Page 1 of 12 1234511 ... LastLast
Results 1 to 20 of 226
  1. #1
    Community Member Sacrement's Avatar
    Join Date
    Mar 2006
    Location
    Australia
    Posts
    182

    Smile weapon attribute specs

    here's a work in progress i started at work after reading Bromms thread on the confusion on what weapon does what hope u like it let me know anything that needs changing

    1) Which metal types bypass the damage reduction (DR) of particular monsters

    2) Aligned weapons and monsters

    3) Elemental effects

    4) Which bane types work on which monsters

    5) Special weapon types

    METAL TYPES * these metals bypass the damage resistance of certain creatures *

    Adamantine- Iron/Clay(+crushing Dmg) golems, Warforged, Iron/Adamantine Defenders (Not earth elementals)

    Byeshk- Mindflayers

    Silver- Vampires

    Flametouched (treated as good aligned weapon and effects evil aligned creatures) – Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds

    Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds

    ( note on flametouched/cold iron weapons: combinations of thies including but not empassing holy and pure good are needed to bypase some creatures, this may also be varied due to dungeon dificulty)

    ALIGNED WEAPONS

    Holy – (good aligned weapon efects evil aligned creatures) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, fire efreeti, Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa

    Un Holy - (evil aligned weapon efects good aligned creatures)

    Axiomatic (lawful aligned weapon effects chaotic creatures) - Chaotic Evil monsters, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls

    Anarchic (chaotic aligned weapon effects lawful creatures) – Marut, Inevitables, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, Fire Giants, Hell Hounds

    True Chaos – (weapon effects anything not chaos aligned) Marut, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Fire Giants, Hell Hounds

    Pure good – (weapon effects anything not good aligned) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Fire Giants, Hill Giants, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Hell Hounds, fire efreeti,Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa

    True Law – (weapon effects anything not lawful aligned) oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill Giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls

    (note on alignment based weapons and bypasing dmg: this is to say if said creature had dmg reduction it would bypase even if there are none in game with reduction as yet just that they are of the alignment that would be afected)

    ELEMENTAL EFFECTS

    Flaming -

    Frost/ Icey Burst -

    Acid -

    Shocking -

    BANE/SLAYING WEAPONS

    Dragon Bane/Slaying works on - Dragons

    Dwarf Bane/Slaying works on- Dwarves

    Human Bane/Slaying works on- Humans

    Elvan Bane/Slaying works on- Elves, Drow

    Halfling Bane/Slaying works on- Halflings

    Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears

    Orc Bane/Slaying works on - Orcs

    Ooze Bane/Slaying works on - Oozes, jellies, slimes, puddings

    Monstrous Humanoid Bane/Slaying works on- Minotaur’s, Gargoyles, Wildmen

    Vermin Bane/Slaying works on- Scorpions, Spiders

    Animal Bane/Slaying works on – Black wolf, dog, Wolf, hyenas

    Reptilian Bane/Slaying works on- Kobalds, Troglodytes

    Giant Bane/Slaying Works on- Giants, Ogres, Trolls

    Gnoll Bane/Slaying works on - Ghnoll's

    Elemental Bane/Slaying works on - chreatures with the elemental race trait

    Undead Bane/Slaying works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies,Umbral Gargoyle, Shadow, Umbral Worg

    Magical Beast Bane/Slayiing – winter wolves, worgs, Phase Spiders, Razor Cats

    Evil Outsider Bane/Slaying works on – Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen, bezekira, jarilith, Rakshasa

    Lawful Outsider Bane/Slaying works on - Hell Hounds, Quori stalkers

    Chaotic Outsider Bane/Slaying works on - Fire reavers, Flesh renders, tharaak hound

    Aberration Bane/Slaying works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers

    Construct bane/Slaying works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders (also works on pillars in vault of night and twighlight forge)

    Elemental Bane/Slaying works on- Elementals (fire, earth)

    *Slaying items have a DC 20 Greater Slaying have a DC of 23*

    (note on Mephets/djin : thies creatures are outsiders but are specific to thier type i.e. fire mephets are fire outsiders and so on and should be concidered when deciding on said weapon, note to my knowledge such bane types are not yet in game)

    SPECIAL WEAPONS

    Disruption- On a successful hit undead target takes DC check of 14 or is destroyed (Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies,Umbral Gargoyle, Shadow, Umbral Worg, Vampires and Mummies)

    Smiting- On a successful critical hit Construct targets takes DC check of 23 or is destroyed (Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders)

    Vorpal- on a natural 20 and confirmed Critical creature loses head and dies
    (obviously doesn't work on things with no head or that can opperate without one i.e. constructs, oozes and some undead)

    Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, bezekira, jarilith)

    Maladroit – Each successful hit lowers the targets Dexterity by 1

    Crippling – on a critical hit targets movement slowed by half

    Paralysing – On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)

    Destruction - On a successful hit target takes -4 AC (on a the first hit only)

    Wounding - Each successful hit lowers the targets Constitution by 1

    Weakening - Each successful hit lowers the targets Strength by 1

    Puncturing - - on a critical hit target takes 1d6 Constitution damage

    Enfeebling - Each successful critical hit lowers the targets Strength by 1d6

    Strength Sapping - on a successful hit target must make a DC check (15 Fortitude save) or suffer -6 strength, -6 dexterity and -50% movement

    Bone Breaking - on a critical hit target takes 1d6 Dexterity damage

    Cursespewing - Each successful hit target must make a DC check (15 will save) or suffer a -4 to attack, saves, skills and abilities

    Ghost touch - bypasses incorporeal creatures 50% miss rate

    vicious - weapon does an extra 2D6 damage to target but does 1D6 damage to wielder in return

    Righteous - +2 to hit and damage role verse evil creatures

    Screaming - 1d6 sonic damage on every hit

    Sirroco - temporarily blinds target on a successful hit reflex save negates

    Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down

    vampirism - for each sucsesful hit wielder gains one hit point

    Raoring - (shaken) -2 to hit, skills, and saves/DC checks

    Finesse - A small air mephet is bound to this weapon - Grants the feat finesse (applies to weapon only) and +2 dex (does not stack)

    Keen - increased critical threat rang

    Shatter - increases chance to Sunder*

    Vertigo - increases chance to trip*

    Weighted - % chance to stunning blow*

    Seeker - increases chance to Confirm Critical hits*

    Tendon Slice - % chance to Hamstring*

    Backstabbing - (+) Bonus to attack and damage while sneak attacking (damage is at 1.5x to hit bonus)*

    * These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa
    Last edited by Sacrement; 05-25-2007 at 11:37 PM. Reason: updated (ty for feedback)
    14 cleric - Sin
    14 wizard - Sacrement
    14 rogue - Darkmistress
    10 fighter/2 paladin/2 rogue - Darklove
    10 fighter - Beast
    5 bard/1 rogue - Redrobbin
    1 fighter/ 1 ranger - MetalGear

    Guild Site

    death-jesters

    Great links to information

    weapon attribute specs
    The Definitive AC Bonus Thread
    *new* Definitive Static Rewards and Unique Chest Loot
    Definitive Patron Location/reward thread
    Guide: Is my <insert rogue skill> high enough?

  2. #2
    Community Member
    Join Date
    Mar 2006
    Posts
    1,307

    Default

    Destruction - -4 AC on a the first hit

    Wounding - -1 Con per hit

    Weakening - -1 Str per hit

    Maladroit - -1 Dex per hit

    Puncturing - -1d6 Con per crit

    Enfeebling - -1d6 Str per hit

    Bone Breaking - -1d6 Dex per crit
    Last edited by David Edwards; 08-26-2006 at 06:01 AM.

  3. #3
    Community Member
    Join Date
    Mar 2006
    Posts
    1,760

    Default

    A few corrections and other things to a fine list:

    Maladroit is -1 to Dex, not AC
    Paralyzing is a DC check of 17 (will) and is per hit
    Smiting is on a critical hit, not per hit
    Banishing is a DC check of 24 (will)
    Enfeebling is -1d6 strenght on a critical hit, not per hit
    Cursespewing is -4 to attack, saves, skills and abilities if they fail a DC check 15 (will). This is per hit.
    Crippling cuts movement rate in half on a critical hit
    Ghost touch bypasses incorporial creatures 50% miss rate
    Strength Sapping.. I forget what it does.

    Paralyzing isn't per spell. The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC (not exactly sure if they consider it a touch attack or what at this point). Paralyzing does not work the same in DDO as it does in DnD.

  4. #4
    Community Member Thaelin's Avatar
    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    642

    Default

    Strength Sapping--- -6 str, -6 con -50% move 15 DC Fort Check Per Hit. Same as hamstring/crippling I suppose plus. 15 Fort is pretty low save and hence nigh useless.

    Smiting doesn't work on Granite Gargoyles.
    Last edited by Thaelin; 08-26-2006 at 09:09 PM.

  5. #5
    Community Member Sacrement's Avatar
    Join Date
    Mar 2006
    Location
    Australia
    Posts
    182

    Default

    TY all will get that updated
    14 cleric - Sin
    14 wizard - Sacrement
    14 rogue - Darkmistress
    10 fighter/2 paladin/2 rogue - Darklove
    10 fighter - Beast
    5 bard/1 rogue - Redrobbin
    1 fighter/ 1 ranger - MetalGear

    Guild Site

    death-jesters

    Great links to information

    weapon attribute specs
    The Definitive AC Bonus Thread
    *new* Definitive Static Rewards and Unique Chest Loot
    Definitive Patron Location/reward thread
    Guide: Is my <insert rogue skill> high enough?

  6. #6
    Community Member Thaelin's Avatar
    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    642

    Default

    Anarchic also works on Wraiths and Spectres...

    Otherwise you can add
    Shatter increases chance to Sunder
    Vertigo=Trip
    Weighted=Stunning Blow
    Seeker=Confirm Crits
    Tendon Slice=Hamstring
    Backstabbing=+ bonus to attack and damage while sneak attacking

    Something you may not know is, that these effects apply to the character, not just the weapon. If you have a +5 backstabbing dagger in your off-hand, your main hand gets the effect as well. If you have a +10 seeker weapon in your off-hand, your vorpal in your main hand gains +10 to crit confirm rolls. It makes these effects moderately more useful.

  7. #7
    Community Member Sacrement's Avatar
    Join Date
    Mar 2006
    Location
    Australia
    Posts
    182

    Default updated

    14 cleric - Sin
    14 wizard - Sacrement
    14 rogue - Darkmistress
    10 fighter/2 paladin/2 rogue - Darklove
    10 fighter - Beast
    5 bard/1 rogue - Redrobbin
    1 fighter/ 1 ranger - MetalGear

    Guild Site

    death-jesters

    Great links to information

    weapon attribute specs
    The Definitive AC Bonus Thread
    *new* Definitive Static Rewards and Unique Chest Loot
    Definitive Patron Location/reward thread
    Guide: Is my <insert rogue skill> high enough?

  8. #8
    Community Member AmsterdamHeavy's Avatar
    Join Date
    May 2006
    Location
    NJ
    Posts
    376

    Default

    minor add in:

    Trolls are CE and thus affected by Axiomatic weapons.

  9. #9

    Default

    I thought destruction weapons did a -4 ac on 1st hit (unsaveable), then -1 ac afterwards (saveable).

    Am I wrong about the last 1/2? I see the destruction effect (blue dots) proc sometimes after the 1st hit.

  10. #10
    Community Member
    Join Date
    May 2006
    Location
    The Portable Hole
    Posts
    68

    Default very nice info

    this is a killar post, thx for sharing this info
    it is going to impact my game on a constant basis
    just wanted to express my sincere gratitude.

  11. #11
    Community Member Sacrement's Avatar
    Join Date
    Mar 2006
    Location
    Australia
    Posts
    182

    Default

    thanks and thanks to everyone who chipped in info
    I think if a guid to DDO is ever released this sort of stuff and things like the definitive guide to ac bonus and such should really be included as unlike with P&P we have no idear the basic ac hit die or aliegnment of the things we are facing which makes it a real hit and miss
    the majority of information any one has is based on trial and error through months of playing
    the links i have bellow in my signature really helped alot and i incurage any one who hasn't seen them to check them out

    ty all
    14 cleric - Sin
    14 wizard - Sacrement
    14 rogue - Darkmistress
    10 fighter/2 paladin/2 rogue - Darklove
    10 fighter - Beast
    5 bard/1 rogue - Redrobbin
    1 fighter/ 1 ranger - MetalGear

    Guild Site

    death-jesters

    Great links to information

    weapon attribute specs
    The Definitive AC Bonus Thread
    *new* Definitive Static Rewards and Unique Chest Loot
    Definitive Patron Location/reward thread
    Guide: Is my <insert rogue skill> high enough?

  12. #12
    Community Member
    Join Date
    Apr 2006
    Posts
    182

    Default destruction

    was doing some testing on the fire reavers in Co6 with my lvl 8 repeater fighter.

    Was requiring 19s and 20s to hit the Elite Fire Reavers, was using a destruction heavy repeater.. by the time i was finished I had lowered the Reavers AC till it only took me 11s to hit it... I m still a bit confused on the -4 AC unresistable first hit only. after this testing I would believe i lowered the AC a total of 8 pts. and this was consistantly done on every Reaver... I would start out requiring 19s to hit.. and then it would drop 8 pts till i needed 11s...would not drop any lower... and this was done on a total of 60 reavers.. 6 reavers on every run, and did the run 10 times...

    Now the confusing part is, after the first hit I was watching the die rolls, and I wasnt able to hit the Reaver with a 15 immediately after the initial ( supposedly -4 AC ) hit which required 19. it seemed to lower by 1. And since the combat log did not record any saves made by the Reaver per hit ( which the devs say they got a save on every successful hit by a destruction weapon after the initial first unsaveable -4 to AC ), Im tending to lean towards the fact that on every successful hit the Reavers AC was dropping 1 AC to a maximum of 8 points in total..

    Still confused on destruction.. but i'm not complaining on being able to hit them with 11s at lvl 8 : )>...

    Anyone else tried any destruction tests? Or going to? if so, can you post your findings on this.

    Thelight

  13. #13
    Community Member Sacrement's Avatar
    Join Date
    Mar 2006
    Location
    Australia
    Posts
    182

    Default

    I'd like some more feed back on this please so the list will be correct ty
    14 cleric - Sin
    14 wizard - Sacrement
    14 rogue - Darkmistress
    10 fighter/2 paladin/2 rogue - Darklove
    10 fighter - Beast
    5 bard/1 rogue - Redrobbin
    1 fighter/ 1 ranger - MetalGear

    Guild Site

    death-jesters

    Great links to information

    weapon attribute specs
    The Definitive AC Bonus Thread
    *new* Definitive Static Rewards and Unique Chest Loot
    Definitive Patron Location/reward thread
    Guide: Is my <insert rogue skill> high enough?

  14. #14
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Location
    Meath co. Ireland
    Posts
    9,242

    Default

    Shatter - increases chance to Sunder*

    Vertigo - increases chance to trip*

    Weighted - increases chance to stunning blow*

    Seeker - increases chance to Confirm Critical hits*

    Tendon Slice - increases chance to Hamstring*

    Backstabbing - (+) Bonus to attack and damage while sneak attacking*

    * These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa


    ---

    While I know it's true that backstabbing gets endowed to a non-backstabbing toon... it's it true the Tendon Slice and Weighted also give a toon those abilities as well? I do not think so. I do know that it's funny to see my fighters roll a backstab whenever they flank or attack from behind.

    Also you while you should not have to list it because it's so obvious ... but foe completeness in the end you may want "Dragon Bane".?
    Last edited by Emili; 09-06-2006 at 01:13 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  15. #15
    Community Member arminius's Avatar
    Join Date
    Feb 2006
    Posts
    2,877

    Default

    In my experience, lawful outsider bane does not work on mephits but does work on hell hounds, and hell hounds only, not tharaak hounds.

    I certainly wish it did work on at least mephits, so I hope to be wrong about that. It is quite a pain to have a powerful weapon that only hits one monster, of which there is no boss (hell hound) (the boss in Xorian is tharaak, sadly).

    I am not 100% certain about the mephits but am about the hell hounds.
    _
    __________________
    Gwyneira : Cattari : Gorobei : Berylore : Zelphia : Aanouk : Beatriice : RobotMaria : Dalrymple : Nihill
    Captain's Crew : Fernia : Ghallanda

  16. #16
    Community Member Emili's Avatar
    Join Date
    Apr 2006
    Location
    Meath co. Ireland
    Posts
    9,242

    Default

    Quote Originally Posted by arminius
    In my experience, lawful outsider bane does not work on mephits but does work on hell hounds, and hell hounds only, not tharaak hounds.

    I certainly wish it did work on at least mephits, so I hope to be wrong about that. It is quite a pain to have a powerful weapon that only hits one monster, of which there is no boss (hell hound) (the boss in Xorian is tharaak, sadly).

    I am not 100% certain about the mephits but am about the hell hounds.
    _
    Outside bane weapons seem to be a bit buggy to me... I've a Flaming Scimi of Evil outsider bane... sometimes the bane dice gets rolled on Ice Flencers and Ice Mephits while other times it does not.

    Anyway it's very easy to deduce the alignment of many monsters just by taking something like retribution and have a couple hits on them. There's no doubt mephits are chaotic evil as all the dice on retribution will roll on them. On that note as I do not remember correctly I could swear I had lawful weapons roll on beholders - I'm just asking for clarification... I do not remember how they were in PnP but thought tem NE there - while I know DDO has a few alignments which sway differently.
    Last edited by Emili; 09-06-2006 at 01:31 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  17. #17
    Community Member arminius's Avatar
    Join Date
    Feb 2006
    Posts
    2,877

    Default

    Quote Originally Posted by Emili
    Outside bane weapons seem to be a bit buggy to me... I've a Flaming Scimi of Evil outsider bane... sometimes the bane dice gets rolled on Ice Flencers and Ice Mephits while other times it does not.

    Anyway it's very easy to deduce the alignment of many monsters just by taking something like retribution and have a couple hits on them. There's no doubt mephits are chaotic evil as all the dice on retribution will roll on them.
    Right--which means that they would be subject to Chaotic Outsider Bane weaponry not Lawful, as listed in the OP.

    Not meaning to be nitpicky or negative, actually I greatly admire this effort and think it was kind of slack for Turbine not to come up with something like this to begin with. DnD PnP references don't help for squat when it comes to DDO-unique or modified monsters/npcs. I was just trying to help by telling about what I have seen.

    Am quite pleased that this thread got a sticky; this info is much needed.
    _
    __________________
    Gwyneira : Cattari : Gorobei : Berylore : Zelphia : Aanouk : Beatriice : RobotMaria : Dalrymple : Nihill
    Captain's Crew : Fernia : Ghallanda

  18. #18
    Community Member Reversion's Avatar
    Join Date
    May 2006
    Posts
    131

    Default

    In regards to a reply made above. A Strength Sapping weapon forces the target to make a save whenever the weapon deals damage. The rest of the information is accurate.

  19. #19
    Community Member Vanda's Avatar
    Join Date
    Mar 2006
    Posts
    1,123

    Default

    Inevitables are not lawful outsiders?

  20. #20
    Community Member Recovery's Avatar
    Join Date
    Mar 2006
    Location
    Austin, TX
    Posts
    977

    Default

    Abberation Bane also works on Mind Flayers

Page 1 of 12 1234511 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload