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  1. #101
    Community Member barecm's Avatar
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    I noticed there is no item with +9 insightful wisdom. There seems to be every other ability with insightful +9 somewhere except wisdom. What is going on here?

  2. #102
    Ultimate Lord of Shadows Dreppo's Avatar
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    Quote Originally Posted by barecm View Post
    I noticed there is no item with +9 insightful wisdom. There seems to be every other ability with insightful +9 somewhere except wisdom. What is going on here?
    There's no insightful strength item either.

  3. #103
    2016 DDO Players Council
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    Hipparan's Avatar
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    The orb and runearm look amazing! the appearances are great and I'm glad I reincarnated one of my characters into a Palemaster now.

    Oh right, the Captain told me to tell you that the Mist-Laden Vestment and Platemail of the Barovian Lord are both appearing in the inventory as scalemail even though the armor is light and heavy respectively.

  4. #104
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    Quote Originally Posted by Cocomajobo View Post

    No Set:
    [INDENT]These pieces of equipment do not belong to any set.

    [LIST][*]Dreadcursed Defender Iron Defender Docent
    • Fortification +77/+202%
    • Physical Sheltering +14/+50
    • Vitality +19/+67
    • Don't Count Me Out! Your range of unconsciousness extends by 400 hitpoints.
    • Blue Augment Slot
    Just to point out that if you've heavily invested in your pet in terms of feats then it may have 215 fortification (100 augment summons, 100 scion of Elysium, 15 guild) already, 315 if you slot a heavy fortification into a blue augment. So in some respects the 202 fortification on this is redundant. Even if you don't take the Scion of Elysium feat you can still easily get 215 fortification on your pet. Though admittedly no idea on high level reaper what kind of fortification is required - but I suspect most people don't use their pet that much, if at all, in high level reaper due to AI and survivability issues.

    So for those who have heavily invested in pet feats could you possibly add a little something, id say replace the fortification but that might cause some objections. Something defensive - dodge bonus, blur, lesser displacement, ghostly, insightful PRR or even just a green slot.

  5. #105
    Associate Producer Cocomajobo's Avatar
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    Default A couple updates/adjustments

    • Duality (the Raid Handwraps) now properly act like Handwraps.
    • Braided Cutcord has been adjusted to the following:
    Braided Cutcord
    • Quality Dodge +1%/+4%
    • Blurry
    • Dexterity +6/+19
    • Quality Dexterity +1/+4
    • Green Augment Slot

  6. #106
    Community Member aquavalentin's Avatar
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    Default Docent please.

    Quote Originally Posted by Cocomajobo View Post
    • Heroic Items are Minimum Level 10
    • Legendary Items are Minimum Level 29
    • Effects in Pink are Heroic only
    • Effects in Orange are Legendary Only
    • Yellow Item Names are Raid Items


    Knight of the Shadows Set:
    When 3 pieces are equipped:
    You gain a +5/+20 Artifact Bonus to PRR and MRR.
    You gain a +50% Artifact Bonus to threat generation with melee and ranged attacks.
    You gain a +10% Artifact Bonus to Armor Class.

    Armor
    Platemail of the Barovian Lord Heavy Armor
    • Fortification +77%/+202
    • Parrying +2/+9
    • Physical Sheltering +14/+50
    • Profane Well Rounded +1/+2
    • Blue Augment Slot

    Platemail of Strahd Raid Heavy Armor
    • Deathblock
    • Ghostly
    • Physical Sheltering +52
    • Profane Well Rounded +2
    • Blue Augment Slot
    • Green Augment Slot


    Belt
    Plateshard Belt
    • Fortitude Saves +5/+16
    • Incite +19%/+59%
    • Constitution +6/+19
    • Insightful Incite +7%/+27%
    • Yellow Augment Slot

    Rune-Sigiled Belt
    • Fortitude Saves +5/+16
    • Quality Fortitude Saves +1/+3
    • Spell Saves +5/+16
    • Protection from Evil
    • Blue Augment Slot


    Goggles
    Feargaze
    • Linguistics 10%
    • Intimidate +12/+22
    • Insightful Intimidate +6/+11
    • Quality Incite +3%/+13%
    • Green Augment Slot

    The Masque Raid
    • Howl of Terror Clicky Caster Level 29
    • Charisma +20
    • Insightful Deadly +7
    • Soundproof Protects against stunning, dazing, and disorientation from sound-based spells such as Soundburst and Greater Shout.
    • Yellow Augment Slot
    • Green Augment Slot
    Could we please get a docent in this set. The other sets have docents pretty please put one in this set too.Beautiful set btw

  7. #107
    Community Member Lycurgus's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    • Duality (the Raid Handwraps) now properly act like Handwraps.
    • Braided Cutcord has been adjusted to the following:

    Braided Cutcord
    • Quality Dodge +1%/+4%
    • Blurry
    • Dexterity +6/+19
    • Quality Dexterity +1/+4
    • Green Augment Slot
    Awesome news, many thanks for a weekend update!



  8. #108
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    Quote Originally Posted by Cocomajobo View Post
    • Duality (the Raid Handwraps) now properly act like Handwraps.
    • Braided Cutcord has been adjusted to the following:
    Braided Cutcord
    • Quality Dodge +1%/+4%
    • Blurry
    • Dexterity +6/+19
    • Quality Dexterity +1/+4
    • Green Augment Slot
    So how about making the damage q staff not terribad while you are at it. If it does not have an improved crit profile, it will not get used over sireth or bonecrusher or elemental bloom.

  9. #109
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    Quote Originally Posted by Cocomajobo View Post
    • Dreadcursed Defender Iron Defender Docent
      • Fortification +77/+202%
      • Physical Sheltering +14/+50
      • Vitality +19/+67
      • Don't Count Me Out! Your range of unconsciousness extends by 400 hitpoints.
      • Blue Augment Slot

    • Hound of the Night Pet Collar
      • Frostbite On Hit: Applies a stack of Vulnerable. This effect may only occur on-hit once every two seconds. On Vorpal: Applies a stack of Lethargy
      • Speed +15%/+30%
      • Deadly +5/+16
      • Doublestrike +6/+22
      • Red Augment Slot
      • Purple Augment Slot
    Quote Originally Posted by CeltEireson View Post
    Just to point out that if you've heavily invested in your pet in terms of feats then it may have 215 fortification (100 augment summons, 100 scion of Elysium, 15 guild) already, 315 if you slot a heavy fortification into a blue augment. So in some respects the 202 fortification on this is redundant. Even if you don't take the Scion of Elysium feat you can still easily get 215 fortification on your pet. Though admittedly no idea on high level reaper what kind of fortification is required - but I suspect most people don't use their pet that much, if at all, in high level reaper due to AI and survivability issues.

    So for those who have heavily invested in pet feats could you possibly add a little something, id say replace the fortification but that might cause some objections. Something defensive - dodge bonus, blur, lesser displacement, ghostly, insightful PRR or even just a green slot.

    pet docent: "Don't Count me Out" looks awesome. With -400 in heroics should make the pet difficult to kill completely, but in the epics/legendary this -400 is maybe too little? Possible to have heroic & epic version?

    pet collar / docent: I'd like some fortification, but these are clearly missing boost to the pet's skills (intimidate & trip) - and those skills are needed. The pet's trip is good if using a +trip item, but without.... Please add a trip & intimidate bonus to these.

  10. #110
    Community Member JoeShmo's Avatar
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    Default Working as Intended?

    Quote Originally Posted by Cocomajobo View Post
    • Duality (the Raid Handwraps) now properly act like Handwraps.
    • Braided Cutcord has been adjusted to the following:
    Braided Cutcord
    • Quality Dodge +1%/+4%
    • Blurry
    • Dexterity +6/+19
    • Quality Dexterity +1/+4
    • Green Augment Slot
    @Coco or anyone who has tested this, I have 2 questions.

    1.) Does Duality's 4d2 Vampirism proc on every auto or is there a cooldown on this ability?
    2.) On the Perfect Pinnacle Ring, does the water stance ability that grants a chance to knockdown enemies proc on every auto or is there a cooldown as well? What is the % chance to be knocked prone? Is there a save?

    Thank you in advance.

  11. #111
    Community Member barecm's Avatar
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    Quote Originally Posted by Kithyx View Post
    Void, the Endless Cold Raid Long Bow
    Damage Dice: 5(1d8+3)
    Crit Profile: 20/x3
    Frozen Aether This weapon was forged of malevoant ice, and enemies struck with it are afflicted by its curse. This weapon can inflict ten stacks of Cold damage over time, with one stack expiring at a time.
    Chilling 9d6
    Cold Vulnerability On Hit: Applies a stack of Cold Vulnerable. This effect may only occur on-hit once a second.
    Clicky: Conjure Ice Arrow Summons this bow's Icy Arrow, the Frozen Terror, which has a chance to conjure a frozen gale on a natural 20. This arrow will disappear on logout.
    Purple Augment Slot
    Red Augment Slot

    Hi. i've been really looking forward to this, but i don't feel it's as strong as some of the other weapons having used it. I think it really needs the 18-20 crit profile that epic sapphire sting and pinion have. There are filagree weapon 'procs' for fire, acid, poison, and slashing, but as far as i can see no cold damage filagree set. Which means there's less synergy for the cold damage vulnerability. Keep in mind ice damage isn't very desirable, especially so in this undead heavy expansion.

    Suggestion: change the crit profile to 18-20, the 10 stack dot and ammunition blast on 20 are kinda weak (but thematic and unique). Of course adding a cold damage filagree set would be a suggestion too. I wouldn't mind losing an augment slot in exchange for the buff if it's needed, they're mostly used for DR breaking and most archers have access to the secondary arcane archer imbue toggles.

    As it stands i don't feel it's far enough ahead of just making epic sapphire sting sentient, and it should be as an end game raid obtained weapon.
    Also tested and all I can say is it is an awesome clickie. Not much beyond that.

  12. #112
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    Why isn't the Gauntlets of Innate Arcanum part of the Beacon of magic set?
    Seems to me the Blurfingered should be switched with these.



    Beacon of Magic Set:
    When 3 pieces are equipped:
    You gain a +20/+50 Artifact Bonus to Universal Spell Power.
    You gain a +1/+2 to all Spell DCs.
    You gain a +5/+10 Artifact Bonus to Magical Resistance Rating.
    Your Magical Resistance Rating cap is raised by +10/+20.
    You gain a +2%/+5% Artifact Bonus to Missile Deflection.

    • Gauntlets of Innate Arcanum
      • Charisma +6/+19
      • Evocation Focus +3/+8
      • Quality Charisma +1/+4
      • Wizardry +112/+412
      • Yellow Augment Slot


    Adherent of the Mists Set:
    When 5 pieces are equipped:
    You gain a +5/+20 Profane Bonus to Physical Resistance Rating.
    You gain a +10/+20 Profane Bonus to Positive, Negative, and Repair Healing Amplification.
    You gain a +5/+10 Profane Bonus to Melee and Ranged Power.
    You gain a +10/+20 Profane Bonus to Universal Spell Power.

    Blurfingered Gloves Gloves
    • Feat: Quick Draw
    • Lesser Displacement
    • Efficient Metamagic - Maximize I/+II
    • Mystic Diversion +9%/+31
    • Blue Augment Slot




    Fixed?

  13. #113
    Community Member J1NG's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    • Duality (the Raid Handwraps) now properly act like Handwraps.
    Are you sure...?

    Can't stunning Fist.
    No vampirism (on Warforged).
    Dps is lower than that of Epic Scraps of Enlightenment, even thought all numbers suggest it should otherwise.

    J1NG
    Last edited by J1NG; 12-03-2017 at 11:01 AM. Reason: spelling and format
    Thelanis: Yijing (*Completionist* TR 20 Aasimar Scourge Monk Level 20 / Epic Level 10)
    Thelanis: Pocket-Monks: Sightblur, Peashoote, Jigglypath, Jedinja.
    Invisible Fences, unkillable Target Practice Dummy's, Shared Bank's, Pale Lavender Ioun Stones, the dimensional barrier between Eberron and Shavarath, I've broken them all...

  14. #114
    Community Member John3000's Avatar
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    Default Bug : Calamity Khopesh disintegration doesn't seem to proc

    Calamity, a Brush with Death Raid Khopesh
    Damage Dice: 5(1d8+3)
    Crit Profile: 19-20/x3

    Fetters of Unreality This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
    Crippling Flames On Hit: 5% chance to apply 2 Negative Levels. On Crit: 135 to 325 Fire Damage
    Hemorrhaging This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
    Utter Disintegration This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
    Purple Augment Slot
    Red Augment Slot

    Tested this out on few hundred mobs... The Utter Disintegration doesn't seem to be procing. Could you check this out ?

    Crippling Flames is working.
    Hemorrhaging is working.
    Fetters of Unreality is working.

    But Utter Disintegration is not in my testing... unless there's a DC roll so low or damage is ridiculously low. My guess would be perhaps a Heroics vs. Legendary dc/dmg error ???
    With a description "This disintegrate is incredibly powerful, and will utterly destroy weaker foes", you'd be expecting at least a greater than 2%-5% proc rate and at least 5k+ damage on legendary so as to be on par with LGS weapons.


    Cheers,

  15. #115
    Founder & Super Hero Arkat's Avatar
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    Quote Originally Posted by John3000 View Post
    Tested this out on few hundred mobs... The Utter Disintegration doesn't seem to be procing. Could you check this out ?

    ...

    But Utter Disintegration is not in my testing... unless there's a DC roll so low or damage is ridiculously low. My guess would be perhaps a Heroics vs. Legendary dc/dmg error ???
    With a description "This disintegrate is incredibly powerful, and will utterly destroy weaker foes", you'd be expecting at least a greater than 2%-5% proc rate and at least 5k+ damage on legendary so as to be on par with LGS weapons.
    Did you fill out an in-game bug report when you were testing on the Lamannia server?
    Quote Originally Posted by Aelonwy View Post
    Quote Originally Posted by Cordovan View Post
    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  16. #116
    Community Member Corzak's Avatar
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    I just took a look through the items and noticed that other than the Morninglord/Nightmother items, there doesn't appear to be any warhammers in the new content. I realize that it's a small complaint, but with warhammer being a favored weapon for some Clerics, it would be nice to see at least one in the list.
    Khyber -Corzak, Borzak, Breneth, Sighian, Lorkig, Voltumna

  17. #117

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    Duality, the Moral Compass Raid Handwraps
    Damage Dice: 7(1d6+6)
    Crit Profile: 17-20/x3
    The Moral Compass Different Damage type depending on your Monk path:
    If Fists of Light Monk: Unholy 9d6
    If Fists of Dark Monk: Holy 9d6
    Impact V
    Vampirism 4d2
    (If Monk: Enhanced Ki +3)
    (If Monk: Axiomatic 9d6)
    Red Augment Slot
    Orange Augment Slot

    Why does this handwrap have 7W, extended crit range and multiplier, +6 base dice,
    when every other TWF weapons have 5W, no extended crit range and multiplier, +3 base dice?

    With henshin cores, monks already have insane melee powers. And monk levels itself have damage dice increase.
    It's not just 1d6+6, it would be 17(1d6+6) 15-20/x4 with 200+ or 300+ melee power.

    So, do you want to bring OP monks again who were the reason of these class balance revamp?
    Last edited by draven1; 12-04-2017 at 06:01 AM.
    “Be extremely subtle, even to the point of formlessness.
    Be extremely mysterious, even to the point of soundlessness.
    Thereby you can be the director of the opponent's fate.”
    - Sun Tzu, The Art of War

  18. #118
    Community Member JoeShmo's Avatar
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    Quote Originally Posted by draven1 View Post
    Duality, the Moral Compass Raid Handwraps
    Damage Dice: 7(1d6+6)
    Crit Profile: 17-20/x3
    The Moral Compass Different Damage type depending on your Monk path:
    If Fists of Light Monk: Unholy 9d6
    If Fists of Dark Monk: Holy 9d6
    Impact V
    Vampirism 4d2
    (If Monk: Enhanced Ki +3)
    (If Monk: Axiomatic 9d6)
    Red Augment Slot
    Orange Augment Slot

    Why does this handwrap have 7W, extended crit range and multiplier, +6 base dice,
    when every other TWF weapons have 5W, no extended crit range and multiplier, +3 base dice?

    With henshin cores, monks already have insane melee powers. And monk levels itself have damage dice increase.
    It's not just 1d6+6, it would be 17(1d6+6) 15-20/x4 with 200+ or 300+ melee power.

    So, do you want to bring OP monks again who were the reason of these class balance revamp?
    Friend, you have got to stop filling up threads with your fears that monks are op. They really are not, trust me. If you feel they are what's causing imbalance to the game,then I'm afraid you haven't been playing a lot lately. Really there's nothing to fear in terms of monks overshadowing other classes. Not trying to toot my own horn, but take it from a triple completionist that other classes trump monks in many aspects. As for your question about Duality being stronger, it's because it's a new expansion with higher power gear, just like for all the other available gear. Also the crit profile of 17-20 is already takimg the Impact effect into account so it wouldn't be 15-20. Relax friend
    Last edited by JoeShmo; 12-04-2017 at 06:40 AM.

  19. #119
    Uber Completionist kain741's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Disciple of the Dawn Clothing
    • Fortification +77%/+202%
    • Parrying +2/+9
    • Physical Sheltering +14/+50
    • Profane Well Rounded +1/+2
    • Green Augment Slot
    The non raid vestments at the vendor are still including insightful resistance instead of profane abilities bonus.
    ZERG
    Whynnd | Xantroos | Cyridven | Justys

  20. #120
    Community Member
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    Quote Originally Posted by JoeShmo View Post
    Friend, you have got to stop filling up threads with your fears that monks are op. They really are not, trust me. If you feel they are what's causing imbalance to the game,then I'm afraid you haven't been playing a lot lately. Really there's nothing to fear in terms of monks overshadowing other classes. Not trying to toot my own horn, but take it from a triple completionist that other classes trump monks in many aspects. As for your question about Duality being stronger, it's because it's a new expansion with higher power gear, just like for all the other available gear. Also the crit profile of 17-20 is already takimg the Impact effect into account so it wouldn't be 15-20. Relax friend
    I think they messed up with the coding of the named Handwraps, treating their bonus to the damage dice as if they are two-handed weapon instead of a 1-handed, despite the combat style being based for 2-weapon fighting. It really should be in line with other weapons of their fighting style from these raids, with a base damage die of 1d6+3 (1d6+2 for Morninglord/Night Mother).

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