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  1. #1
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    Default Questions about gear Tetris

    This is what I'm playing with in case it helps answer questions: https://forums.ddo.com/forums/showth...ood-solo-build. Basically, 18 Rogue/2 Arti with an emphasis on Inquisitive and Harper Agent.

    I am having fun going through lives to build up my character, but am now trying to figure out some things regarding gear. So far I have been using my cloak for feather fall, my belt for death block, my boots for increased speed/attack speed, my rune arm for moderate fortification, my necklace for blindness immunity, and I'm using Barovian's Heavy Crossbow, which I augmented for 3d6 frost damage so that it's doing extra damage from silver, holy, fire, undead bane and frost. I also have the Quiver of Alacrity, but I haven't gotten around to upgrading it.

    Do those slots make sense for what is in them or is there a better place for them for something that I'm missing?

    Are there effects that are really important that I'm missing?

    Are there effects that are totally useless?

    I know that most effects don't stack, so having two or more items with the same effect doesn't really help. For example, I know that having two items with a vitality plus up only gives a bonus for the highest value, but that's easy to see. A lot of the effects aren't as readily observable. Does anything stack?

    I probably have more questions, but those are the ones that I've been wondering about most.
    Last edited by Just_a_Dude; 01-28-2023 at 01:21 AM.

  2. #2
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Just_a_Dude View Post
    Does anything stack?
    Yes, thanks for asking.

    Oh... you wanted to know what stacks? Hrmmm, very well...

    To stack, the bonuses have to be different types of bonuses. "Competence" is a common type, but there are also Insightful, Profane, Festival, Alchemical, Quality... the list goes on. All Guild buffs, from a ship, are "Guild" bonus, so they stack. Most any "un-typed" bonus will stack with everything else, including other un-typed.

    Here's a list: https://ddowiki.com/page/Category:Bonus_types

  3. #3
    Founder Matuse's Avatar
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    Gear tetris is a very complicated subject. You have to look at the level range you want, look at the various options available, and plug them in to get the most useful bonuses possible. Start with some core of attributes, the "can't live without" effects, and build out from there. Remember that blue and yellow augments can fill a lot of holes. Things like Feather Fall can be easily augmented, and you shouldn't really worry about dedicating an entire item slot to them.
    Kobold sentient jewel still hate you.

  4. #4
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    Quote Originally Posted by C-Dog View Post
    Yes, thanks for asking.

    Oh... you wanted to know what stacks? Hrmmm, very well...

    To stack, the bonuses have to be different types of bonuses. "Competence" is a common type, but there are also Insightful, Profane, Festival, Alchemical, Quality... the list goes on. All Guild buffs, from a ship, are "Guild" bonus, so they stack. Most any "un-typed" bonus will stack with everything else, including other un-typed.

    Here's a list: https://ddowiki.com/page/Category:Bonus_types
    I really meant just the gear. If I have +2 deadly on one item and +3 deadly on another, does that stack? That's just an example. The answer may be that all gear based effects don't stack, but it's only easily noticeable on things that give an immediate result. In my example of vitality, I could see right away that my HPs only went up by the highest number.

  5. #5
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    Quote Originally Posted by Matuse View Post
    Gear tetris is a very complicated subject. You have to look at the level range you want, look at the various options available, and plug them in to get the most useful bonuses possible. Start with some core of attributes, the "can't live without" effects, and build out from there. Remember that blue and yellow augments can fill a lot of holes. Things like Feather Fall can be easily augmented, and you shouldn't really worry about dedicating an entire item slot to them.
    Part of what I'm trying to figure out are what are the can't live without effects. So far, I've found deathblock, blindness immunity, and feather fall to be must haves. Just not sure what the others might be and if there are any that are not worth having at all.

  6. #6
    Community Member archest's Avatar
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    Same type enhancement doesn't stack.
    aka deadly +2 and deadly +3 = deadly +3
    deadly +2 and insightful deadly + 3 = deadly +5
    since one is an equipment bonus and the other is Insightly they stack.
    see the list of different type of items enhancement bonus that c-dog posted above that stack.
    as long as there are only one of each type they stack.


    some off the top of my head

    double shot
    accuracy
    damage

    Ability scores:
    Myself I try and use augmented items to level abilities with augments without having to recraft or find new gear as I level up keeping my ability's level to the augment levels
    1,4,8 from rems in the hall of heros 12,16 and 20 from giant hold relics traders
    Resistance for saves
    Defense for PRR and MRR
    Protection for AC
    underwater action

    Feats:
    Bow Strength
    Point Blank Shot
    Weapon Focus: Ranged Weapons
    Improved Critical Focus Ranged
    Power Critical

  7. #7
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    Quote Originally Posted by Matuse View Post
    Things like Feather Fall can be easily augmented, and you shouldn't really worry about dedicating an entire item slot to them.
    Thank you. That's good to know. I've fiddled around with adornments a little so I'll start looking more into that.

    Quote Originally Posted by archest View Post
    Same type enhancement doesn't stack.
    aka deadly +2 and deadly +3 = deadly +3
    deadly +2 and insightful deadly + 3 = deadly +5
    since one is an equipment bonus and the other is Insightly they stack.
    see the list of different type of items enhancement bonus that c-dog posted above that stack.
    as long as there are only one of each type they stack.


    some off the top of my head

    double shot
    accuracy
    damage

    Ability scores:
    Myself I try and use augmented items to level abilities with augments without having to recraft or find new gear as I level up keeping my ability's level to the augment levels
    1,4,8 from rems in the hall of heros 12,16 and 20 from giant hold relics traders
    Resistance for saves
    Defense for PRR and MRR
    Protection for AC
    underwater action

    Feats:
    Bow Strength
    Point Blank Shot
    Weapon Focus: Ranged Weapons
    Improved Critical Focus Ranged
    Power Critical
    Thank you. That is very helpful. I figured they didn't stack, but couldn't see that as easily as I did with vitality. It's definitely about to free up some bank space!

  8. #8
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  9. #9
    Community Member Stoner81's Avatar
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    Quote Originally Posted by Just_a_Dude View Post
    This is what I'm playing with in case it helps answer questions: https://forums.ddo.com/forums/showth...ood-solo-build. Basically, 18 Rogue/2 Arti with an emphasis on Inquisitive and Harper Agent.

    I am having fun going through lives to build up my character, but am now trying to figure out some things regarding gear. So far I have been using my cloak for feather fall, my belt for death block, my boots for increased speed/attack speed, my rune arm for moderate fortification, my necklace for blindness immunity, and I'm using Barovian's Heavy Crossbow, which I augmented for 3d6 frost damage so that it's doing extra damage from silver, holy, fire, undead bane and frost. I also have the Quiver of Alacrity, but I haven't gotten around to upgrading it.

    Do those slots make sense for what is in them or is there a better place for them for something that I'm missing?

    Are there effects that are really important that I'm missing?

    Are there effects that are totally useless?

    I know that most effects don't stack, so having two or more items with the same effect doesn't really help. For example, I know that having two items with a vitality plus up only gives a bonus for the highest value, but that's easy to see. A lot of the effects aren't as readily observable. Does anything stack?

    I probably have more questions, but those are the ones that I've been wondering about most.
    What level are and what server do you play on?

    Stoner81.

  10. #10
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    Quote Originally Posted by Stoner81 View Post
    What level are and what server do you play on?

    Stoner81.
    I play on Argonnessen. My level is a bit fluid as I try to get to racial completionist (12 lives to go). Right now I'm level 8, but feel like I'm getting pretty close to getting off the reincarnation wheel and start really exploring the game.

  11. #11
    Founder Matuse's Avatar
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    Things to prioritize:

    Fortification.
    Saves.
    Your main attribute.
    Constitution.
    Hitpoints.
    Spellpoints (if a caster).
    Blurry/Smoke Screen (two different names for the same effect).
    Ghostly.

    Everything after that is gravy, really. Yes, things like Deathblock, Blindness Immunity, Feather Fall are nice and useful, but not absolutely required under most circumstances. Death ward is fairly easy to get on a clicky, and is better in than deathblock against basically everything but beholders.
    Kobold sentient jewel still hate you.

  12. #12
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Just_a_Dude View Post
    I really meant just the gear. If I have +2 deadly on one item and +3 deadly on another, does that stack?
    Most of what I mentioned is just gear (Guild aside).

    "Deadly" does not stack with "Deadly" - those are the same. However, "Insightful Deadly" would stack, cuz that's a different type. (No other gear-deadly type effects jump to mind, but there might be some?)

    Quote Originally Posted by Just_a_Dude View Post
    Part of what I'm trying to figure out are what are the can't live without effects. So far, I've found deathblock, blindness immunity, and feather fall to be must haves. Just not sure what the others might be and if there are any that are not worth having at all.
    Let's see... some depend on what type of build you are, but off the top of my head...

    • Fortification (avoid Crits, which can be HUGE damage hits)
    • PRR & MRR (reduces all damage by a significant %)
    • Main combat stat (Strength, Dex, whatever)
    • Saving Throws (aka "Resistance")
    • (+2ndary combat stat for special attacks or defenses, like a Ranger's Paralysis (Wis) or Paladin's LoH (Cha) etc.)
    • Constitution (Hit Points, and Fort ST)
    • Featherfall (better as a permanent item vs. a swap item)
    • Run speed of some sort (aim for +25-30%) (can be a clicky, if you have enough uses!)(~4-6?)
    • Deathblock item
    • Death Ward spell (can be clicky(s))
    • +Damage (for Ranged/Melee)
    • + (X) for special attacks (varies by build) - Seeker, Assassinate, Trip, Stunning Blow, etc etc etc
    • + trapping for trappers (includes +Int item!)(most of this can be swap-gear (if you can fit it in), but is far more convenient if not; however, a permanent +Spot item is mandatory for trappers when the Player does not know where the traps are!)
    • Water Breathing swap-item (permanent swap item, a few swims are too long for a spell from a wand/potion/clicky!)


    (semi?) optional/variable:
    • some additional HP item(s) - False Life, Vitality, etc etc
    • Some sort of self-healing item: a wand, potions, etc etc
    • +Spell Points (for casters/blasters who burn through them, or non-casters who need them for other frequent boosts (Know the Angles, etc.)
    • Combat speed boost/alacrity
    • +Melee/Ranged/Spell power (mandary for casters/spellpower! that is their "weapon". Spellpower is non-mandatory for (non-dedicated) healers, for rune arms, and for other secondary combat effects)
    • + Jump (just seems to be a part of so many quests)
    • + Doublestrike/-shot
    • + Crippling (for Ranged only)
    • Blindness immunity? There are not that many quests where one encounters this effect, BUT it is a dealbreaker when you get hit by it. It's recommended, but you can usually get away without it, if you don't have the room/slots.
    • +Balance - more important for a Melee than a Ranged or Caster (who can kite from trippers), and then only if they also take Balance as a skill (an item alone doesn't seem to be much help)
    • Heroism/GH (spell, permanent or clicky)
    • Swap Haggle item (if you are new and/or are not swimming in plat)


    Then there are special-use items, such as X-elemental resist for specific quests, etc., and self-heal or restoration items, Remove Curse+Disease for mummy rot, etc etc.

    Almost certainly forgetting some stuff, but that's a good start.

  13. #13
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    Quote Originally Posted by C-Dog View Post
    Most of what I mentioned is just gear (Guild aside).

    "Deadly" does not stack with "Deadly" - those are the same. However, "Insightful Deadly" would stack, cuz that's a different type. (No other gear-deadly type effects jump to mind, but there might be some?)


    Let's see... some depend on what type of build you are, but off the top of my head...

    • Fortification (avoid Crits, which can be HUGE damage hits)
    • PRR & MRR (reduces all damage by a significant %)
    • Main combat stat (Strength, Dex, whatever)
    • Saving Throws (aka "Resistance")
    • (+2ndary combat stat for special attacks or defenses, like a Ranger's Paralysis (Wis) or Paladin's LoH (Cha) etc.)
    • Constitution (Hit Points, and Fort ST)
    • Featherfall (better as a permanent item vs. a swap item)
    • Run speed of some sort (aim for +25-30%) (can be a clicky, if you have enough uses!)(~4-6?)
    • Deathblock item
    • Death Ward spell (can be clicky(s))
    • +Damage (for Ranged/Melee)
    • + (X) for special attacks (varies by build) - Seeker, Assassinate, Trip, Stunning Blow, etc etc etc
    • + trapping for trappers (includes +Int item!)(most of this can be swap-gear (if you can fit it in), but is far more convenient if not; however, a permanent +Spot item is mandatory for trappers when the Player does not know where the traps are!)
    • Water Breathing swap-item (permanent swap item, a few swims are too long for a spell from a wand/potion/clicky!)


    (semi?) optional/variable:
    • some additional HP item(s) - False Life, Vitality, etc etc
    • Some sort of self-healing item: a wand, potions, etc etc
    • +Spell Points (for casters/blasters who burn through them, or non-casters who need them for other frequent boosts (Know the Angles, etc.)
    • Combat speed boost/alacrity
    • +Melee/Ranged/Spell power (mandary for casters/spellpower! that is their "weapon". Spellpower is non-mandatory for (non-dedicated) healers, for rune arms, and for other secondary combat effects)
    • + Jump (just seems to be a part of so many quests)
    • + Doublestrike/-shot
    • + Crippling (for Ranged only)
    • Blindness immunity? There are not that many quests where one encounters this effect, BUT it is a dealbreaker when you get hit by it. It's recommended, but you can usually get away without it, if you don't have the room/slots.
    • +Balance - more important for a Melee than a Ranged or Caster (who can kite from trippers), and then only if they also take Balance as a skill (an item alone doesn't seem to be much help)
    • Heroism/GH (spell, permanent or clicky)
    • Swap Haggle item (if you are new and/or are not swimming in plat)


    Then there are special-use items, such as X-elemental resist for specific quests, etc., and self-heal or restoration items, Remove Curse+Disease for mummy rot, etc etc.

    Almost certainly forgetting some stuff, but that's a good start.
    Thank you! That is very helpful.

  14. #14
    Community Member C-Dog's Avatar
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    Here's a rule of thumb I used when I first started down the path you're on, a place to start thinking about "gear and stuff"...

    You have 12 basic gear slots total. (Some enchantments can be found slotted on a weapon, shield or quiver, but that's build-dependent - you can add that into your thinking as approp, but let's not consider it here and now.)

    For droploot, that's 2 enchantments/item, or a maximum of 24 enchantments total (and similarly we'll ignore "insightful"/etc. for now).

    Obviously, if you get a piece of gear that has one really nice bonus,\ but the other half is worthless, then you'd be losing an enchantment, and now you're down to 23. Sometimes it's worth it (at least "until you find something better") - but it's all about balancing the total, net effect and value.

    Some Named gear can give you a "set bonus", which adds to that 24 - and that can either be a great thing, or a trap.

    How the latter? You have 24 slots to get the enchantments that you want - undesirable ones (Spellpower on a melee, Seeker/Sneak Attack on a caster, etc.) are worthless, and many Named items come with enchantments that are... well, let's just say they don't all share the same focus that your build has. So, if your chosen set does not give you the same # or more of desired, useful enchantments that good droploot (or Cannith Crafted) would... you've downgraded.

    So always weigh what you're getting against what you're giving up. It's a solid approach for making decisions with character building, it's the same with gear selection.

    GL!

  15. #15
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    Quote Originally Posted by C-Dog View Post
    You have 12 basic gear slots total. (Some enchantments can be found slotted on a weapon, shield or quiver, but that's build-dependent - you can add that into your thinking as approp, but let's not consider it here and now.)

    For droploot, that's 2 enchantments/item, or a maximum of 24 enchantments total (and similarly we'll ignore "insightful"/etc. for now).


    So always weigh what you're getting against what you're giving up. It's a solid approach for making decisions with character building, it's the same with gear selection.

    GL!
    This is really the heart of what I'm trying to figure out. Certain things, like augments, can only be used in certain slots, so it matters where I put them, but I am working through what I need to have, should have, and want to have. The lists that you and others have provided are helping me figure that out. I'm building a 18 Rogue/2 Artificer, with a focus on Inquisitive and Harper Agent. I really enjoy it, so want to make it the best I can.

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