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  1. #261
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    Lynnabel's Avatar
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    Quote Originally Posted by Alcides View Post
    Collective Sight is not granting Quality MRR based on the Religious lore feats of a Paladin 20. Didn't try Cleric or FVS if that is a different feat per class under the hood.
    Fixed internally, thanks for poking around. They are not different feats, but good instincts.
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  2. #262
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    Quote Originally Posted by Lynnabel View Post
    The Raid ones are the ones I am specifically really interested in making sure pop. Right now I've got a line on a lot of fun new effects and I am aiming for one fun/interesting/unique proc per weapon.
    Anything I didn't mention below seemed pretty good to me.


    Dwarven Axe: Hoarfrost, Herald of the Bitter Ice - Cold damage, Legendary Freezing Ice, adamantine - Upgrade: Fetters of Unreality
    Replace Adamantine with some type of slow effect. Limb Chopper maybe? Or some other slowing effect that I just can't think of right now.


    Heavy Crossbow: Hallowed Splinters - fire damage, holy damage, when you cast prayer you get ranged power - Upgrade: Sovereign Disrupting
    Swap fire damage for Legendary Affirmation?


    Kukri: The Labyrinthine Edge - Keen V, Material: Adamantine, Constricting Nightmare, - Upgrade: Fetters of Unreality
    Labyrinthine means confusing, so swap out Adamantine for Metalline (can't make up it's mind what it is), Crystal (confuses enemies what it's made of), or Radiance (blinded is basically confused).



    Battleaxe: Untold, Crack in the Sky - Ravenloft vuln proc, lightning, lightning AoE proc from TOEE - Upgrade to add armor piercing
    Replace armor piercing upgrade for Stormreaver's Thunderclap.


    Heavy Mace: The Ripplestorm - sonic on crit, Shockwave, Impact - Upgrade: sov disintegration
    Replace Sonic on Crit with some type of AoE proc.


    Throwing Dagger: The Wide Open Sky - good, light damage, Material: Cold Iron - Upgrade: Aligned
    It gets Aligned as the upgrade so drop good completely. Add something like Brazen Brilliance to compliment the light damage.


    Greatsword: Constellation, Cursed Blade Made Whole - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality
    Bastard Sword: Shattered Hilt of Constellation - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality
    Shortsword: Broken Blade of Constellation - Cold Iron, Untyped Damage, Legendary Polycurse - upgrade to add Fetters of Unreality

    Is Cold Iron something that is going to be useful in Sharn? If not, change it to Crystal. Crystal is entirely underutilized. 1 weapon per raid as Crystal material would be a good rule of thumb in my opinion. If Cold Iron is going to be useful in Sharn, drop Untyped Damage and add whatever kind of Evil damage would give these weapons the Evil damage tag for breaking DR. Or Keen, or even Vorpal.
    Last edited by Fivetigers33; 04-17-2019 at 02:37 PM.
    Stratis on Khyber

    Solo/duo raids and solo R10s. Come see what a bard can do.
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  3. #263
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Lynnabel View Post



    This is something I specifically am looking for suggestions on how to fix. If you have anything concrete to suggest please let me know. I want them to feel awesome and if they don't there's still time to shape em up.
    Make fetters of unreality something you do not need to upgrade to get, replace the effect that contributes the least to DPS (Such as cold iron) with something better and make that the effect you upgrade for!



    Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage.

    Ideally this effect would replace the cold iron effect on the constellation weapons thus making them something to drool over.
    Last edited by Lokeal_The_Flame; 04-17-2019 at 02:52 PM.

  4. #264
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    I found many of the non raid rings not working but not sure if it's because they need to be upgraded if you can take a look at those again to make sure there working plz.

  5. #265
    Systems Designer
    Lynnabel's Avatar
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    Quote Originally Posted by Kilgrave View Post
    I found many of the non raid rings not working but not sure if it's because they need to be upgraded if you can take a look at those again to make sure there working plz.
    When you say "not working" what do you mean specifically?
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  6. #266
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Alrighty, LGS effects I am nabbing for use now/later - Dust, Ash... anything else? I've already swiped Ice, Vacuum, Salt, and Ooze (well, half of ooze). What else would be fun to play with? Or just take em all and see what looks fun?
    Legendary Affirmation!

    Or an effect adapted from the item linked below

    https://ddowiki.com/page/Item:Grave_Wrappings

    The effect is called Soul Eating and Grave Wrappings seems to be the only item with it, making said effect legendary would look something like this!

    Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage.

  7. #267
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    Quote Originally Posted by Strimtom View Post
    All of the shields do 1/8th or less damage than the ravenloft shields. As a result, vanguard players can't use any of the shields in this expansion. Please update the shields to ravenloft damage numbers. Ravenloft shields aren't insane, they don't make vanguard OP. Please consider.
    +1 I would like a reason to take my Vanguard into Sharn.

  8. #268
    Community Member lyrecono's Avatar
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    Quote Originally Posted by Lynnabel View Post
    I mean, I could take the option away. I dunno. I figured it'd be better to include Sonic rather than... not have it? I guess?



    We're not going to do that, sorry. I know you guys want it, but the answer is no.

    What we can do is release sets in the future that fit the niches you guys are looking for. A set designed specifically for hybrid casting/attacking/healing like Bards, or for a more sustained and tanky casting like Warlocks. Those sets will not be as purely offensively focused like Esoteric, but they'll fit the areas you'd like to see. They are also a lot easier for us to control and balance instead of throwing more and more armor options into a sufficiently more open ecosystem than Ravenloft's.
    How about a set for a build/ playstyle that has been part of the game for over a decade?
    Or some much needed fixes we, your paying customers, have been asking for?

    Or at least a: we are aware this is an issue and will be working on it in the near future?

    Between this constant evading of the issue and the fallout during Flimsygate (see sig), the anger and unrest among a select few on the forum is growing.
    And why are you doing the melee items? Is there a dev with more melee experience that can give some feedback?
    If not, i'm happy to hook up on lamania and discord and have you run your items through a few quests and the raid to show you where the problem lies.

    I undestand that you don't want ravenloft items with slightly higher stats and i'm fine with that, sharn should get it's own unique gear scheme. However, the ravenloft gear was realy badly done, people up to this day are still running with slavelords gear to fill in essential gaps in the gear layout, years after it got introduced.
    Quote Originally Posted by FlimsyFirewood View Post
    I play a guy with a two-hander not just in this game, but in every game that has 'em.
    Quote Originally Posted by J-mann View Post
    Not to derail the thread, but then can you make 2hf NOT suck so much compared to 2wf or swf?
    Quote Originally Posted by FlimsyFirewood View Post
    8 pages in, that train has already sailed. The dead horse is canned into cat food by now.

  9. #269
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    Quote Originally Posted by Lynnabel View Post
    When you say "not working" what do you mean specifically?
    srry I'm at work and can't remember but one Celestial Emerald Ring
    Minimum Level: 15/29
    (STR, WIS, CON +8/21)
    Insightful Incite +10%/+28%
    Insightful Intimidate +8/+11
    Linguistics +10%

    Intim from linguistics seems to not work maybe just check them all 1 more time thx

  10. #270
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    Quote Originally Posted by Lynnabel View Post
    DDO would light itself on fire and jettison itself out to sea.

    I can make a Legendary Nightshade Venom for the 29 version. I think Con on hit is a little underrated, especially with a fast proc rate. YMMV.
    I like the idea of the game just being NOPE!! and viking-funeral-ing itself to get away

    The problem with Con on hit is that it reduces max HP, which doesnt do any good if their current HP is already less than what the max gets reduced to. You're taking away potential HP that the mob has already lost. There arent that many mobs that heal, where reducing the cap is useful. Also, for a L29-specific effect, Legendary mobs regenerate stat damage much faster, which also devalues the effect. All it really is is a Fort save debuff, otherwise.

    Now if you could make it so the engine maintains some of the HP lost when you reduce the max, then Con on Hit becomes WAY awesome. Either maintain the same absolute value of (max-current) HP as it was before the max was reduced, or maintain the same proportional (max/current) HP.

    Quote Originally Posted by Lynnabel View Post
    I don't want to take Repair-themed things off of Docents. I drastically prefer to offer healing amp alternatives so that people who use Docents can choose to use them.
    Why not both?

    I realize this is a problem beyond the scale of itemization for one patch....but it really is a problem with game design that toasters are forced to choose between Repair and Positive, when Positive is personally penalized to them, but the game encourages Positive for group play. The penalty for Positive healing is all the time, but you rarely get a benefit out of being able to receive Repair healing because no one runs with it, the game-theory heavily discourages it.

    I dont see why there couldnt simply be one universal Amplification stat that boosts all three healing channels. You'd still have to specialize in what type you could *cast*, but you're not being forced to choose what type you can *receive*, when you have no control over what other people are going to be using on you.

    Its not like there's any potential for synergistic abuse by having more than one healing amp type on the same item either, as far as I can see...toasters (and self-forged) are the only one that CAN receive more than one type anyway. If you cant make a new universal stat, at least put Healing and Repair on it together?

  11. #271
    Squirrel Enthusiast Lokeal_The_Flame's Avatar
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    Quote Originally Posted by droid327 View Post
    I like the idea of the game just being NOPE!! and viking-funeral-ing itself to get away

    The problem with Con on hit is that it reduces max HP, which doesnt do any good if their current HP is already less than what the max gets reduced to. You're taking away potential HP that the mob has already lost. There arent that many mobs that heal, where reducing the cap is useful. Also, for a L29-specific effect, Legendary mobs regenerate stat damage much faster, which also devalues the effect. All it really is is a Fort save debuff, otherwise.

    Now if you could make it so the engine maintains some of the HP lost when you reduce the max, then Con on Hit becomes WAY awesome. Either maintain the same absolute value of (max-current) HP as it was before the max was reduced, or maintain the same proportional (max/current) HP.



    Why not both?

    I realize this is a problem beyond the scale of itemization for one patch....but it really is a problem with game design that toasters are forced to choose between Repair and Positive, when Positive is personally penalized to them, but the game encourages Positive for group play. The penalty for Positive healing is all the time, but you rarely get a benefit out of being able to receive Repair healing because no one runs with it, the game-theory heavily discourages it.

    I dont see why there couldnt simply be one universal Amplification stat that boosts all three healing channels. You'd still have to specialize in what type you could *cast*, but you're not being forced to choose what type you can *receive*, when you have no control over what other people are going to be using on you.

    Its not like there's any potential for synergistic abuse by having more than one healing amp type on the same item either, as far as I can see...toasters (and self-forged) are the only one that CAN receive more than one type anyway. If you cant make a new universal stat, at least put Healing and Repair on it together?
    Personally I feel it should be craftable option.........

    Repair amp, helaing amp, negative healing amp, or perhaps a choice energy absorption as this update also has non-armor items with forms of healing amp on them........

  12. #272
    Community Member Arjen's Avatar
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    Quote Originally Posted by TheMaxpower View Post
    Very disappointing that there is no light armor option for DC casters such as warlocks. Also why do some sets have many options while others have very few options ??
    100% - Spellsingers are DC casters too!
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  13. #273
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    Quote Originally Posted by lyrecono View Post
    How about a set for a build/ playstyle that has been part of the game for over a decade?
    Or some much needed fixes we, your paying customers, have been asking for?

    Or at least a: we are aware this is an issue and will be working on it in the near future?

    Between this constant evading of the issue and the fallout during Flimsygate (see sig), the anger and unrest among a select few on the forum is growing.
    And why are you doing the melee items? Is there a dev with more melee experience that can give some feedback?
    If not, i'm happy to hook up on lamania and discord and have you run your items through a few quests and the raid to show you where the problem lies.

    I undestand that you don't want ravenloft items with slightly higher stats and i'm fine with that, sharn should get it's own unique gear scheme. However, the ravenloft gear was realy badly done, people up to this day are still running with slavelords gear to fill in essential gaps in the gear layout, years after it got introduced.
    Yeah, i'm starting to think this is a lost cause, this close to releasing and so manny issues and people getting ignored, this is never gone hapen is it?

    Not gone buy any packs till it's fixed i guess.

    Ignoring their problems untill they go away?

  14. #274
    2015 Players Council Claver's Avatar
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    Quote Originally Posted by Lokeal_The_Flame View Post
    Legendary Soul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 2d6 negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 1000 temporary hit points that last for one minute or until depleted by incoming damage.
    I had been thinking of proposing something similar to go along with Limbchopper on Starcaver that used the technology for Manslayer to grant temporary hit points.

    Cannibalism: Whenever Limb Chopper triggers on a humanoid opponent, gain 400 temporary hit points that last for one minute or until depleted by incoming damage.


    Greataxe: Starcarver - Limb Chopper, Untyped Damage , Cannibalism - upgrade to add Fetters of Unreality

    This may be a bit too dark for Sharn or even DDO but I'm proposing it anyway

  15. #275
    Systems Designer
    Lynnabel's Avatar
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    Quote Originally Posted by Claver View Post
    This may be a bit too dark for Sharn or even DDO but I'm proposing it anyway
    This and the others posted are rad suggestions. This one specifically is a soft no, as I really want the Forgewraith themed stuff to be curse-focused to be raid-related.
    100% radical, enthusiasm enthusiast.

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  16. #276
    Community Member Gemini-Dragon357's Avatar
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    Any chance we'll get a Scepter version of the generic Syranian Forged Weaponry? Right now the generic scepter is a melee weapon... no one uses Scepters for melee.

    Syrania's Blessing (Insightful Electric spell power + Insightful Alignment spell power), Potency, Light Absorption, Electric Absorption

    Just throwing out an idea.

  17. #277
    Founder Dorian's Avatar
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    Default It's time to farm Killing Time now

    Clouded Dreams (The ring from Killing Time) just became the most valuable raid item for any DPS caster. It has +10 Exceptional Spell Lore and +20 Exceptional Potency... these stack with the Artifact spell bonuses from the new sets. It's easy to run around with over 100% spell crit chance. There is a new necklace that also has some Exceptional lore and potency (I think it was 2% and 10%)... but it doesn't come close to Clouded Dreams.

    I'm not the type of person to ask for nerfs... but it was pretty OP running around my Sorc with all the new gear/spellpower and 100% chance of spell crits. It pretty much makes the ring a "must have" for DPS casters.

    I hope you don't change anything... but if you do, please say something before I waste all that time farming for Clouded Dreams.
    Dorian

  18. #278
    Hero
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    Reassuring to hear that Legendary Nightshade Venom will be added. Thank you Lynn.
    Quote Originally Posted by Aelonwy View Post
    Light Crossbow - Nightshade Shooter - Poison dmg, Nightshade poison, armor piercing, Con Damage on-hit

    How much Con are we talking here? In epics don't mobs just regenerate stats back pretty fast? And armor piercing is something you generally want on your gear not your weapon.
    It's -5 CON per hit on the Legendary light crossbow. The Legendary version also doesn't have armor piercing on Lam, nor is it needed because the Family Recruit Sigil already has 33% armor pen on it. Would be more interesting to see the light xbow have Crippling or Tendon Slice on it, which fits thematically.
    Khyber: Ying-1, Kobeyashi, Nichevo-1 | 75 million Reaper XP

  19. #279
    Community Member Thar's Avatar
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    Quote Originally Posted by Cocomajobo View Post
    Set 7 (Spell DPS) - Esoteric Influence:
    Set Bonus: +2/4 Artifact to Spell Focus Mastery, +20/50 Universal Spell Power, +2/3 to INT/WIS/CHA, +10/20 MRR Cap

    Order's Garb Outfit
    Minimum Level: 15/29
    • Fortification +94%/+214%
    • Physical Sheltering +19/+54
    • Exceptional Spell Power +10/+30
    • Exceptional Spell Lore +3%/+10%
    Enigma Core Docent
    Minimum Level: 15/29
    • Fortification +94%/+214%
    • Physical Sheltering +19/+54
    • Exceptional Spell Power +10/+20
    • Exceptional Spell Lore +3%/+10%
    Aetherband Bracers
    Minimum Level: 15/29
    • Insightful Spell Penetration +2/+5
    • Spell Cost Reduction +5%/+10%
    • Reduced Spell Threat +25%/+62%
    • Shield Bonus to Armor Class +8/+21
    Dusk Lenses Goggles
    Minimum Level: 15/29
    • Potency +60/+154
    • Insightful Potency +30/+77
    • Enhanced Metamagic - Empower
    • Enhanced Metamagic - Maximize
    Attunement's Gaze Raid Goggles
    Minimum Level: 29
    • Spell Focus Mastery +7
    • Insightful Spell Focus Mastery +4
    • Enhanced Metamagic - Embolden
    • Enhanced Metamagic - Heighten
    I question the itemization and lack of insightful CHA to combo with this set.

    for a sorc.

    - goggles for cha/ins cha - breaks this set
    - belt for quality cha - worse choice than RL belt for a sorc and the spell mastery is a dup if you have raid goggles.
    - no other choice for ins CHA outside of a light/necro orb??? which then doesn't allow you to use the only caster weapons in this pack - staffs...

    seems to be a lack of insightful CHA options that are pushing us back to RL gear or earlier...
    Member of "Guild of the Black Dragons" & "Swords of the Light" on Sarlona. Proud "Last" member of Caffeine - we aint stragicially savy.
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  20. #280
    Community Member Gemini-Dragon357's Avatar
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    Quote Originally Posted by Dorian View Post
    Clouded Dreams (The ring from Killing Time) just became the most valuable raid item for any DPS caster. It has +10 Exceptional Spell Lore and +20 Exceptional Potency... these stack with the Artifact spell bonuses from the new sets. It's easy to run around with over 100% spell crit chance. There is a new necklace that also has some Exceptional lore and potency (I think it was 2% and 10%)... but it doesn't come close to Clouded Dreams.

    I'm not the type of person to ask for nerfs... but it was pretty OP running around my Sorc with all the new gear/spellpower and 100% chance of spell crits. It pretty much makes the ring a "must have" for DPS casters.

    I hope you don't change anything... but if you do, please say something before I waste all that time farming for Clouded Dreams.
    The new Armor and Docent in Sharn, on Lamannia has +15 Exceptional Spell Lore and +30 Exceptional Potency. The notes on page one have it listed as 10/20 which is the same as the Ravenloft Armors and KT Ring. Not sure if the 15/30 on Lamannia is what they're going with though.

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