MLx2 on Heavy).
- Mithral armors should be added back into the random loot tables, probably with extra PRR to simulate the PRR you would get from a higher tier armor type.
- I know this might mess up with distracted druid players, but I also want to see metallic shields back (they have higher hardness/durability).
- Stability going back with appropriated values would be great.
- Antipodal, Crusader, Destroyer, Rebel and Tyrant on random loot.
- Buff Regeneration items (and effects, if possible) to be more frequent. 4 HP per minute (top tier) is literally irrelevant, even in heroics.
- Revamp Potency/Thaumaturgy staffs. I went into greater details in a specific topic.
Amossa d'Cannith, Sarlona, casually trying Completionist (12/14) [<o>]
Almost-never-played-alts: Arquera - Chapolin - Fabber - Herweg - Mecanico - Tenma
I want DDO to be a better game. Those are my personal suggestions on: Ammunition, Archmage, Combat Stances, Deities, Dispel Magic, Epic Destiny Map, Fast Healing, Favor, Favored Enemy, Half-elf Enhancements, Monk Kensai, Monk Stances, Past Life, Potency, Potions, Ranger Spells, Summons, Tiered Loot.
I pulled a Holy / Alchemical Silver Greataxe from the end reward list of Epic Madstone Crater just last night. I actually took that over the commendations. I Almost ALWAYS take comms or renown from end-rewards lists.
I believe that Greataxe was a great random item when considering U27, U28 & upcoming U29.
Leader of Legion of Eberron on Cannith.
Characters: Loromir & Baldomir....among others.
I had another idea I would like to see negative absorption and negative amp be rolled into one stat so it either absorbs x of negative or function as negative amp if you are healed by negative energy. and add more tiers of this
maybe regeneration could be changed to a percentage of base health rather than a static number. so it recovers 1% per minute improved 1% per 30 sec greater 2% per 30sec and maybe add epic regeneration for 4% per 30sec
G-land, Balistas Magicas, Bashukar Bloodaxe, Kobur Curse of Dragon, Necromatix
It is okay with me if we don't get all the old effects back all at once, but have to add them in as time allows.
It is okay with me if random armors remain completely useless for now, and get their own pass later.
It is not okay with me if the new system fails to meet a couple of basic design constraints:
- Has to be possible to see the specifics of the weapon without guessing - if I pull Dazing of Stunning, I need to be able to tell how much exists of each
- Cannot be more powerful than raid loot of the same ML (except maybe in such rarity that only a handful occur on an entire server)
- Has to work with all existing random loot-based systems
- Stone of change eldritch recipes
- Risia Ice Festival
- Night Revels
- Artificer imbuements
- Augments (items continue to drop that have functional augment slots)
- Cannith deconstruction/disjuncting
I am not saying this is easy or simple. I am just saying that a new random loot system that invalidates existing systems would be very frustrating to me.
I would like to see things like invis clickies back on random loot. For characters with heavy armor those are nice because scrolls come with arcane spell failure while clickies do not.
At a minimum it would be great to see more clickies on named items, but it was always fun to get an invis clickie for me.
I would expect L30 random loot to be more powerful than L25 raid loot (but with less add-on effects). Thus L30 raid loot should be better than L30 random loot.
EE L25 raid loot should be out grown. Not the best in slot at L30.
However, some of the L25 raid loot does need a revamp. Some have yellow slots that should be green, or get a clear slot added for yellow and clear, for example:
Power creep is relative in perspective as well. If you are running L25 EE content on an L30 toon with L30 gear, then you should expect to be OP for the quest level.
However, I don't expect L25 loot to be your best option when you run L30 content and especially Legendary content (starts at L30 on the normal difficulty setting). You will want to be using L30 random loot, named items, and raid gear for that.