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  1. #1
    Associate Producer Cocomajobo's Avatar
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    Default Ravenloft Expansion Preview #2 Sentient Weapons Feedback

    First, please refer back to the main preview thread.

    Sentient Weapons Overview

    DDO has a new system coming up; Sentient Weapons.

    The system allows players to find a sentient weapon with a specific personality, customize its powers, and even move the sentient personality from weapon to weapon.

    Every sentient weapon drops with a Sentient Jewel that holds the personality of the weapon, and the power of the weapon is contained in that Sentient Jewel. This Sentient Jewel can be pried out of an existing weapon, and the Jewel can be attached to a new weapon of sufficient magical power. This transfers the sentience and its power level to the new magical weapon.

    Once a weapon is sentient and has a Sentient Jewel, the weapon can also slot Sentient Filigree to enhance the weapon’s magical properties. A Sentient Weapon starts with only being able to slot one Filigree, but as the weapon grows in power it can slot more, up to a maximum of 7.

    Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient.

    (Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.)

    Once a weapon has a Sentient Jewel, the player can build the power of that Jewel by feeding the jewel named magical items. The jewel drains the power from the named item and feeds on the magic to increase its own power. The more magical items fed, the more powerful it becomes.

    The Sentient Jewel can be empowered with Sentient Filigree that the player obtains as loot. Each piece of Filigree increases the enchantment of the Sentient Jewel. The more power the Sentient Jewel has gained, the more pieces of Sentient Filigree can be attached to the weapon’s Jewel.

    Sometimes a weapon might be found with a Sentient Jewel already attached to the weapon with a specific personality. Other times, such as during the introduction of the system, the weapon and jewel might be delivered independently.

    The sentient weapon makes comments to the player as the weapon is held and the player fights, finishes quests, and finds treasure. These comments are actual game voices coupled with text sent to the chat panel. The player will have a UI option to turn off one or both of these. Weapons can make comments based on a number of criteria, including how a player is fighting, whether the player dies, when the player finds treasure, and it can even make comments when the player takes certain actions in quests.

    During the tutorial for Sentient Weapons, the player will be given a weapon and their first Sentient Jewel, and they will be taught how to slot the Sentient Jewel and add a Filigree. After that, new Sentient Jewels will be found infrequently, but when they are they will be attached to a weapon. We expect new gems to come out as treasure occasionally in the coming updates.

    Each piece of Sentient Filigree adds magical power on top of the weapon’s enchantments. Each filigree has a primary power and it also belongs to a set. This means each piece of Filigree not only adds effects to the weapon, but as you add more and more pieces of Filigree from a specific set, the weapon will gain more bonus powers. Each set has a bonus power for having two pieces of the set, and sets range from a total of 3 to 5 total set bonuses. Note that since a fully empowered weapon can hold up to 7 pieces of Filigree, the player will have to mix and match Filigree from multiple sets to find the best combination of set bonuses.

    A weapon can only have one of each Filigree. You cannot slot two of the same Filigree in one weapon.

    Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.

    Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.

    Progression
    Players can build Sentient XP by feeding named items to their Sentient Jewel. You do this by dragging the item to the appropriate slot in the Sentient Item panel. Each named item will add a number of Sentient XP to the jewel based on the minimum level required to use it. The actual numbers are as follows:

    Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
    Minimum Level Requirement of 21-27: Adds a number of Sentient XP equal to Minimum Level x5.
    Minimum Level Requirement of 28+: Adds a number of Sentient XP equal to Minimum Level x10.

    For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.

    Costs to open slots are as follows:

    Sentient Filigree Slot 1: Free
    Sentient Filigree Slot 2: 2000 total Sentient XP
    Sentient Filigree Slot 3: 6000 total Sentient XP
    Sentient Filigree Slot 4: 12000 total Sentient XP
    Sentient Filigree Slot 5: 20000 total Sentient XP
    ---
    Sentient Filigree Slot 6: 40000 total Sentient XP
    Sentient Filigree Slot 7: 60000 total Sentient XP

    This means that a character will need almost 70 named items at top level to reach 5 Filigree slots, and it gets expensive for slots 6 and 7.

  2. #2
    Associate Producer Cocomajobo's Avatar
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    Default The various Filigree, their sets, and the set bonuses are included below:

    Name Effect Rarity Bonus
    Eye of the Beholder
    Eye of the Beholder: Intelligence "+1 Intelligence" "+2 MRR"
    Eye of the Beholder: Charisma "+1 Charisma" "+2 MRR"
    Eye of the Beholder: Wisdom "+1 Wisdom" "+2 MRR"
    Eye of the Beholder: Will "+2 Willpower Saving Throws" "+2 MRR"
    Eye of the Beholder: Spellpower "+6 Universal Spellpower "+4 Spellpower"
    Eye of the Beholder: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +4 Concentration
    3 Pieces: +1 Spell Penetration
    4 Pieces: +2 to the DCs of all spells
    Spines of the Manticore
    Spines of the Manticore: Dexterity "+1 Dexterity" "+2 PRR"
    Spines of the Manticore: Strength "+1 Strength" "+2 PRR"
    Spines of the Manticore: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    Spines of the Manticore: +2 Attack and Damage "+2 to hit and damage with all weapons" "+2 PRR"
    Spines of the Manticore: Reflex "+2 Reflex Saving Throws" "+2 MRR"
    2 Pieces: +2 Damage
    3 Pieces: 20% chance your arrow will not be consumed
    4 Pieces: +10 Ranged Power
    Nystul's Mystical Defense
    Nystul's Mystical Defense: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Nystul's Mystical Defense: Constitution "+1 Constitution" "+2 PRR"
    Nystul's Mystical Defense: Will "+2 Will Saving Throws" "+2 MRR"
    Nystul's Mystical Defense: Fire Absorption "+5% Fire Absorption" "+2 MRR"
    Nystul's Mystical Defense: Sonic Absorption "+5% Sonic Absorption" "+2 MRR"
    Nystul's Mystical Defense: Electric Absorption "+5% Electrical Absorption" "+2 MRR"
    Nystul's Mystical Defense: Cold Absorption "+5% Cold Absorption" "+2 MRR"
    Nystul's Mystical Defense: Acid Absorption "+5% Acid Absorption" "+2 MRR"
    2 Pieces: +5 Magical Resistance Rating
    3 Pieces: +1 to all saving throws.
    4 Pieces: +100 Hit Points
    5 Pieces: +5% increased chance for miss with Displacement***
    The Long Shadow
    The Long Shadow: Charisma "+1 Charisma" "+2 MRR"
    The Long Shadow: Dexterity "+1 Dexterity" "+2 PRR"
    The Long Shadow: Intelligence "+1 Intelligence" "+2 MRR"
    The Long Shadow: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Long Shadow: Attack and Damage "+1 to hit and damage" "+2 PRR"
    The Long Shadow: Stealth "+2 to Hide in Shadows and Move Silently" "+2 PRR"
    The Long Shadow: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    The Long Shadow: Reflex "+2 Reflex Saving Throws" "+2 MRR"
    2 Pieces: +5 Melee and Ranged Power
    3 Pieces: +1d6 sneak attack damage
    4 Pieces: +1% to Dodge and Maximum Dodge
    5 Pieces: +2 to Assassinate DCs
    Sucker Punch
    Sucker Punch: Strength "+1 Strength" "+2 PRR"
    Sucker Punch: Dexterity "+1 Dexterity" "+2 PRR"
    Sucker Punch: Attack and Damage "+1 to hit and damage" "+2 PRR"
    Sucker Punch: Melee Power "+3 Melee Power" "+2 Melee Power"
    2 Pieces: +5 Melee Power
    3 Pieces: +1d6 sneak attack damage
    Touch of Grace
    Touch of Grace: Wisdom "+1 Wisdom" "+2 MRR"
    Touch of Grace: Charisma "+1 Charisma" "+2 MRR"
    Touch of Grace: Positive Spell Power "+12 Positive Spellpower" "+4 Spellpower"
    Touch of Grace: Healing Amp "+3 Healing Amplification" "+2 MRR"
    2 Pieces: +50 Spell Points
    3 Pieces: +20 Positive Spellpower
    Embraced by Light
    Embraced by Light: Wisdom "+1 Wisdom" "+2 MRR"
    Embraced by Light: Charisma "+1 Charisma" "+2 MRR"
    Embraced by Light: Constitution "+1 Constitution" "+2 PRR"
    Embraced by Light: Light Spellpower "+9 Light Spellpower" "+4 Spellpower"
    Embraced by Light: Healing Amp "+3 Healing Amplification" "+2 MRR"
    Embraced by Light: Positive Spellpower "+9 Positive Spellpower" "+4 Spellpower"
    Embraced by Light: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Embraced by Light: Turn Undead "+2 to Turn Undead checks" "+4 Spellpower"
    2 Pieces: +5 Healing Amplification
    3 Pieces: +10 Spellpower
    4 Pieces: +1 to all saving throws
    5 Pieces: +2 caster levels with healing spells
    Twilight's Cloak
    Twilight's Cloak: Dexterity "+1 Dexterity" "+2 PRR"
    Twilight's Cloak: Intelligence "+1 Intelligence" "+2 MRR"
    Twilight's Cloak: Charisma "+1 Charisma" "+2 MRR"
    Twilight's Cloak: Reflex "+2 Reflex Saving Throws" "+2 MRR"
    Twilight's Cloak: Dodge "+1% Dodge" "+2 PRR"
    Twilight's Cloak: Stealth "+2 to Hide in Shadows and Move Silently" "+2 PRR"
    2 Pieces: +2 Reflex Saving Throws
    3 Pieces: +3 Magical Resistance Rating
    4 Pieces: +1% Dodge and Maximum Dodge
    5 Pieces: +5% increased chance for miss with Displacement
    The Wreath of Flame
    The Wreath of Flame: Fire Spellpower "+9 Fire Spellpower" "+4 Spellpower"
    The Wreath of Flame: Fire Absorption "+5% Fire Absorption" "+2 MRR"
    The Wreath of Flame: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Wreath of Flame: Constitution "+1 Constitution" "+2 PRR"
    The Wreath of Flame: Fortitude "+2 Fortitude" "+2 PRR"
    The Wreath of Flame: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    2 Pieces: +5% Fire Absorption
    3 Pieces: +15 Fire Spellpower, Weapon attacks do +8d8 Fire Damage
    4 Pieces: Permanent Fire Shield
    The Inevitable Grave
    The Inevitable Grave: Negative Spell Power "+9 Negative Spell Power" "+4 Spellpower"
    The Inevitable Grave: Intelligence "+1 Intelligence" "+2 MRR"
    The Inevitable Grave: Negative Healing Amplification "+20% Negative Healing Amplification" "+2 PRR"
    The Inevitable Grave: PRR "+3 Physical Resistance Rating" "+2 MRR"
    2 Pieces: +10 Spellpower
    3 Pieces: +2 Will saving throws
    4 Pieces: +2 to DCs of Necromancy Spells
    The Beast's Mantle
    The Beast's Mantle: Rage "+2 Uses of Rage" "+2 MRR"
    The Beast's Mantle: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Beast's Mantle: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    The Beast's Mantle: Strength "+1 Strength" "+2 PRR"
    The Beast's Mantle: Constitution "+1 Constitution" "+2 PRR"
    2 Pieces: +10 Natural Armor
    3 Pieces: +10% Fortification Bypass
    The Enlightened Step
    The Enlightened Step: Wisdom "+1 Wisdom" "+2 MRR"
    The Enlightened Step: Dexterity "+1 Dexterity" "+2 PRR"
    The Enlightened Step: Strength "1 Strength" "+2 PRR"
    The Enlightened Step: Will "+2 Will saving throws" "+2 MRR"
    The Enlightened Step: Constitution "+1 Constitution" "+2 PRR"
    The Enlightened Step: Light Absorption "+10% Light Absorption" "+2 MRR"
    2 Pieces: +5 Healing Amplification
    3 Pieces: +5 Melee Power, +5 Ranged Power
    4 Pieces: +5 Physical Resistance Rating
    5 Pieces: +1 Unarmed Damage Dice
    Prowess (Rare)
    Prowess: Strength "+1 Strength" "+2 PRR"
    Prowess: Dexterity "+1 Dexterity" "+2 PRR"
    Prowess: Melee Power "+3 Melee Power" "+2 Melee Power"
    Prowess: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Prowess: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Prowess: Attack and Damage "+1 to hit and damage" "+2 PRR"
    Prowess: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    2 Pieces: +5 Physical Resistance Rating
    3 Pieces: +5 Melee Power
    4 Pieces: +2 Action Boosts
    5 Pieces: On a 20, +1 Critical Damage Multiplier
    Deadly Rain (Rare)
    Deadly Rain: Dexterity "+1 Dexterity" "+2 PRR"
    Deadly Rain: Wisdom "+1 Wisdom" "+2 MRR"
    Deadly Rain: Ranged Power "+3 Ranged Power" "+2 Ranged Power"
    Deadly Rain: Attack and Damage "+1 to hit and damage" "+2 PRR"
    Deadly Rain: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    Deadly Rain: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Deadly Rain: Reflex "+2 Reflex saving throws" "+2 MRR"
    2 Pieces: +5 Ranged Power
    3 Pieces: +2 Damage
    4 Pieces: +1 Dodge and Maximum Dodge
    5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds
    Melony's Melody
    Melony's Melody: Charisma "+1 Charisma" "+2 MRR"
    Melony's Melody: Intelligence "+1 Intelligence" "+2 MRR"
    Melony's Melody: Bard Songs "+2 Bard Songs per rest" "+2 MRR"
    Melony's Melody: Spellpower "+6 Spellpower" "+4 Spellpower"
    Melony's Melody: Will "+2 Will saving throws" "+2 MRR"
    Melony's Melody: Perform "+4 Perform Skill" "+2 PRR"
    2 Pieces: 50 Spell Points
    3 Pieces: +1 Charisma
    4 Pieces: +2 DC for Enchantment spells
    To Hell and Back
    To Hell and Back: Charisma "+1 Charisma" "+2 MRR"
    To Hell and Back: Constitution "+1 Constitution" "+2 PRR"
    To Hell and Back: Fire Absorption "+5% Fire Absorption" "+2 MRR"
    To Hell and Back: Spellpower "+6 Spellpower" "+4 Spellpower"
    To Hell and Back: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +5 Physical Resistance Rating
    3 Pieces: +5 Magical Resistance Rating
    4 Pieces: +1 to all saving throws
    Celerity
    Celerity: Dexterity "+1 Dexterity" "+2 PRR"
    Celerity: Dodge "+1 Dodge" "+2 PRR"
    Celerity: Reflex "+1 Reflex" "+2 MRR"
    Celerity: Intelligence "+1 Intelligence" "+2 MRR"
    2 Pieces: +2 Doublestrike and Doubleshot
    3 Pieces: Permanent "Haste" spell
    Grandfather's Shield
    Grandfather's Shield: Constitution "+1 Constitution" "+2 PRR"
    Grandfather's Shield: Healing Amp "+3 Healing Amplification" "+2 PRR"
    Grandfather's Shield: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Grandfather's Shield: Armor Class "+2 Armor Class" "+2 PRR"
    2 Pieces: +5 Physical Resistance Rating
    3 Pieces: +5% Armor Class
    One Against Many
    One Against Many: Strength "+1 Strength" "+2 PRR"
    One Against Many: Dexterity "+1 Dexterity" "+2 PRR"
    One Against Many: Melee Power "+3 Melee Power" "+2 Melee Power"
    One Against Many: Attack and Damage "+1 attack and damage" "+2 PRR"
    One Against Many: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    2 Pieces: +5 Melee Power
    3 Pieces: +5% chance for glancing blows
    4 Pieces: +1 Damage when you Cleave, up to 10 stacks
    Otto's Irrevocable Power (Rare)
    Otto's Irrevocable Power: Intelligence "+1 Intelligence" "+2 MRR"
    Otto's Irrevocable Power: Charisma "+1 Charisma" "+2 MRR"
    Otto's Irrevocable Power: Spellpower "+6 Spellpower" "+4 Spellpower"
    Otto's Irrevocable Power: Will "+2 Will saving throws" "+2 MRR"
    Otto's Irrevocable Power: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Otto's Irrevocable Power: PRR "+3 Physical Resistance Rating" "+2 MRR"
    Otto's Irrevocable Power: Constitution "+1 Constitution" "+2 PRR"
    Otto's Irrevocable Power: Spell Failure Reduction "-10% to Arcane Spell Failure chance" "+2 MRR"
    2 Pieces: +5 Magical Resistance Rating
    3 Pieces: +200 Spell Points
    4 Pieces: +1 to the DC of all spells
    5 Pieces: -10% to Mana cost for spells
    The Blood Feast
    The Blood Feast: Strength "+1 Strength" "+2 PRR"
    The Blood Feast: Dexterity "+1 Dexterity" "+2 PRR"
    The Blood Feast: Constitution "+1 Constitution" "+2 PRR"
    The Blood Feast: PRR "+3 Physical Resistance Rating" "+2 MRR"
    The Blood Feast: Healing Amp "+3 Healing Amplification" "+2 PRR"
    The Blood Feast: Melee Power "+3 Melee Power" "+2 Melee Power"
    The Blood Feast: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +1 Constitution
    3 Pieces: +5 Physical Resistance Rating
    4 Pieces: +5 Melee Power
    5 Pieces: When you roll a 20, gain 100 temporary hit points
    The Cry of Battle
    The Cry of Battle: Constitution "+1 Constitution" "+2 PRR"
    The Cry of Battle: Will "+2 Will saving throws" "+2 MRR"
    The Cry of Battle: Physical Resistance Rating "+1 Physical Resistance Rating" "+2 MRR"
    The Cry of Battle: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
    3 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
    Electrocution
    Electrocution: Constitution "+1 Constitution" "+2 PRR"
    Electrocution: Electric Spellpower "+6 Electric Spellpower" "+4 Spellpower"
    Electrocution: Electric Absorption "+5% Electric Absorption" "+2 MRR"
    Electrocution: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    Electrocution: MRR "+3 Magical Resistance Rating" "+2 PRR"
    Electrocution: Air Elemental Protection "The charge of Air Elementals will not knock you down." "+2 MRR"
    Electrocution: PRR "+3 Physical Resistance Rating" "+2 MRR"
    2 Pieces: +15 Electric Spellpower
    3 Pieces: +5 MRR
    4 Pieces: You gain a permanent Energy Sheath (Electric)
    Trapper's Delight
    Trapper's Delight: Alertness "+2 Search, Spot, Listen" "+2 PRR"
    Trapper's Delight: Intelligence "+1 Intelligence" "+2 MRR"
    Trapper's Delight: Reflex "+2 Reflex saving throws" "+2 MRR"
    Trapper's Delight: Dexterity "+1 Dexterity" "+2 PRR"
    Trapper's Delight: Trap Saving Throws "+4 Saving Throws versus Traps" "+2 PRR"
    2 Pieces: +2 Open Locks, Disable Device
    3 Pieces: +2 Reflex saving throws
    4 Pieces: 20% reduction in trap damage
    Vigilance
    Vigilance: Wisdom "+1 Wisdom" "+2 MRR"
    Vigilance: Alertness "+2 Search, Spot, Listen" "+2 MRR"
    Vigilance: Will "+2 Will saving throws" "+2 MRR"
    Vigilance: Reflex "+2 Reflex saving throws" "+2 PRR"
    Vigilance: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    2 Pieces: +50% Fortification
    3 Pieces: True Seeing
    Snake Bite
    Snake Bite: Poison Protection "Proof Against Poison +4" "+2 PRR"
    Snake Bite: Fortitude "+2 Fortitude saving throws" "+2 PRR"
    Snake Bite: Constitution "+1 Constitution" "+2 PRR"
    Snake Bite: Attack and Damage "+1 attack and damage" "+2 PRR"
    Snake Bite: Poison Attacks "+4 to the DC of Poison attacks" "+2 MRR"
    2 Pieces: +4 saving throws versus Poison
    3 Pieces: Melee and Ranged attack get +3d6 poison damage that scales with Melee or Ranged Power
    Treachery
    Treachery: Intelligence "+1 Intelligence" "+2 MRR"
    Treachery: Dexterity "+1 Dexterity" "+2 PRR"
    Treachery: Melee Power "+3 Melee Power" "+2 Melee Power"
    Treachery: Critical Confirmation and Damage "+2 to critical confirmation rolls and damage" "+2 PRR"
    Treachery: Stealth "+2 to Hide in Shadows and Move Silently" "+2 MRR"
    Treachery: Threat Reduction "+50% Threat Reduction" "+2 PRR"
    2 Pieces: +5 Melee and Ranged Power
    3 Pieces: +1 Sneak attack dice
    4 Pieces: +2 to the DC of Assassinate
    Purity
    Purity: Constitution "+1 Constitution" "+2 PRR"
    Purity: Wisdom "+1 Wisdom" "+2 MRR"
    Purity: Healing Amplification "+3 Healing Amplification" "+2 PRR"
    Purity: Fortitude "+2 Fortitude" "+2 PRR"
    Purity: Positive Spellpower "+9 Positive Spellpower" "+4 Spellpower"
    Purity: Death Block "Death Block" "+2 MRR"
    2 Pieces: +5 Healing Amplification
    3 Pieces: Immune to Disease
    4 Pieces: Energy Drain Immunity The one we are willing to give out, not the one that's too powerful
    Zephyr (Rare)
    Zephyr: Dexterity "+1 Dexterity" "+2 PRR"
    Zephyr: Reflex "+2 Reflex" "+2 MRR"
    Zephyr: Charisma "+1 Charisma" "+2 MRR"
    Zephyr: Intelligence "+1 Intelligence" "+2 MRR"
    Zephyr: Doublestrike "+2% Doublestrike" "+2 Melee Power"
    Zephyr: Doubleshot "+2% Doubleshot" "+2 Ranged Power"
    Zephyr: Feather Fall "Permanent Feather Fall" "+2 MRR"
    Zephyr: Dodge "+1% Dodge" "+2 PRR"
    Zephyr: MRR "+3 Magical Resistance Rating" "+2 PRR"
    2 Pieces: +5 Magical Resistance Rating
    3 Pieces: +1% Dodge and Maximum Dodge
    4 Pieces: Immune to slippery surfaces
    5 Pieces: Immune to knockdown

  3. #3
    Associate Producer Cocomajobo's Avatar
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    Default Faq

    How do I add a Sentient Jewel to a Weapon that accepts Sentience?
    There is now a red button on the right of the inventory panel which pulls open the Sentient Weapon menu. From here you can drag a weapon and then a Sentient Jewel to create a Sentient Weapon.

    What is the deal with Binding Status?
    • Sentient Weapons: As per the named item, so it varies.
    • Sentient Jewels: Bound to Account
    • Filigree: Varies depending on content, but probably unbound so players can trade and sell the ones they don't want.


    The bonuses granted by each filigree are small but the set bonuses are large, is this intended?
    The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.

    Can someone fighting with Two Weapons wield two sentient weapons?
    Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.

    How will we obtain Unslotters and Destroyers?
    • Destroyer tools will probably be on vendors for plat.
    • Unslotters will drop in loot and you can buy them in the store.


    What weapons will accept Sentience?
    A large portion of named weapons with Minimum levels higher than 21 will accept Sentience. There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.


    Does adding a Sentient Jewel or a Filagree to a Weapon alter the weapons Minimum level?
    None of this changes the item's minimum level. Making an item sentient, adding power to the Sentient Jewel, and then putting Filigree in slots all can be done without changing the minimum level. Might we have Filigree with a minimum level requirement someday? Maybe, but that doesn't exist in this iteration.

    Do the Filigree go into any bags?
    Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!


    This is a sentient Weapon, does it do anything but give me mechanical benefits?
    Yes. While wielding a weapon with a sentient jewel slotted into it you will occasionally hear the personality within the weapon commenting on your current situation. The weapon will use voice and send text to chat, not DM text. Both options will have an option to be turned off. Each Sentient Jewel contains a different personality. (NOTE: This aspect is not yet implemented in this current Lamannia Preview)


    Does the Personality of a Sentient Jewel have any impact on the mechanical benefits?
    No. We do not want people to get stuck with personality they find annoying because they want the mechanical benefits of a certain filigree set.


    What happens to the XP accumulated if you unslot a Sentient Jewel from a weapon?
    All Sentient XP you have gained stays with the Sentient Jewel when you unslot it, and is applied to a new weapon when you slot that jewel into it.
    Last edited by Cocomajobo; 11-17-2017 at 03:07 PM.

  4. #4
    Kragra for President
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    Default

    How about an example?

  5. #5
    Community Member Qhualor's Avatar
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    Default

    This does sound really cool and I like how you guys are trying to make named loot more desired. Great idea to add a tutorial.

    Do the bonuses stack with gear, enhancements, buffs, feats, etc?

    More reason to buy augment bags, but they are BTC. The only reason why I have never bought one.
    #MakeDDOGreatAgain

    You are the one choosing not to play alts.

    Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter

  6. #6
    Community Member FuzzyDuck81's Avatar
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    Default

    If i'm understanding this right, having the jewel be bound to account means you can feed items into it from multiple characters?
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  7. #7
    Community Member zehnvhex's Avatar
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    Default

    Quote Originally Posted by Cocomajobo View Post
    Progression

    For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.
    RIP PUGS.

    "Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
    "Nope, sorry, my gem needs 10 xp."

    You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
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  8. #8
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Do the Filigree go into any bags?
    Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!
    This is fantastic news. Good job!
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  9. #9
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by zehnvhex View Post
    RIP PUGS.

    "Hey cool, can I have that Sword of Shadows? It would be a pretty awesome upgrade!"
    "Nope, sorry, my gem needs 10 xp."

    You guys might want to instead just create 'sentient essence' or something that can randomly drop for people that do the same thing. Just putting that out there.
    A good suggestion would be to preclude raid loot from feeding sentients and instead have a sentient XP snack gem appropriate to the level of the raid drop in raids.
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  10. #10
    Community Member die's Avatar
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    I was stoked at the idea of a intelligent weapon like in Neverwinter nights 1 mod 3 hordes of the underdark. This plan you have laid out has ruined any fun factor for me.

    I was hoping for a weapon you find that was intelligent and you feed it loot and it increased the power it already has, the whole crafting aspect of this is a turn off to me personally.

    I know you had to of put a lot of work into this but im giving it a 2 out of 10 stars
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  11. #11
    Community Member Wizza's Avatar
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    Destroy all your named items to get Sentient XP.

    You thought Reaper 1 was easy? Wait until...

    AFK Farming ML30 quests on Casual to cap SXP *zzzzz*


    If this is your idea to promote endgame, go back to the drawing board. Endgame should be Skulls 5+, not Casual.


    Also, I love the MRR rarity for obvious casters sets. Gotta get to that 50 MRR!
    Last edited by Wizza; 11-17-2017 at 03:11 PM.
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  12. #12
    Cosmetic Guru Aelonwy's Avatar
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    Coco I'd like to post my previous suggestions to see what people think of them... should I wait till tomorrow so you can see what fresh minds think of on their own?
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  13. #13
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    Quote Originally Posted by Aelonwy View Post
    Coco I'd like to post my previous suggestions to see what people think of them... should I wait till tomorrow so you can see what fresh minds think of on their own?
    Tomorrow sounds great. Thank you for the consideration. =]

  14. #14
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Tomorrow sounds great. Thank you for the consideration. =]
    Your welcome.
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  15. #15

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    Quote Originally Posted by Cocomajobo View Post
    What weapons will accept Sentience?
    A large portion of named weapons with Minimum levels higher than 21 will accept Sentience. There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.
    Are CitW weapons able to be made sentient?

  16. #16
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    My initial reaction is: I was hoping for something to encourage running at cap on harder <reaper> difficulties to gain more SXP (obv Norm/Hard/Elite would provide xp, too). Instead, as mentioned by Wizza, using named items to "feed" XP to them will encourage fast repetitions of easy quests on easy diff levels to gather named items. That is not a good endgame strategy.

    And if your justification for this is that "higher reaper levels give a better bonus to named loot" - stop. We've been through this and the time needed to complete higher reaper levels is not commensurable with the minuscule increase in drop rate (if it actually exists or works correctly).

    This is a miss as it stands now.

    Also: It would be nice to have a confirmation when destroying a weapon for XP if this stays.
    Last edited by Drwaz99; 11-17-2017 at 03:40 PM.

  17. #17
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    While I like being able to make most named weapons ML21+ better through sentient crafting, I'm a little bummed that these exclude ToEE, LGS, and TF.

    I was hoping for an endgame weapon, something that either equaled or surpassed LGS/TF. Just glossing over the bonuses, I'm not sure if any of the bonuses/sets will be able to keep up in terms of melee/ranged DPS with LGS or TF weapons.

    As for casters, I see everyone getting a ML21 weapon and adding all the DC bonuses and calling it a day. Casters get full power at level 21 while ranged/melee are left debating whether they want a sentient CitW weapon or a LGS/TF. I'm not going to do all the math, but I find it hard to believe that adding 10 power or +1 to crit multipliers will put any named weapon on par with completed LGS/TF weapons. There may be a few exceptions, but in general I think LGS/TF still wins.

    Edit: Some of the new raid weapons are pretty cool, but you don't cover every weapon type. You need to let crafted weapons be compatible with sentience.
    Last edited by Fivetigers33; 11-17-2017 at 04:23 PM.
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  18. #18
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    TDLR; For the majority of non-casters, greensteel is the go to for end game weapons, please let sentient be applicable to those weapons.

    While the base idea is great, as a person who plays consistently at end game this system isn't really aimed for people who want to sit at end game.

    "Most named weapons that are not crafted and have a minimum level of 21 or higher can accept a Sentient Jewel and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient."

    If I'm understanding that correctly crafted items will not be able to get sentient status.

    This is a huge problem. At the moment for non-caster types there isn't much named weapons that would be considered best in slot. Running r1's-r10's its normally salt and triple positive greensteel for your melee and ranged types with very few exceptions for dps primary examples being sapphire sting swap off for bosses, bleeding edge for CC, divine artillery or epic assassins kiss for a small dps increase. Even then most melees or rangers are not running those named items primarily over greensteel at end game. The hitpoint bonus is too big, and the salt slow is a must have for r10's added on by the fact any melee or ranger type could use these make them wide reaching so that anyone could gain from using these weapons. So please dev's find a way to let crafted items gain the effects of sentient gear. So like minded people who enjoy running a variety of non-casters at end game have the option to put these bonuses on.

    Edit: After looking at some of the raid gear you may be able to add one or two items to the list (Looking at you handwraps) but largely greensteel is still best in slot.
    Last edited by GordolGreydon; 11-17-2017 at 03:47 PM. Reason: Took a longer look at raid loot and wanted to give honest feedback

  19. #19
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    Quote Originally Posted by EllisDee37 View Post
    Are CitW weapons able to be made sentient?
    I was able to use my base Pinion and upgraded Twilight.

  20. #20
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    Default Sentient Weapon Questions

    So does this apply to specific weapons only? Will it work on runearms? How about shields or orbs? Do two handed weapons get double bonuses?

    And yes, I would suggest something to feed to the sentient weapons in addition to named items. Whatever you decided to call your sentient weapon food, perhaps they should drop more frequently in higher reaper difficulties, to encourage people running those. Seems like a fairly simple addition to make, provided it didn't skew balance too badly. Or possibly make items with reaper bonuses have an additional multiplier to the experience points gained.

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