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  1. #61
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    best guesses after spending some time on lama

    Quote Originally Posted by SpartanKiller13 View Post
    "Champion Rare" does that mean these will only drop in Champion chests?
    No, Champion is the name of the prefix, just like these.

    Can you get a Champion Rare double-augment item, or are those exclusive?
    probably yes, but double augment items are probably more interesting as crafting blanks

    How does a Silver crossbow make the bolts into silver? Especially if you're using adamantine bolts? At least for the Electric II enchantment I can imagine it electrifying the bolt as it's fired...?
    Magic

  2. #62
    Community Member Loromir's Avatar
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    Quote Originally Posted by cave_diver View Post
    Does anyone really care about random gear except for hardcore? Why put in the effort seriously?
    I care.

    Didn't play hardcore this round either.
    Leader of Legion of Eberron on Cannith.

    Characters: Loromir & Baldomir....among others.

  3. #63
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    Quote Originally Posted by Noircere View Post
    I'm reasonably sure that Treasure Hunter does currently effect mythic/reaper bonus rates on live. I collected a decent data set on one of the bonus weekends, and was getting 3x as many high-mythic bonuses as usual. This would make sense if the base high-mythic chance is 5%, which it is approximately, and Treasure Hunter +10 adds to that linearly.
    I am not so sure about the potion. But the bonus weekend definitely helps.

  4. #64
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    Quote Originally Posted by Paladin_of_Power View Post
    Can there be a user option to automatically convert random loot into platinum On chest roll unless it has two augment slots?
    This would be a fun parallel-progression system. RuneScape has been doing something similar, and it's turned out well for them. In the RS implementation, there is a vendor which sells access to different loot-modifying options in exchange for one of the game currencies. They offer options that can be turned on and off, such as "certain types of consumables are consumed immediately", "certain types of item are destroyed / not shown", "certain types of item are made more visible", etc.

    A similar system in DDO might be selling similar options for large amounts of Mysterious Remnants. They would be permanent toggle feats, persisting through reincarnation. For example:

    • Destroy low-quality (randomly-generated, no rare affix, no sockets, and no special material) Heavy Armors in chests.
    • Upgrade, requires the above unlocked: Low-quality Heavy Armors in chests are replaced with small amounts of platinum and rarely some Cannith essences.
    • Similar lines for Medium Armor, Light Armor, Cloth "Armor", Clothing accessories, Jewelry accessories, Shields/Orbs, Simple Weapons, Martial Weapons, and Exotic Weapons
    • Destroy consumable ammunition in chests.
    • Upgrade: consumable ammunition in chests converts to a small amount of platinum.
    • Similar options for potions/scrolls/toolkits, gems/dragonshards fragments.


    Splitting them into many categories like this is intended to both be a gradual quality-of-life progression system spanning many lives, and also a currency sink. To avoid needing to manually toggle all of them on every reincarnation, the toggle could be inverted: they do their effect unless toggled on.

  5. #65
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    Quote Originally Posted by Paladin_of_Power View Post
    Can there be a user option to automatically convert random loot into platinum On chest roll unless it has two augment slots?
    This, or even better: convert to essences!

    Quote Originally Posted by Lynnabel View Post
    We also really care about new and returning players, who may not have the named loot that established players rely on for their established characters. Having cool random loot doesn't hurt anyone and helps quite a bit.
    This is cool! Past lvl 10 though named items are always more useful, because of the useless combos. Unless you find the 1 in 1000 (10000?) item with a perfect combination.

    Btw what is the lore reason for useless combinations? AFAIK items in D&D are created by powerful wizards (craft items feat line) or Cannith Crafters (in Eberron only?). Then adventurers wear those and if they die in a quest, monsters loot them and put the treasure in chests

    It seems unreasonable for a crafter or wizard to waste precious resources to make bad items. Or do the crafters intentionally make bad items and rip unfortunate adventurers off, by selling them poor items for a high price. Said adventurers then fail the quest because their gear was too bad ... ;-)

    Quote Originally Posted by gravisrs View Post
    Can we have material type word coloured in the item's title?

    Like "+1 Adamantine sickle" everywhere it's displayed (chest, reward, AH, pasted in chat etc) ?
    And if possible augment slots that it has ? eg "+1 Adamantine sickle (R)" if it's red slot


    That QoL feature would save us lot of time, my guild and party always get angry at me cuz I'm reading every quest reward options and spending hours selling picked loot to vendors/pawns
    Yes please include special item material and augments in item name or an visual cue in the icon.

  6. #66
    Community Member legendkilleroll's Avatar
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    Are any of the weapons useful?

    Honestly i dont see why random ones cant atleast be competitive, dont have to be as strong as raid ones but opening a high level chest and rolling really well should produce something thats worth using.plus its boring to me when everyone just has same weapon.

    Always going to have problem of not being able to be made sentient, if was up to me id have some type of crafting where you could allow it but guess that cant/wont happen

  7. #67
    Community Member kanordog's Avatar
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    Quote Originally Posted by QueenOfTheHook View Post
    Although the update is kind of nice for new players, anyone that has been around for awhile will continue to consider random loot to be nothing more than a source of plat. Maybe a few of the rarer effects on weapons sub level 20 will peak some interest. Is there a way to get all the effects of an item in the name? Some items have that special hidden third effect which makes it really hard to sell on the AH. I have a few items that are actually decent for random loot with things like +14con/something/+6 ins con, but it often gets overlooked for a +15 item that is actually worse. I am seeing the same thing in the new tables on Lam.

    I like augments on cannith crafting blanks so double augmented loot will be even better. Otherwise I agree with you and unnfortunately jewels of fortune will not raise level = less plat from loot
    You nerfed my monks, throwers, dailies and alchemists.
    I hardly play anymore, found a better hobby.
    Thank You!

  8. #68
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    Few more rare prefixes for non-Lamannians.
    For Lynnabel: Vitality prefix on armor is not included in item name


    Also keeping a list of rare prefixes here in case anyone wants to share: https://ddowiki.com/page/Update_46_r...t#Rare_affixes

  9. #69
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    Lucky prefix and of Good Luck suffix do not seem to be scaling with level. still at +1 around level 20. wai?
    Swift 0 is not the best prefix either.
    EDIT: Honed on ML19 item comes with Speed 0 as well.
    Last edited by cru121; 05-20-2020 at 10:07 AM.

  10. #70
    Chaotic Evil Mindos's Avatar
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    Default Why not reuse some older names and combos of random loot?

    https://ddowiki.com/page/Update_15_n...m_Enchantments
    https://ddowiki.com/page/Update_14_n...m_enchantments
    https://ddowiki.com/page/Composed_weapon_affixes

    Some of these had the coolest sounding names! Of a thousand suns, etc. Why are we back to boring bland mass produced random loot with depressingly predictable power levels per equipable level. Yes thats a period not a question mark. It's that meh. Yes meh. What part of random do we not understand? Oh, just random mish mash of effects on our RIGID FRAMEWORK. It's nothing but Damage type one, two, three, etc. Or Effect level 4, level 5, but with a sticky note slapped on top saying a more enticing word. And that's just it, the only thing random is the fancy name. Sure, you've got a long list of possibles to place, but behind the scenes it's all the same robotic lock step easily/quickly/intuitively understood generic government issue junk.

    Randomness is only in the list applied to the fixed template and progression. Why can't we live a little? Why can't there be ultra super one in a trillion rare actually cool uncraftable unattainable in game things? I know we don't want to overshadow raid loot, named loot, custimizable crafted loot, etc. But there's gotta be something better then nameless faceless variation 9000 generic random loot.

    Part two
    https://ddowiki.com/page/Wondrous_Craftsmanship

    What IS the deal here? Since we're talking about loot. As a player, with all the changes, I don't even know WHAT to expect from Wondrous. Doesn't drop, it's worthless,it's min level is locked, it's durability is jacked, or is it? The only reason I bring this up is because it was SOMETHING COOL AND DIFFERENT. Which makes it stand out! Which made players RUN THE CONTENT. Something interesting, something that made you WONDER (see what I did there? )

    What are our design goals here? What are our limitations? Oh, this weapon/item is just like all the others, but it's a RED EFFECT! Or this one does RANDOM ELEMENT 1D6! Said no one ever.

  11. #71
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    Quote Originally Posted by Cocomajobo View Post
    Casting Quarterstaffs
    Caster Quarterstaves have their own set of Random Loot adjustments and special enchantments, aiming to make using a Quarterstaff as a spellcaster more of an attractive option. The maximum number of enchantments on a Caster Quarterstaff is now 6 (up from 3). For example, the below is now a possible rare random loot Quarterstaff drop:

    Thaumatergic Quarterstaff of Magical Mastery
    • Potency (This is from the Thaumatergic Rare Prefix enchantment)
    • Combustion (This is also from the Thaumatergic Rare Prefix enchantment)
    • Radiance (This is ALSO from the Thaumatergic Rare Prefix enchantment)
    • Fire Lore (This is from the of Magical Mastery Rare Suffix enchantment)
    • Transmutation Focus (This is also from the of Magical Mastery Rare Suffix enchantment)
    • Spell Penetration (This is a common Extra enchantment)
    I wonder if this will actually accomplish the stated goal of giving casters an option better than dual scepters...

    Two weapons is always going to be more advantageous because you can mix-and-match rather than having to roll everything on one. And for dual scepters, you can get 6 affixes that are useful - it looks like this is really only 4 affixes, because 3 are just spellpower, and most casters are only going to have 2 spellpowers they're commonly using.

    I still cant imagine using a Qstaff over, say, two Scepters that roll with Power + Magical Mastery, giving it Power, Lore, and a School bonus.

    Qstaff needs something unique to put it over Scepters - maybe add a Qstaff only affix that adds an Enhancement bonus to spellpower, like the Ravenloft belts. I know that bonus is supposed to be deprecated...but until you're ready to retype the RL belts, it exists, and its a major limitation to caster gearing, and a major disadvantage to types without an Enhancement option. Putting it on random staves seems to be a good solution that'd make it available, though not optimal for endgame.

  12. #72
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    Here's the newest batch of items.
    - What's the "Attuned Smiting" about?
    - It looks like some items with rare affix sometimes appear without the extra enchantment (Defensive, Plagued below)
    - Reinforced.... don't we also have a "Reinforced" prefix in current loot? not sure

  13. #73
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    Quote Originally Posted by cru121 View Post
    Here's the newest batch of items.
    - What's the "Attuned Smiting" about?
    - It looks like some items with rare affix sometimes appear without the extra enchantment (Defensive, Plagued below)
    - Reinforced.... don't we also have a "Reinforced" prefix in current loot? not sure
    [/url]
    Also looks like keen isn't scaling given that its a level 20 item thought it should have been keen II, having said that it doesnt scale on random currently but I assumed that was a bug, same as for the enchantments that give temp hit/spell points.

  14. #74
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    Quote Originally Posted by Mindos View Post
    Some of these had the coolest sounding names! Of a thousand suns, etc.
    Thousand Suns is one of the 90 returning enchantments :P
    100% radical, enthusiasm enthusiast.

    "Have you tried preproccing feat directory?"

  15. #75
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    Quote Originally Posted by droid327 View Post
    Qstaff needs something unique to put it over Scepters - maybe add a Qstaff only affix that adds an Enhancement bonus to spellpower, like the Ravenloft belts. I know that bonus is supposed to be deprecated...but until you're ready to retype the RL belts, it exists, and its a major limitation to caster gearing, and a major disadvantage to types without an Enhancement option. Putting it on random staves seems to be a good solution that'd make it available, though not optimal for endgame.
    Could give quarterstaff a fixed bonus that is always present - so instead of just item level as the spellcasting implement bonus a quarterstaff gets double/triple that, so you can choose between flexibility with sceptre/orb and two sceptres, or higher power level with quarterstaff.

  16. #76
    Community Member K_9's Avatar
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    Quote Originally Posted by Lynnabel View Post
    Thousand Suns is one of the 90 returning enchantments :P
    Thank you! This is awesome - wish I could award you virtual or real pizza

  17. #77
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    Default Tactful prefix giving Disable Device bonus still

    Lynnabel, not sure if this was on your radar before.

    Google Drive sharing doesn't seem to be happy with the forum. :/



    Tactful Gloves of Spell Lore 8
    ML: 21
    Disable Device: +16
    Spell Lore: +8
    Durability: 220/220
    Base Value 8400p 1g

  18. #78
    Founder Kraki's Avatar
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    Default A few more items/prefixes

    Mithril Tower

    Thaumaturgy Orb - not great stats for the level but interesting.



  19. #79
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    Quote Originally Posted by Kraki View Post
    Mithril Tower

    Thaumaturgy Orb - not great stats for the level but interesting.
    [/url]
    The level 4 bastard sword looks like its a little confused - on live weapons are generally either melee focused or caster focused in terms of the enchantments, this one has a mixture. I'd prefer them to be the same as they are on live - makes it more likely you'll get a reasonably useful combination.

  20. #80
    Community Member SerPounce's Avatar
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    Quote Originally Posted by Mindos View Post

    Alternate material types: Wow. VERY NICE. But will Mithral work correctly in the games currect PRR/MRR cap system with all of the drawbacks you must be aware of?
    If mithral breastplate gives the unlimited MRR cap of medium armor and allows evasion like light armor it will render every other light armor in the game trash.

    Mithral should give the AC benefits of the heavier armor with a better max dex bonus, but work like the lighter armor for PRR/MRR. Acting like the heavier armor for PRR/MRR would be broken OP.
    Sabbathiel/Sabathal/Sabath-1

    Sarlona

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