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Farens
11-10-2009, 09:07 AM
Is there any guide which tells what prefix/suffix to use against specific monsters ??

Holy = ?
Anarchic = ?
etc....

Visty
11-10-2009, 09:09 AM
that is basicly stated in the description of the effect

holy vs evil mobs
anarchic vs lawful mobs
ooze bane vs constructs
etc

UltraMonk2
11-10-2009, 09:10 AM
Is there any guide which tells what prefix/suffix to use against specific monsters ??

Holy = ?
Anarchic = ?
etc....

The information on the following page may help you:

http://ddowiki.com/page/Weapon_enhancement_summary

Cedwin
11-10-2009, 09:10 AM
that is basicly stated in the description of the effect

holy vs evil mobs
anarchic vs lawful mobs
ooze bane vs constructs
etc

I think he means which mobs are lawful, which are chaotic, etc.

There's a chart somewhere that lists which are which, I'll see if I can find it.

Edit: here you go: http://forums.ddo.com/showthread.php?t=122228

Missing_Minds
11-10-2009, 09:12 AM
that is basicly stated in the description of the effect

holy vs evil mobs
anarchic vs lawful mobs
ooze bane vs ooze, pudding, slime, living spells.
construct bane vs constructs
etc

Fixed it for you.

Zzevel
11-10-2009, 09:14 AM
Originally Posted by: Sacrement on these DDO Forums.
(sorry don't have link to the original post, I paste everything into an Excel Doc).

Note it is NOT a complete list of mobs affected, and it does not have the new affects from mod 9 (ie Greater Roaring... Greater Cursespewing.. etc...)



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) Which bane types work on which monsters
3) Aligned weapons and monsters
4) Special weapon types

METAL TYPES * these metals bypass the damage resistance of certain creatures *
Adamantine Iron/Clay (+crushing Dmg), Warforged, Iron/Adamantine Defenders (Not earth elementals)
Byeshk Mindflayers
Silver Vampires
Flametouched 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
Cold Iron Fire Reaver, Ice Flenser, Flesh Renders

( note on flametouched/cold iron weapons: combination of this including but not empassing holy and pure good are needed to bypass some creatures, this may also be varied due to dungeon difficulty) ( note on flametouched/cold iron weapons: combination of this including but not em-passing holy and pure good are needed to bypass some creatures, this may also be varied due to dungeon difficulty)

ALIGNED WEAPONS
Holy 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 (good aligned weapon efects evil aligned creatures)
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
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)

BANE/SLAYING WEAPONS
Dragon Bane/Slaying works on - Dragons
Dwarf Bane/Slaying works on- Dwarves
Human Bane/Slaying works on- Humans
Elven 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
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 - creatures 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
Evil Outsider Bane/Slaying works on – Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen,
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, air)

*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
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, tharaak hounds)
Maladroit – Each successful hit lowers the targets Dexterity by 1
Crippling – on a critical hit targets movement slowed by half
Paralyzing– 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 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
Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down
Vampirism - for each successful hit wielder gains one hit point
Roaring - (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 - 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

Farens
11-10-2009, 09:51 AM
A big thanks for this !

Very helpfull !!!!