Please stop using materials as if they are magical properties.
Please stop using materials as if they are magical properties.
Most items (by SSG policy) can only have up to four magical properties like Ghostbane, Holy, Radiance, Caustic, Screaming, Vorpal, etc. Those are clearly magical effects.
The way SSG does things now, properties like the material of which the item is made (Adamantine, Silver, Mithral, Cold Iron) is also considered a "magical property" such that if a Quarterstaff is made of Adamantine, it can only have three other actual magical properties instead of four like most items can have.
Metalline is certainly magical and should count against the number of magical properties an item should have but an Adamantine quarterstaff, for example, should get its full compliment of four additional magical effects.
This is super cool and my Henshin Mystic loves you for it.
I'm very interested in the something special; that affects whether I'd chase this, or continue chasing the Staff of Shadows. I do personally like the vulnerability on the weapon itself because then I don't have to spam strikes and I can get vuln up higher faster, and I don't use those strikes on...everything.
Is that base damage where it's at b/c of class, or is that the base [W] for the staff?
Maybe there's secret electric damage, or I get to spin around in circles and wipe a party...wouldn't mind something that really benefits a melee stick user. As a monk, I'd love way more MRR above the cap of 50 without needing to grab Nystul.
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Last edited by TheWalruss; 07-02-2020 at 04:13 AM.
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Because it has the crit profile of a simple weapon that weapon is pretty much worthless - especially when you consider that one of the magical effects is a material type. The staff of shadows has a 3x multiplier at least.
Feedback:
Change the material type and replace it with Metalline. Consider giving it an autogrant of "Swords to Plowshares". Then people "might" consider using it for certain builds. Even then, the damage is just going to far too low to make it competitive at endgame.
Last edited by TheWalruss; 07-02-2020 at 09:49 PM.
Walruss, Cannith ~ Birth of a guild ~ Nocturnal today ~ Guild mascot ~ My wishlist ~ lft
Builds ~ EE Warlock ~ EE AA ~ EE Warchanter ~ Reaper Kensei ~ R1 Solo Alch
FFS loading screens! ~ Fox Mulder explains TRing ~ The walri are coming...
No. That would be true if a staff had the profile/range of a martial weapon but they do not. If anything the Epic Staff of Shadows should have a +2 movement of the profile/threat range. Even then it would still be no better than equivalent endgame weapons due to its small base die.
As it stands pretty much no endgame dps uses Qstaff because of this. They are 20-30% behind most weapons. The only reason they used to be semi okay was because of all the MP loaded in the Henshin tree. Now they need something to make people want to use them. Otherwise it isn't about one staff to rule them all, it's about no staff used ever!
Last edited by korgzz_bloodaxe; 07-03-2020 at 03:28 AM.
I love it!
It looks cool and it's always my favorite when I get to rock the bosses' weapons (e.g. Petitioner staff, the Eclipse itself)
But as per its name, it is a spear, and this has the opportunity to have a much larger crit range (16/17-20 with Keen) as per the PnP lore. I can't recall but weren't spears 16-20?
This would make it super cool on a HS with all the option to bring up the multiplier.
Thanks for revisiting the loot!
-Fizhban - Allistraee - Llunarii - Gorbasch -
Welcome back from vacation Lynnabel. Your spear looks awesome.
I made a post about item uniqueness just before you posted your new spear. And that spear reflects exactly what i meant about being non-unique. I mean it's another of the many fetter of reality effect, another keen effect, the mourn debuff is interesting and the fact that it is piercing damage, but other than that, it can replace any already existing weapon since some others possesses these effects (yeah except the mourn thing).
As many suggested i would add something that makes this spear staff unique, like in the hand of a warforge, you get +2 to all stats, or it has 5% chance to create a blade barrier on hit, or you can throw rain of blades in X radius once per Y.
Just to add some flavor, but also in order to make people want to do this raid over and over, or that everyone now wanna be a warforge in order to use that weapon.
That's it. Keep on the good work. And gogo team! Let's use our full imagination and creaticity to it's maximum capabilites. \(^+^)/
^^^ This.
It won't encourage people to change to warforged when they were not already, it will mean there's an item only usable by a very small group of people that could have been used by a larger group but was artifically limited. That'd be ok, maybe, except it wastes dev (and art etc) time, and it is a wasted spot on the loot table, taking up a drop % chance that could have been given to a more genercially usable item.
If I were waiting for "my drop" and the warforged-only item kept dropping, and just getting fed to sentients, that would be annoying.
The next named Bastard Sword Added to the game should be either an Ice based weapon, or a Blueshine weapon!
Problem with most of these Alchemical / Elemental weapons is that at end game way too many monsters are immune to elemental damage and in particular fire damage is almost unusable for much of the end game. How about creating some mechanism to cause these weapons to partially or fully neutralize that immunity for some period of time? Perhaps something that only procs as a special effect on vorpals or on the weapons special attack. These weapons are supposed to be near artifact in nature (especially the ones from the raids). And being as they come from dungeons with mionsters immune to fire, they would either be weapons they are hiding from the universe (but can not be easily destroyed) or ones they would have crafted to use in their environment. Thus they would not make weapons that ere almost useless in their home plane.
Crown of Bone Head Slot
Minor Artifact
Minimum Level: 29
Max Filigree Slots: 3
Eidolon Summons On Being Damaged: Animates a portion of the wearer's shadow to support them in battle. The shadow remains animate for 30 seconds and can be created once every 120 seconds.
Augment Summoning
Will +18
Heightened Awareness +10
Blue Augment Slot
Green Augment Slot
Yellow Augment Slot
If you don’t want to revamp the summons, I’m upset but I try to get out.
But what does it cost to pay any attention to builds not overpower? This item has NOTHING of legend and is in very bad taste. Create items that add effects to summons / pets / hirelings like The Oncoming Storm but with a REAL chance of activation, a 1% chance on creatures that attack very slowly is an offense.
I'm not asking for summons to be powerful, I'm asking them to do something, because they currently don't do anything.
I don't want to be the God to be overthrown. I want to have fun with something functional even if I am weak in the face.
I don't speak english, so sorry for the mistakes.
Create items with variety, not just inflated attributes!!
Sorry, but there needs to be a crafting program for this to work, but more of a trade in program than a crafting system!
Here's how I imagine it!
Items found in raid: Elemental Ingot Of Earth, Elemental Ingot Of Water, Elemental Ingot Of Fire, Elemental Ingot Of Lightening, Mournlands Tainted Alloy Ingot, Blessed Silver Ingot, Crystalline Matrix Solution, Cannith Arcane Ingot.
3 ingots=Enough to shape into weapon type of choice, take it to a smith and trade those ingots in for a pre-designed weapon of choice all of which are sentient compatible.
Weapon attribute types: Elemental fire melee, Elemental fire caster, Elemental Earth Melee, Elemental Earth Caster, Elemental Electric melee, Elemental Electric caster, Elemental Water Melee, Elemental Water Caster, Holy weapon, Unholy Weapon, and Crystal Weapon.
Weapon Types: All types covered.
Alternative Solution: Use a system inspired by the Cormyrian Weapon System, let people choose the weapon type but not the Attributes and if they do not like the attributes they end up with, allow them to trade the weapon in for more materials to help cover another roll.
In this version of the solution there would be just four Crafting components: Crystallized Chaos Shard, Elemental Ingot, Mineral Solution, and Cannith Flux Solution
The chaos shard represents a die rolling for alignment based weapons, true neutral is bound to get you an elemental weapon while lawful good is bound to get you a holy weapon, from here the elemental ingot based die is rolled to determine the next attribute, the mineral solution represents a die that rolls for weapon material type, while the flux solution creates a chance to end up with a unique weapon of the weapon type that you chose bypassing what the previous rolls would have determined.
Last edited by Lokeal_The_Flame; 07-06-2020 at 01:56 PM.