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  1. #1
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    Default Judging the new loot gen

    You no longer have high level items with very small ( and useless ) bonuses or armor and weapons with small enhancement values. All bonus values are synced with the item level.

    Spell critical bonuses are much higher than before. ( I also saw a +16% universal spell critical item ) As are skill bonuses. I'm also seeing much higher DC bonuses. The types of items these bonuses can be found on has expanded greatly.

    Caster bonuses now appear on a much wider range of equipment and appear the dominant kind of bonuses. A Problem for non-caster characters.

    The number of bonus types has increased dramatically. Though a lot of them aren't that helpful. Absorption items for example are very quest specific and 90% unneeded which is why they until now worked best on named items with lots of other bonuses on them. Others like new insights are definitely helpful but are going to very hard to fit into character equipment builds.

    Haven't seen a deadly ( or its new equivalent ) yet.

    Some bonuses are being unnecessarily split into multiple sub bonuses. Particularly the save bonuses. +8 spell save, +5 trap save. etc. This problematic at best as most characters need a universal resistance bonus and don't have the available equipment slots to go to multiple types.

    It seems that the types of bonuses are mixed and matched completely at random leading to some fairly weird and often useless combinations.

    ================================================

    So to sum up my first thoughts:

    I'm still selling 99% of the gen loot though I'm being made to think about it more. The improvement of not having equipment loaded down with small bonuses is offset by having equipment loaded down with useless or way too specific bonus types or just bad combinations. The bonuses are stronger but they are way concentrated on the caster side. So my initial impression is this will probably be good for my casters ( who may be able to pick a few gems due to the much higher and expanded spell caster bonuses ) and bad for my weapon users ( who are going to have a much harder time finding useful gen loot )

  2. #2
    Community Member Qeistalan's Avatar
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    Thumbs down Random Lootgen is broken

    My toon was L28 with U29. I ran a couple epic quests (Wizking, Tavern Brawl, Grim & Barrett), and the random loot is uselessly absurd:

    * multiple armors with Keen I;
    * head item with: Concentration +0, Deadly +12 and a RED SLOT;
    * Lvl1 scimitar +1 vorpal of acid lore;
    * light repeating crossbow with a BLUE SLOT;
    * a weapon with a power that did Charisma damage in the header, but the description of the power said it did Dexterity damage.

    In addition to the broken random combos, 99% of the items CANNOT be ground-down for Cannith crafting purposes; when items are placed in the grinder, the only option that appears is for Disjunction.

    If the whole plan was to do a pass to random loot to eventually update/edit Cannith crafting, why not actually take the time to DO RANDOM LOOTGEN CORRECTLY at the same time Cannith crafting is updated??

    So now, we players who have 140+ levels in Cannith crafting are never going to be able to farm for materials because we can't anything from current random loot?

    There are so many problems with Update 29. Why is it when Turbine does an update, it seems like it is deliberately trying to alienate longtime core/daily players?

  3. #3
    Community Member Johnstone's Avatar
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    Quote Originally Posted by Qeistalan View Post
    the random loot is uselessly absurd:
    And it's worse at low levels. These goggles sound lovely, Focused Goggles of Concentration. Cool, double Concentration bonus for a low level monk. Oh, wait.


    Well, at least they stack, right?

    And the Keen on armor; that would actually be cool if it worked and made whatever you're wielding keen, but I don't want my avatar to be used as a weapon.

  4. #4
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    The new loot system is good if for no other reason than it replaces perfect loot with good loot.

    The days of knowing exactly what the perfect piece for your build were in each slot are over. Lots of people will be appropriately slotting less than the maximum in a prime stat because the piece also gives them excellent other properties. 93 Fortification instead of 100 because it is attached to 83 Sonic and a 45 Implement bonus to Sonic as an example. In the old days you just found the highest Fort above 100 you could get that was also attached to another maxed out stat for your level.

    We have choices and trade-offs now whereas under the old system we mostly didn't.

  5. #5
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by KoobTheProud View Post
    The new loot system is good if for no other reason than it replaces perfect loot with good loot.

    The days of knowing exactly what the perfect piece for your build were in each slot are over. Lots of people will be appropriately slotting less than the maximum in a prime stat because the piece also gives them excellent other properties. 93 Fortification instead of 100 because it is attached to 83 Sonic and a 45 Implement bonus to Sonic as an example. In the old days you just found the highest Fort above 100 you could get that was also attached to another maxed out stat for your level.

    We have choices and trade-offs now whereas under the old system we mostly didn't.
    Nope!

    Not going below 100% Fort after Lvl 7 no matter what! I know the Dice and Percentages!

    At Lvl 4 I'll just stick a Mod Fort Augment in my Armour/Robe's Blue Slot!

    Fort of any less than 75% simply will get vendored!

    Oh and Warforged you say? Mine have 175% Fort!

  6. #6
    Community Member Heathir's Avatar
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    I will be spending days modifying my gear spread sheet. Lol. Named are much more attractive now because they cram so many more effects in a single slot

  7. #7
    Community Member Pnumbra's Avatar
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    Default I have doubts

    I don't think the new loot system is broken at all. It is different, new and shaking things up a lot. Instead of useless platinum generating items, we know have to pause and consider the usefulness of our loot. Yes, the new loot can, but does not make older named/raid items ineffective. If you have those items great, you can enjoy the slow progressive measure needed to thoughtfully make adjustments in the manner you choose. I have yet to see an item I would exchange just because if offered +12 instead of +11. Nor have I seen an item that makes me think the system is down right obscene. It has only been a few days and posters act like they have nailed the system down; having a complete understanding of the unintended consequences. Nonsense, players are just beginning to uncover the possibilities.

    I, like others have not seen class specific items but that doesn't mean they will not be generated. I still plod along the raid train for 20 completions to get the coveted Fellblade. I still am very pleased with all the work done in Orchard to get everything needed from there. How many of you have actually removed your named items in lieu of some randomly pulled item?

    Slow down and work it out first.
    Last edited by Pnumbra; 12-19-2015 at 05:11 PM.
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  8. #8
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    Quote Originally Posted by FranOhmsford View Post
    Nope!

    Not going below 100% Fort after Lvl 7 no matter what! I know the Dice and Percentages!

    At Lvl 4 I'll just stick a Mod Fort Augment in my Armour/Robe's Blue Slot!

    Fort of any less than 75% simply will get vendored!

    Oh and Warforged you say? Mine have 175% Fort!
    Yes, but now we have Insightful Fort in lesser values that can show up as a secondary or tertiary stat in a different slot and stack with the main piece.

    I'll stand by the new loot being better because it's not attached to a requirement that it be min/max value in the stat you are looking at as the primary on the piece.

    The combinations are great also but I'm enjoying the fact that I cannot tell if some pieces are good or not at first glance, which I always could in the old system.

  9. 12-19-2015, 06:20 PM


  10. #9
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    How many of you have actually removed your named items in lieu of some randomly pulled item?
    Out of a horde of uselessness ( +8 enchant save and fire guard, really? ) I have found a few items so far worth not tossing.


    +6 Damping Mountain Shield of Radiance Lore Min level 20
    Listed: +25% Sonic absorb +17% light critical chance [Blue Augment Slot]
    Actual: ( no way to tell ) +16% light critical chance [Blue Augment Slot]

    Put a Heavy Fort augment in it and it can replace my favored soul caster's Sage's Skullcap and free his head slot. ( The light spellpower I get from my weapon ). Of course I don't really care about the Sonic Absorb and I have to wonder if maybe a better shield will come up first. I equipped the shield and found out something interesting. It actually provides +16% spell critical, not +17%.


    Sneaky Boots of Parrying Min Level 21
    Listed: +17 Move Silently +4 insight AC +8 Insight saves +4 insight critical hit confirm and damage [Green Augment Slot]
    Actual: +17 Move Silently +4 insight AC +4 Insight saves ( no way to tell ) [Green Augment Slot]

    This could prove useful for a character that either gets its movement speed from some other source than boots [rare] or if I'm willing to cough up for a +30% striding. [very rare or expensive]. Movement speed is one my character absolutes. Like at least 100% Fortification or Deathblock its something I won't allow a high level character to go without. That +8 insight save looked too good to be true. So I equipped it and it was. The actual value was +4 Insight saves.


    So if you keep your eye out the items are out there. But it requires some luck as you're still sorting through a lot of junk. And always check the character screen to verify what you can. Because the detailed weapon description may not be 100% accurate. If it's too good to be true, it probably is.

    =================================================

    One other thing of note. I'm seeing that implement bonus appears to be based off minimum level for the new stuff rather than enhancement value. A substantial increase and one if left as is will cause some action points to be reassigned. Are there any plans to update the implement calculation for old equipment? or is this a bug to be fixed on the next update?
    Last edited by elvesunited; 12-20-2015 at 01:32 AM.

  11. #10
    Community Member Robbenklopper's Avatar
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    /signed +1

    The most wonderful item i found (iirc a ring) was with "Insightful Concentration +0" ZERO! /facepalm
    "It´s too late. Always has been - always will be. Too late"

  12. #11
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    Quote Originally Posted by Robbenklopper View Post
    /signed +1

    The most wonderful item i found (iirc a ring) was with "Insightful Concentration +0" ZERO! /facepalm
    Before you toss that open your charsheet and look at concentration misc bonus, then put it on. My +0, +0 insiteful concentration ring turned out to be +23 overall at lvl 15

    I have also found a +0 Conc +3 Insightful Constitution --which I can't put on yet but ohboy am I keeping (there are plentiful drops of +7 Con base items out there)

    For my Ranger found Min 14 +7 combat DC w/ +9 doublestrike/doubleshot leather armor that was base +5 and had natural armor on it for +6 more.

  13. #12
    Community Member Johnstone's Avatar
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    Quote Originally Posted by ZandisHere View Post
    Before you toss that open your charsheet and look at concentration misc bonus, then put it on. My +0, +0 insiteful concentration ring turned out to be +23 overall at lvl 15
    I can't speak for the guy/gal you replied to, but I made sure to test the one I posted further up. It definitely added nothing to my concentration score. And I'm glad so many people are finding great stuff, but there really are a lot of bugs with this system and they need to be addressed.

  14. #13
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    +6 Damping Mountain Shield of Radiance Lore Min level 20
    Listed: +25% Sonic absorb +17% light critical chance [Blue Augment Slot]
    Actual: ( no way to tell ) +16% light critical chance [Blue Augment Slot]

    Put a Heavy Fort augment in it and it can replace my favored soul caster's Sage's Skullcap and free his head slot. ( The light spellpower I get from my weapon ). Of course I don't really care about the Sonic Absorb and I have to wonder if maybe a better shield will come up first. I equipped the shield and found out something interesting. It actually provides +16% spell critical, not +17%.
    So I got my favored soul to level 24. And with it don my cannoneer's goggles. ( +114 force spellpower ) and can now replace my epic Templar bulwark [ 90 impulse slotted] tower shield with the new loot gen one with a slightly higher light critical ( and free up my head slot ). I even got a few cheap helmets avaliable ( one with +4 parrying and one with +24 sheltering [ other stats irrelevant because finding items with multiple enhancements useful to the same character is really rare ])

    But wait! Something has changed!

    The +6 Damping Mountain Shield of Radiance Lore (+17% but really +16% ) is no longer the same! It is now +15% light critical! The exact same amount as the sage's skull cap! The latest update went and took the edge off its power level! Uncool, DDO, uncool. Making it hard to do equipment planning because the equipment you have already gotten is changing.

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