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  1. #1
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    Question Question: Is the random loot system still in development?

    I noticed a couple of effects and oddities are still in the system, i would like to ask if the work is closed on this or still an open case.

    Will we see any further tweaks to loot?

  2. #2
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    It's possible that further work could be done. What issues are you experiencing?
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  3. #3
    Community Member Qhualor's Avatar
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    Quote Originally Posted by Cordovan View Post
    It's possible that further work could be done. What issues are you experiencing?
    I would have to look for more effects, but spell resistance,speed and insightful not showing in the item name come to mind. you have to hover over them to see these effects.
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  4. #4
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    Quote Originally Posted by Cordovan View Post
    It's possible that further work could be done. What issues are you experiencing?
    Things I would like to see...

    ~ Higher level Scrolls/wands/potions. level appropriate to content we are running... Legendary, and Epic level vs heroic level to not overload the system with consumables at every level..
    ~ High level NPC vendors.. could use some Legendary & Epic level suppliers...with accordingly much higher prices..

    ~ More spell types.. drop some scrolls for new spells.. (especially boss usable debuff spells, illusion spells))

    ~ Better scaling saves/damage vs weapon level.. my level 10 paralyzing weapon is just as good as my level 30 paralyzer.. paralyzes if the mob rolls a 1...

    ~ Better damage mediums for level 30 weapons.. some halfway interesting ones drop but would only be useful if they were 5-10 levels lower.. damage scale factor just isn't up to snuff for randomgens...

    ~ two augment slot items... we don't see them anymore.. any chance of creating a zone where these have a chance to drop on chain end rewards or something...

    ~revamp of named items.. two randomgen loot passes that blow a way older comparable level named items.. rework the old named items to be comparable or to have unique stacking bonuses..

    ~craftible randomgen drops.. quivers, rune arms, trinkets, Orbs...

    ~Level 30 Feather falling is the same as level 1 feather falling... in effect trurmping other possible effects that could be useful at higher levels..
    add something to the FF that gives it value as it scales to higher levels(Epic/Legendary)
    .. longer hangtime, better drift..+1 Tumble/move silently per level of item.. walking on air, crates no tremors when walking.. so no aggro for spiders/elementals..
    Last edited by JOTMON; 01-10-2017 at 08:46 AM.
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  5. #5
    Community Member old-school's Avatar
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    Default +0

    Quote Originally Posted by Cordovan View Post
    It's possible that further work could be done. What issues are you experiencing?
    How about fixing the +0 effects once and for all. I have been seeing it a lot lately.

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  7. #7
    Community Member changelingamuck's Avatar
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    Even putting a craftable orb into the store like the craftable trinket and incorporating just that orb into Cannith crafting would be better than nothing and turn some profit.

  8. #8
    Cosmetic Guru Aelonwy's Avatar
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    I would like either smiting/disruption/banishing to come back to random gen or for named items with these enchantments to show up in some new named loot. Not everyone has legacy items.

    The scaling of striding in Cannith Crafting needs improvement, to at least the levels of the Striding augments. As has been said before, striding is already inferior to speed making it scale slower in crafting is needlessly corrupt-a-wish.

    I don't know about anyone else but it would be great if there was some indicator of an item having an augment slot - be that a colored border, a symbol attached to the item name, something immediately recognizable on reward list and in AH would be nice. Thank you.
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  9. #9
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    Quote Originally Posted by Cordovan View Post
    It's possible that further work could be done. What issues are you experiencing?
    to expand on others
    * vitality not shown in item name
    * scepters with armor stats: https://www.ddo.com/forums/showthread.php/482299

  10. #10
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    on a related note: make auction interface to search also item description, and dropdowns to include options for various enchantments
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  11. #11
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    Quote Originally Posted by old-school View Post
    How about fixing the +0 effects once and for all. I have been seeing it a lot lately.
    - Yes, a few of +0 insightful 3rd effects are in, i think mostly the ones where the stat is already available but the ML still too low to provide actual benefit? Maybe just text, next time ill take this reward and see if the bonus is added.

    - Missing scaling on deception, keen, feeding and possibly a few other effects. No matter the ML of the item, they remain at the 1st level. I think feeding and deception had somewhat linear bonuses with ML, while keen had a bonus at bigger breaking points, but cant recall the ML range at the moment.

    - Some items carry effects where the bonuses impossible to take actual effect. Assassinate on bows.


    These are the ones im noticing mostly.

  12. #12
    Community Member Drelak's Avatar
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    From Red Fens ( I think Claw of the Vulkoor) end reward I got helm. It is simply named "Helm", there is no minimun lvl showing, it seems to not be bound, and only property on it is potency 20.

    Also alignment damages (evil) and some insightful boni don't show on item names when they are first property.

  13. #13
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    Quote Originally Posted by cru121 View Post
    to expand on others
    * vitality not shown in item name
    * scepters with armor stats: https://www.ddo.com/forums/showthread.php/482299
    Add goggles with "weapon/glove" stats to that as well.

    And the 3th affix always hidden and what about augments?

  14. #14
    Hero BurnerD's Avatar
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    Quote Originally Posted by Aelonwy View Post
    I would like either smiting/disruption/banishing to come back to random gen or for named items with these enchantments to show up in some new named loot. Not everyone has legacy items.

    The scaling of striding in Cannith Crafting needs improvement, to at least the levels of the Striding augments. As has been said before, striding is already inferior to speed making it scale slower in crafting is needlessly corrupt-a-wish.

    I don't know about anyone else but it would be great if there was some indicator of an item having an augment slot - be that a colored border, a symbol attached to the item name, something immediately recognizable on reward list and in AH would be nice. Thank you.


    Agreed on the smiting, banishing, disruption. All I see is worthless paralyzers and a zillion vorpal weapons.

    Why not limit the levels paralyzing can drop. The amount of epic level loot that drops paralyzing seems high. DC17 is garbage at higher levels anyway.
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  15. #15
    Community Member NaturalMystik's Avatar
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    Quote Originally Posted by BurnerD View Post
    a zillion vorpal weapons.
    I'm sure this must have been talked about ad nauseam, but I'm just catching up after a few years... What the heck is up with all the low lvl vorpals on everything? I used to like a vorpal as much as the next guy, but seems to me like it should at least go back to slicing weapons only?
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  16. #16
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    Improved cursespewing and improved paralyzing were in the "new" random loot system some months back, but seems to have disappeared one update. It would be nice to get that fixed too.

  17. #17

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    Quote Originally Posted by NaturalMystik View Post
    I'm sure this must have been talked about ad nauseam, but I'm just catching up after a few years... What the heck is up with all the low lvl vorpals on everything? I used to like a vorpal as much as the next guy, but seems to me like it should at least go back to slicing weapons only?
    Just as you see--first the vorpal trait was expanded to appear on any weapon. Then, a messy lootgen pass made them appear on even level 1 weapons.
    Not a good trend IMHO.
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  18. #18
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    Another thing I see worth a look at is Wheloon Wondrous Craftsmanship (semi-random) loot, it was partially affected by the loot update, some favorable to players(armor, weapons), some less favorable (equipment).

    Perhaps some adjustments to make them automatic lucky loot? Their drop rates seem reasonably low to suggest a slight buff, if and when they are being updated to proper MLs.

  19. #19
    Community Member Qhualor's Avatar
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    Quote Originally Posted by janave View Post
    Another thing I see worth a look at is Wheloon Wondrous Craftsmanship (semi-random) loot, it was partially affected by the loot update, some favorable to players(armor, weapons), some less favorable (equipment).

    Perhaps some adjustments to make them automatic lucky loot? Their drop rates seem reasonably low to suggest a slight buff, if and when they are being updated to proper MLs.
    Don't forget the ML 6 wondrous random loot that can drop in the epic chain end reward list. Some of what I have seen is pretty powerful for that level range.
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  20. #20
    Community Member rcmcneil's Avatar
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    I seem to remember that under the original Cannith Crafting that wands were experimented with a bit to make them into an ingredient to give a crafted item a clicky. Given that wands still have that ingredient listing, a second look at incorporating craftable clickies might be in order.

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