PDA

View Full Version : Ravenloft Expansion Preview #3 Sentient Weapons



Cocomajobo
11-30-2017, 02:09 PM
First, if you haven't already, please visit the main thread (https://www.ddo.com/forums/showthread.php/491895-Ravenloft-Expansion-Preview-3) for information relevant to the entire preview.'

Second, below you will find the same full writeup about the Sentient Weapons system as was detailed in the second preview. This should give a full overview of the system to those looking at it for the first time. For those reading it for the second time I have highlighted every new thing and change to be colored orange so simply look for text in that color. The bulk of the changes come down to the following:


Voices of Sentient weapons are now in this preview build (though there is no cooldown specifically on the feeding your weapon a named item line yet which is absolutely not intended)
The initial vendor that hands out your first Sentient Weapon and Jewel is now in this preview build. He can be found very close to the start of the Wilderness Area of Barovia.
Named weapons of Minimum level 20+ instead of 21+ are now going to accept Sentience. (Though this change did not make it into this preview build it is important to note that it will work this way when it launches to Live)
Multiple set bonuses have been redesigned.

Cocomajobo
11-30-2017, 02:10 PM
Sentient Weapons Overview

DDO has a new system coming up; Sentient Weapons.

The system allows players to find a sentient weapon with a specific personality, customize its powers, and even move the sentient personality from weapon to weapon.

Every sentient weapon drops with a Sentient Jewel that holds the personality of the weapon, and the power of the weapon is contained in that Sentient Jewel. This Sentient Jewel can be pried out of an existing weapon, and the Jewel can be attached to a new weapon of sufficient magical power. This transfers the sentience and its power level to the new magical weapon.

Once a weapon is sentient and has a Sentient Jewel, the weapon can also slot Sentient Filigree to enhance the weapon’s magical properties. A Sentient Weapon starts with only being able to slot one Filigree, but as the weapon grows in power it can slot more, up to a maximum of 7.

Most named weapons that are not crafted and have a minimum level of 20 or higher can accept a Sentient Jewel (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21) and become sentient. This will be applied retroactively to existing named weapons; appropriate weapons players have already earned can accept Sentient Jewels if the weapon is capable of becoming Sentient.

(Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.)

Once a weapon has a Sentient Jewel, the player can build the power of that Jewel by feeding the jewel named magical items. The jewel drains the power from the named item and feeds on the magic to increase its own power. The more magical items fed, the more powerful it becomes.

The Sentient Jewel can be empowered with Sentient Filigree that the player obtains as loot. Each piece of Filigree increases the enchantment of the Sentient Jewel. The more power the Sentient Jewel has gained, the more pieces of Sentient Filigree can be attached to the weapon’s Jewel.

Sometimes a weapon might be found with a Sentient Jewel already attached to the weapon with a specific personality. Other times, such as during the introduction of the system, the weapon and jewel might be delivered independently.

The sentient weapon makes comments to the player as the weapon is held and the player fights, finishes quests, and finds treasure. These comments are actual game voices coupled with text sent to the chat panel. The player will have a UI option (Located in the "Gameplay" tab of the Options menu) to turn off one or both of these. Weapons can make comments based on a number of criteria, including how a player is fighting, whether the player dies, when the player finds treasure, and it can even make comments when the player takes certain actions in quests.

During the tutorial for Sentient Weapons, the player will be given a weapon and their first Sentient Jewel, and they will be taught how to slot the Sentient Jewel and add a Filigree. After that, new Sentient Jewels will be found infrequently, but when they are they will be attached to a weapon. We expect new gems to come out as treasure occasionally in the coming updates.

Each piece of Sentient Filigree adds magical power on top of the weapon’s enchantments. Each filigree has a primary power and it also belongs to a set. This means each piece of Filigree not only adds effects to the weapon, but as you add more and more pieces of Filigree from a specific set, the weapon will gain more bonus powers. Each set has a bonus power for having two pieces of the set, and sets range from a total of 3 to 5 total set bonuses. Note that since a fully empowered weapon can hold up to 7 pieces of Filigree, the player will have to mix and match Filigree from multiple sets to find the best combination of set bonuses.

A weapon can only have one of each Filigree. You cannot slot two of the same Filigree in one weapon.

Filigree will have their own rarity. Some sets will be less common than others. In addition, each Filigree has a rare chance to drop as with an upgraded bonus, which has an additional effect on it.

Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.

Progression
Players can build Sentient XP by feeding named items to their Sentient Jewel. You do this by dragging the item to the appropriate slot in the Sentient Item panel. Each named item will add a number of Sentient XP to the jewel based on the minimum level required to use it. The actual numbers are as follows:

Minimum Level Requirement of 1-20: Adds a number of Sentient XP equal to Minimum Level.
Minimum Level Requirement of 21-27: Adds a number of Sentient XP equal to Minimum Level x5.
Minimum Level Requirement of 28+: Adds a number of Sentient XP equal to Minimum Level x10.

For example, a named item with a minimum level of 10 would add 10 Sentient XP, while a named item with a minimum level of 29 would add 290 Sentient XP.

Costs to open slots are as follows:

Sentient Filigree Slot 1: Free
Sentient Filigree Slot 2: 2000 total Sentient XP
Sentient Filigree Slot 3: 6000 total Sentient XP
Sentient Filigree Slot 4: 12000 total Sentient XP
Sentient Filigree Slot 5: 20000 total Sentient XP
---
Sentient Filigree Slot 6: 40000 total Sentient XP
Sentient Filigree Slot 7: 60000 total Sentient XP

This means that a character will need almost 70 named items at top level to reach 5 Filigree slots, and it gets expensive for slots 6 and 7.

Cocomajobo
11-30-2017, 02:11 PM
NameEffectRarity Bonus
Eye of the Beholder
Eye of the Beholder: Intelligence"+1 Intelligence""+2 MRR"
Eye of the Beholder: Charisma"+1 Charisma""+2 MRR"
Eye of the Beholder: Wisdom"+1 Wisdom""+2 MRR"
Eye of the Beholder: Will"+2 Willpower Saving Throws""+2 MRR"
Eye of the Beholder: Spellpower"+6 Universal Spellpower"+4 Spellpower"
Eye of the Beholder: MRR"+3 Magical Resistance Rating""+2 PRR"

2 Pieces: +4 Concentration
3 Pieces: +1 Spell Penetration
4 Pieces: +2 to the DCs of all spells



Spines of the Manticore
Spines of the Manticore: Dexterity"+1 Dexterity""+2 PRR"
Spines of the Manticore: Strength"+1 Strength""+2 PRR"
Spines of the Manticore: Ranged Power"+3 Ranged Power""+2 Ranged Power"
Spines of the Manticore: +2 Attack and Damage"+2 to hit and damage with all weapons""+2 PRR"
Spines of the Manticore: Reflex"+2 Reflex Saving Throws""+2 MRR"

2 Pieces: +2 Damage
3 Pieces: +3% Chance to Deflect Missiles
4 Pieces: +10 Ranged Power



Nystul's Mystical Defense
Nystul's Mystical Defense: MRR"+3 Magical Resistance Rating""+2 PRR"
Nystul's Mystical Defense: Constitution"+1 Constitution""+2 PRR"
Nystul's Mystical Defense: Will"+2 Will Saving Throws""+2 MRR"
Nystul's Mystical Defense: Fire Absorption"+5% Fire Absorption""+2 MRR"
Nystul's Mystical Defense: Sonic Absorption"+5% Sonic Absorption""+2 MRR"
Nystul's Mystical Defense: Electric Absorption"+5% Electrical Absorption""+2 MRR"
Nystul's Mystical Defense: Cold Absorption"+5% Cold Absorption""+2 MRR"
Nystul's Mystical Defense: Acid Absorption"+5% Acid Absorption""+2 MRR"

2 Pieces: +5 Magical Resistance Rating
3 Pieces: +1 to all saving throws
4 Pieces: +100 Hit Points
5 Pieces: Your Max MRR Cap is increased by 40.



The Long Shadow
The Long Shadow: Charisma"+1 Charisma""+2 MRR"
The Long Shadow: Dexterity"+1 Dexterity""+2 PRR"
The Long Shadow: Intelligence"+1 Intelligence""+2 MRR"
The Long Shadow: Melee Power"+3 Melee Power""+2 Melee Power"
The Long Shadow: Attack and Damage"+1 to hit and damage""+2 PRR"
The Long Shadow: Stealth"+2 to Hide in Shadows and Move Silently""+2 PRR"
The Long Shadow: Ranged Power"+3 Ranged Power""+2 Ranged Power"
The Long Shadow: Reflex"+2 Reflex Saving Throws""+2 MRR"

2 Pieces: +3 Melee and Ranged Power
3 Pieces: Assassin's Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in acid damage. This effect will not stack with other Sentience weapon procs.
4 Pieces: +1% to Dodge and Maximum Dodge
5 Pieces: +2 to Assassinate DCs



Sucker Punch
Sucker Punch: Strength"+1 Strength""+2 PRR"
Sucker Punch: Dexterity"+1 Dexterity""+2 PRR"
Sucker Punch: Attack and Damage"+1 to hit and damage""+2 PRR"
Sucker Punch: Melee Power"+3 Melee Power""+2 Melee Power"

2 Pieces: +5 Melee Power
3 Pieces: +1d6 sneak attack damage



Touch of Grace
Touch of Grace: Wisdom"+1 Wisdom""+2 MRR"
Touch of Grace: Charisma"+1 Charisma""+2 MRR"
Touch of Grace: Positive Spell Power"+12 Positive Spellpower""+4 Spellpower"
Touch of Grace: Healing Amp"+3 Healing Amplification""+2 MRR"

2 Pieces: +50 Spell Points
3 Pieces: +20 Positive Spellpower



Embraced by Light
Embraced by Light: Wisdom"+1 Wisdom""+2 MRR"
Embraced by Light: Charisma"+1 Charisma""+2 MRR"
Embraced by Light: Constitution"+1 Constitution""+2 PRR"
Embraced by Light: Light Spellpower"+9 Light Spellpower""+4 Spellpower"
Embraced by Light: Healing Amp"+3 Healing Amplification""+2 MRR"
Embraced by Light: Positive Spellpower"+9 Positive Spellpower""+4 Spellpower"
Embraced by Light: MRR"+3 Magical Resistance Rating""+2 PRR"
Embraced by Light: Turn Undead"+2 to Turn Undead checks""+4 Spellpower"

2 Pieces: +5 Healing Amplification
3 Pieces: +10 Spellpower
4 Pieces: +1 to all saving throws
5 Pieces: +2 caster levels with healing spells



Twilight's Cloak
Twilight's Cloak: Dexterity"+1 Dexterity""+2 PRR"
Twilight's Cloak: Intelligence"+1 Intelligence""+2 MRR"
Twilight's Cloak: Charisma"+1 Charisma""+2 MRR"
Twilight's Cloak: Reflex"+2 Reflex Saving Throws""+2 MRR"
Twilight's Cloak: Dodge"+1% Dodge""+2 PRR"
Twilight's Cloak: Stealth"+5% Displacement Chance. Stacks with other sources.""+2 PRR"

2 Pieces: +2 Reflex Saving Throws
3 Pieces: +5 Magical Resistance Rating
4 Pieces: +1% Dodge and Maximum Dodge
5 Pieces: +5% Displacement. Stacks with other sources.



The Wreath of Flame
The Wreath of Flame: Fire Spellpower"+9 Fire Spellpower""+4 Spellpower"
The Wreath of Flame: Fire Absorption"+5% Fire Absorption""+2 MRR"
The Wreath of Flame: Melee Power"+3 Melee Power""+2 Melee Power"
The Wreath of Flame: Constitution"+1 Constitution""+2 PRR"
The Wreath of Flame: Fortitude"+2 Fortitude""+2 PRR"
The Wreath of Flame: Ranged Power"+3 Ranged Power""+2 Ranged Power"

2 Pieces: +5% Fire Absorption
3 Pieces: Permanent Fire Shield
4 Pieces: Fire Mastery: Gain 50 Fire Spellpower and Melee and Missile attacks do 4d6 +1d6 per epic character level in fire damage. This effect will not stack with other Sentience weapon procs.



The Inevitable Grave
The Inevitable Grave: Negative Spell Power"+9 Negative Spell Power""+4 Spellpower"
The Inevitable Grave: Intelligence"+1 Intelligence""+2 MRR"
The Inevitable Grave: Negative Healing Amplification"+20% Negative Healing Amplification""+2 PRR"
The Inevitable Grave: PRR"+3 Physical Resistance Rating""+2 MRR"

2 Pieces: +10 Spellpower
3 Pieces: +2 Will saving throws
4 Pieces: +2 to DCs of Necromancy Spells



The Beast's Mantle
The Beast's Mantle: Rage"+2 Uses of Rage""+2 MRR"
The Beast's Mantle: Melee Power"+3 Melee Power""+2 Melee Power"
The Beast's Mantle: Ranged Power"+3 Ranged Power""+2 Ranged Power"
The Beast's Mantle: Strength"+1 Strength""+2 PRR"
The Beast's Mantle: Constitution"+1 Constitution""+2 PRR"

2 Pieces: +10 Natural Armor
3 Pieces: +10% Fortification Bypass
4 Pieces: Beasts Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in slashing damage. This effect will not stack with other Sentience weapon procs.



The Enlightened Step
The Enlightened Step: Wisdom"+1 Wisdom""+2 MRR"
The Enlightened Step: Dexterity"+1 Dexterity""+2 PRR"
The Enlightened Step: Strength"1 Strength""+2 PRR"
The Enlightened Step: Will"+2 Will saving throws""+2 MRR"
The Enlightened Step: Constitution"+1 Constitution""+2 PRR"
The Enlightened Step: Light Absorption"+10% Light Absorption""+2 MRR"

2 Pieces: +5 Healing Amplification
3 Pieces: +5 Melee Power, +5 Ranged Power
4 Pieces: +5 Physical Resistance Rating
5 Pieces: +1 Unarmed Damage Dice



Prowess (Rare)
Prowess: Strength"+1 Strength""+2 PRR"
Prowess: Dexterity"+1 Dexterity""+2 PRR"
Prowess: Melee Power"+3 Melee Power""+2 Melee Power"
Prowess: PRR"+3 Physical Resistance Rating""+2 MRR"
Prowess: MRR"+3 Magical Resistance Rating""+2 PRR"
Prowess: Attack and Damage"+1 to hit and damage""+2 PRR"
Prowess: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"

2 Pieces: +5 Physical Resistance Rating
3 Pieces: +5 Melee Power
4 Pieces: +2 Action Boosts
5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.



Deadly Rain (Rare)
Deadly Rain: Dexterity"+1 Dexterity""+2 PRR"
Deadly Rain: Wisdom"+1 Wisdom""+2 MRR"
Deadly Rain: Ranged Power"+3 Ranged Power""+2 Ranged Power"
Deadly Rain: Attack and Damage"+1 to hit and damage""+2 PRR"
Deadly Rain: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"
Deadly Rain: PRR"+3 Physical Resistance Rating""+2 MRR"
Deadly Rain: Reflex"+2 Reflex saving throws""+2 MRR"

2 Pieces: +5 Ranged Power
3 Pieces: +2 Damage
4 Pieces: +3% Chance to Deflect Missiles
5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds



Melony's Melody
Melony's Melody: Charisma"+1 Charisma""+2 MRR"
Melony's Melody: Intelligence"+1 Intelligence""+2 MRR"
Melony's Melody: Bard Songs"+2 Bard Songs per rest""+2 MRR"
Melony's Melody: Spellpower"+6 Spellpower""+4 Spellpower"
Melony's Melody: Will"+2 Will saving throws""+2 MRR"
Melony's Melody: Perform"+4 Perform Skill""+2 PRR"

2 Pieces: 50 Spell Points
3 Pieces: +1 Charisma
4 Pieces: +2 DC for Enchantment spells



To Hell and Back
To Hell and Back: Charisma"+1 Charisma""+2 MRR"
To Hell and Back: Constitution"+1 Constitution""+2 PRR"
To Hell and Back: Fire Absorption"+5% Fire Absorption""+2 MRR"
To Hell and Back: Spellpower"+6 Spellpower""+4 Spellpower"
To Hell and Back: MRR"+3 Magical Resistance Rating""+2 PRR"

2 Pieces: +5 Physical Resistance Rating
3 Pieces: +10 Magical Resistance Rating
4 Pieces: +1 to all saving throws



Celerity
Celerity: Dexterity"+1 Dexterity""+2 PRR"
Celerity: Dodge"+1 Dodge""+2 PRR"
Celerity: Reflex"+1 Reflex""+2 MRR"
Celerity: Intelligence"+1 Intelligence""+2 MRR"

2 Pieces: +2% Doublestrike and Doubleshot
3 Pieces: Permanent "Haste" spell



Grandfather's Shield
Grandfather's Shield: Constitution"+1 Constitution""+2 PRR"
Grandfather's Shield: Healing Amp"+3 Healing Amplification""+2 PRR"
Grandfather's Shield: PRR"+3 Physical Resistance Rating""+2 MRR"
Grandfather's Shield: Armor Class"+2 Armor Class""+2 PRR"

2 Pieces: +5 Physical Resistance Rating
3 Pieces: +5% Armor Class
4 Pieces: +2 to Will saving throws



One Against Many
One Against Many: Strength"+1 Strength""+2 PRR"
One Against Many: Dexterity"+1 Dexterity""+2 PRR"
One Against Many: Melee Power"+3 Melee Power""+2 Melee Power"
One Against Many: Attack and Damage"+1 attack and damage""+2 PRR"
One Against Many: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"

2 Pieces: +5 Melee Power
3 Pieces: +5% chance for glancing blows
4 Pieces: Melee attacks have a 30% chance to debuff enemies melee and ranged power by 20 for 10 seconds.



Otto's Irrevocable Power (Rare)
Otto's Irrevocable Power: Intelligence"+1 Intelligence""+2 MRR"
Otto's Irrevocable Power: Charisma"+1 Charisma""+2 MRR"
Otto's Irrevocable Power: Spellpower"+6 Spellpower""+4 Spellpower"
Otto's Irrevocable Power: Will"+2 Will saving throws""+2 MRR"
Otto's Irrevocable Power: MRR"+3 Magical Resistance Rating""+2 PRR"
Otto's Irrevocable Power: PRR"+3 Physical Resistance Rating""+2 MRR"
Otto's Irrevocable Power: Constitution"+1 Constitution""+2 PRR"
Otto's Irrevocable Power: Spell Failure Reduction"-10% to Arcane Spell Failure chance""+2 MRR"

2 Pieces: +5 Magical Resistance Rating
3 Pieces: +200 Spell Points
4 Pieces: +2 to the DC of all spells
5 Pieces: When you activate the epic feats "Arcane Insight" or "Wellspring of Power" your Spell Point Cost for all spells is reduced to 0 for 10 seconds.



The Blood Feast
The Blood Feast: Strength"+1 Strength""+2 PRR"
The Blood Feast: Dexterity"+1 Dexterity""+2 PRR"
The Blood Feast: Constitution"+1 Constitution""+2 PRR"
The Blood Feast: PRR"+3 Physical Resistance Rating""+2 MRR"
The Blood Feast: Healing Amp"+3 Healing Amplification""+2 PRR"
The Blood Feast: Melee Power"+3 Melee Power""+2 Melee Power"
The Blood Feast: MRR"+3 Magical Resistance Rating""+2 PRR"

2 Pieces: +1 Constitution
3 Pieces: +5 Physical Resistance Rating
4 Pieces: +5 Melee Power
5 Pieces: When you activate Rage: Gain 100 Temporary Hit Points per character Epic Level.



The Cry of Battle
The Cry of Battle: Constitution"+1 Constitution""+2 PRR"
The Cry of Battle: Will"+2 Will saving throws""+2 MRR"
The Cry of Battle: Physical Resistance Rating"+1 Physical Resistance Rating""+2 MRR"
The Cry of Battle: Fortitude"+2 Fortitude saving throws""+2 PRR"

2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR
3 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR



Electrocution
Electrocution: Constitution"+1 Constitution""+2 PRR"
Electrocution: Electric Spellpower"+6 Electric Spellpower""+4 Spellpower"
Electrocution: Electric Absorption"+5% Electric Absorption""+2 MRR"
Electrocution: Fortitude"+2 Fortitude saving throws""+2 PRR"
Electrocution: MRR"+3 Magical Resistance Rating""+2 PRR"
Electrocution: Air Elemental Protection"The charge of Air Elementals will not knock you down.""+2 MRR"
Electrocution: PRR"+3 Physical Resistance Rating""+2 MRR"

2 Pieces: +50 Electric Spell Power
3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs.
4 Pieces: You gain a permanent Energy Sheath (Electric)



Trapper's Delight
Trapper's Delight: Alertness"+2 Search, Spot, Listen""+2 PRR"
Trapper's Delight: Intelligence"+1 Intelligence""+2 MRR"
Trapper's Delight: Reflex"+2 Reflex saving throws""+2 MRR"
Trapper's Delight: Dexterity"+1 Dexterity""+2 PRR"
Trapper's Delight: Trap Saving Throws"+4 Saving Throws versus Traps""+2 PRR"

2 Pieces: +1 Open Locks, Disable Device, Search, Spot, Trap Saves
3 Pieces: +2 Open Locks, Disable Device, Search, Spot, Trap Saves
4 Pieces: +3 Open Locks, Disable Device, Search, Spot, Trap Saves



Vigilance
Vigilance: Wisdom"+1 Wisdom""+2 MRR"
Vigilance: Alertness"+2 Search, Spot, Listen""+2 MRR"
Vigilance: Will"+2 Will saving throws""+2 MRR"
Vigilance: Reflex"+2 Reflex saving throws""+2 PRR"
Vigilance: Fortitude"+2 Fortitude saving throws""+2 PRR"

2 Pieces: +50% Fortification
3 Pieces: True Seeing



Snake Bite
Snake Bite: Poison Protection"Proof Against Poison +4""+2 PRR"
Snake Bite: Fortitude"+2 Fortitude saving throws""+2 PRR"
Snake Bite: Constitution"+1 Constitution""+2 PRR"
Snake Bite: Attack and Damage"+1 attack and damage""+2 PRR"
Snake Bite: Poison Attacks"+4 to the DC of Poison attacks""+2 MRR"

2 Pieces: +4 saving throws versus Poison
3 Pieces: Sentient Poison: Melee and Ranged attacks get 4d6 + 1d6 per epic character level in poison damage. This effect will not stack with other Sentient weapon procs.



Treachery
Treachery: Intelligence"+1 Intelligence""+2 MRR"
Treachery: Dexterity"+1 Dexterity""+2 PRR"
Treachery: Melee Power"+3 Melee Power""+2 Melee Power"
Treachery: Critical Confirmation and Damage"+2 to critical confirmation rolls and damage""+2 PRR"
Treachery: Stealth"+2 to Hide in Shadows and Move Silently""+2 MRR"
Treachery: Threat Reduction"+50% Threat Reduction""+2 PRR"

2 Pieces: +5 Melee and Ranged Power
3 Pieces: +1d6 Sneak attack damage
4 Pieces: +2 to the DC of Assassinate



Purity
Purity: Constitution"+1 Constitution""+2 PRR"
Purity: Wisdom"+1 Wisdom""+2 MRR"
Purity: Healing Amplification"+3 Healing Amplification""+2 PRR"
Purity: Fortitude"+2 Fortitude""+2 PRR"
Purity: Positive Spellpower"+9 Positive Spellpower""+4 Spellpower"
Purity: Death Block"Death Block""+2 MRR"

2 Pieces: +5 Healing Amplification
3 Pieces: Immune of Disease
4 Pieces: Immune to Energy Drain



Zephyr (Rare)
Zephyr: Dexterity"+1 Dexterity""+2 PRR"
Zephyr: Reflex"+2 Reflex""+2 MRR"
Zephyr: Charisma"+1 Charisma""+2 MRR"
Zephyr: Intelligence"+1 Intelligence""+2 MRR"
Zephyr: Doublestrike"+2% Doublestrike""+2 Melee Power"
Zephyr: Doubleshot"+2% Doubleshot""+2 Ranged Power"
Zephyr: Feather Fall"Permanent Feather Fall""+2 MRR"
Zephyr: Dodge"+1% Dodge""+2 PRR"
Zephyr: MRR"+3 Magical Resistance Rating""+2 PRR"

2 Pieces: +5 Magical Resistance Rating
3 Pieces: +1% Dodge and Maximum Dodge
4 Pieces: Immune to slippery surfaces
5 Pieces: Immune to knockdown

Cocomajobo
11-30-2017, 02:12 PM
How do I add a Sentient Jewel to a Weapon that accepts Sentience?

There is now a red button on the right of the inventory panel which pulls open the Sentient Weapon menu. From here you can drag a weapon and then a Sentient Jewel to create a Sentient Weapon.

What is the deal with Binding Status?

Sentient Weapons: As per the named item, so it varies. Though, if a named item is unbound (or Bound to Character on Equip but not yet equipped) the item will become Bound to Account if a Sentient Jewel is slotted into it (because Sentient Jewels are Bound to Account).
Sentient Jewels: Bound to Account
Filigree: Varies depending on content, but probably unbound so players can trade and sell the ones they don't want.


The bonuses granted by each filigree are small but the set bonuses are large, is this intended?

The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.

Can someone fighting with Two Weapons wield two sentient weapons?

Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.

What weapons will accept Sentience?

A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.


Does adding a Sentient Jewel or a Filigree to a Weapon alter the weapons Minimum level?

None of this changes the item's minimum level. Making an item sentient, adding power to the Sentient Jewel, and then putting Filigree in slots all can be done without changing the minimum level. Might we have Filigree with a minimum level requirement someday? Maybe, but that doesn't exist in this iteration.

Do the Filigree go into any bags?

Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!

This is a sentient Weapon, does it do anything but give me mechanical benefits?

Yes. While wielding a weapon with a sentient jewel slotted into it you will occasionally hear the personality within the weapon commenting on your current situation. The weapon will use voice and send text to chat, not DM text. Both options will have an option to be turned off. Each Sentient Jewel contains a different personality.

Does the Personality of a Sentient Jewel have any impact on the mechanical benefits?

No. We do not want people to get stuck with personality they find annoying because they want the mechanical benefits of a certain filigree set.

What happens to the XP accumulated if you unslot a Sentient Jewel from a weapon?

All Sentient XP you have gained stays with the Sentient Jewel when you unslot it, and is applied to a new weapon when you slot that jewel into it.

What do filigree and set bonuses stack with?

Unless specifically noted, all bonuses listed are unique bonuses and stack with everything.

What items can be fed to a Sentient Weapon?

You can feed any named item that isn't specifically tagged as being worth 0 Sentient XP. This list includes, but is not limited to, the following categories:


Items that drop on logout, death, or leaving an area.
Items that are destroyed on death or logout.
Items that are stackable.
Items that cannot be sold to a vendor.
Any item with a duration.
Any item that is destroyed when it is empty/out of charges.
Any item that is locked with the Inventory lock icon.
A smattering of individual items which have specifically been decided shouldn't be able to be fed for various reasons (The three Slave Lords blank items that drop like candy and don't ransack for instance)



Are there any restrictions on which Filigree can be slotted into which gems?

The only restriction on placing multiple filigree into a sentient weapon is that you can not place two of the EXACT same filigree (or its rare variant) into the same weapon.

You can place an Int Filigree from one set and an Int Filigree from a second set into the same sentient item. This results in +2 Intelligence and 1 piece towards both set bonuses.

Where do you get all these things? Sentient Jewels? Filigree? Destroyers? Unslotters?

You can obtain the items related to Sentient weapons in the following locations:

Sentient Jewels: You can obtain an initial Sentient Jewel by speaking to a Vistani Trader inside the Barovia wilderness area very near the entrance. He will give you your choice of three different Sentient Jewels. Further Sentient Jewels can be found from a variety of different sources unique to the specific sentient jewel.
Filigree: You can obtain the Sentient Filigree from chests. All of the Filigree listed above currently drop exclusively from chests in Ravenloft. Generally, we expect Filigree drops, like named loot, to drop in specific content. There is a dramatic increase in the chance for a Filigree to drop in higher difficulty settings. In addition, Filigree are unbound and can be traded for from other players or purchased from the auction house.
Sentient Destroyers: You can purchase destroyers for Platinum from tools vendors throughout DDO. There are specifically vendors in Ravenloft which sell Destroyers.
Sentient Unslotters: Unslotters (AKA Toolkits) have a chance to drop in any chest in Ravenloft. You can also purchase unslotters for DDO Points from the DDO store.


Can I slot or unslot Sentient Jewels or Filigree from within a quest?

No.

Can a single Sentient Weapon have multiple Filigree Set bonuses?

Yes. You can have as many Filigree Set Bonuses as you can fit in your currently available Filigree slots.

Wizza
11-30-2017, 03:14 PM
Nice changes with the ML of named items.

I still don't like the overall system, and the usual "higher drop rates in higher settings" is something that we have heard million of times so don't really believe it anymore.

Two thing that bothers me:

- The "Rare" filigrees are a lot of +2 MRR. Please..no. I am quite sure you can remove MRR and noone would notice.
- You keep putting MRR on casters and robe users' gears. Yes, one set gives you +40 max MRR. No, it's still pointless.

The element sets could get a reduction of Spell points usage as 5 pc set. And not -10%, something like -30% SP cost of said element.

Otto's Irrevocable Power (Rare) needs to cover WIS as well.

zehnvhex
11-30-2017, 03:58 PM
The Trappers Delight set bonus feels kinda lame compared to others. Perhaps the following would be more fun:

2 pc: Allows you to use int instead of wis bonus for spot
3 pc: Grants "Nothing is Hidden" enhancement
4 pc: Reduces time required to disable traps by 50%

Or something.

hit_fido
11-30-2017, 04:08 PM
In bold:


Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.

vs


Sentient Unslotters: You can purchase unslotters for DDO Points from the DDO store.

Ok, so are the Sentient Unslotters only available in the store, or are they available in loot too? And if available in loot, are they "available" at the same drop rate as those jewellers toolkits or whatever that unslotted old augments? Because those really aren't "available" in loot as far as I can see...

This is a really terrible aspect of the system. I'm willing to drop more on this expansion than the past mostly out of an interest in supporting the game and stretching it out for a couple or maybe a few more years. This store bought unslotter business, for which we'll need seven in order to move a fully upgraded jewel, is an abusive level of nickle and diming.

Propane
11-30-2017, 04:30 PM
[QUOTE=Cocomajobo;6043600]

What weapons will accept Sentience?

A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.


Thanks for sharing!

1) I like the update format of the colored stuff that changed - nice to read and easy to find

2) moving to min lv 20 is a great and welcome change - thank-you!

3) I can't find the details so I will ask (re-ask) about what can become Sentient...

3a) Cannith crafted, ML 20+?
3b) LoB weapons - Would need to be T3 completed?
3c) House C challenge weapons?
3d) Estar challenge weapons?
3e) seal/shard old epic weapons
3f) Random weapons updated with Festival Frost / etc?
3g) Estar commendation turn in weapons?

TIA for your response!

PsychoBlonde
11-30-2017, 05:23 PM
Tested and confirmed: If you put a high-level augment in a low-level item, you get sentient XP based on the ML of the AUGMENT not the ITEM.

Tested and confirmed: You can't put the same filigree into an item more than once. So every filigree in a set has to be a DIFFERENT one.

Tested and confirmed: Same filligree is also exclusive with the (rare) version of itself.

Tested and confirmed: Vampirism on Night Mother's Embrace weapons works on ranged weapons (this isn't specifically sentient-weapons related).

The 4 piece set bonus for Grandfather's Shield needs to be looked at. +2 will? Seriously? Should be more like +10% hit points.

Tested: The set bonus from Cry of Battle set is NOT applying to pet stats.

Tested and confirmed: You CAN put the SAME bonus from different sets on the same sentient item. They stack. Tested with 2 PRR fil. AND 2 Int Fil. Both stacked. So if you don't care about set bonuses (and you can get the same bonus from enough sets), you could just, say, get +7 int from your sentient weapon.

Tested: Pet collars (not even named ones) do not accept sentience.

PsychoBlonde
11-30-2017, 05:26 PM
3a) Cannith crafted, ML 20+?
3b) LoB weapons - Would need to be T3 completed?
3c) House C challenge weapons?
3d) Estar challenge weapons?
3e) seal/shard old epic weapons
3f) Random weapons updated with Festival Frost / etc?
3g) Estar commendation turn in weapons?

TIA for your response!

Cannith Crafted -- these are not named items. So no, they don't accept sentience.
The House C challenge weapons are named weapons, so yes, they accept sentience.
Estar challenge weapons also accept sentience (tested and confirmed, I was using one for a bit)
it's presently impossible to test s/s/s weapons because they are all ML 20
NO RANDOM WEAPONS, so no.
Those are named weapons, so yes.

JOTMON
11-30-2017, 06:21 PM
What weapons will accept Sentience?

A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.



Will this allow sentient crafting into the Shard/Seal/Scroll upgraded raid weapons.. like eSOS, eChaosblade, etc......





Players can fairly easily obtain and use Sentient Destroyer Tools to destroy a Filigree or even a Sentient Jewel to open up the slot for a new piece. One would simply drag the tools onto the Filigree or Jewel slot to destroy the contents and free up the slot. Players can also obtain Sentient Unslotter Tools that drop in loot that allow them to unslot a Filigree rather than destroy it, and these tools can even unslot the Sentient Jewel itself. A player cannot destroy or unslot a Sentient Jewel unless all Filigree have been removed from the weapon first.


Can this be looked at..
Its going to be terribly inefficient and costly to unslot a sentient upgraded Jewel to move it from one weapon to another if we have to unslot all the filigrees from the jewel and then unslot the jewel..

Would prefer to be able to unslot the jewel with its attached filigrees when weapon swapping.
This way I can build the Jewel and the filigrees as part of the Epic levelling process.
Current system will get to the point where it will cost 8 unslotting tools to transition weapons is going to be detrimental to the process.

edrein
11-30-2017, 06:28 PM
3 Pieces: Assassin's Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in acid damage. This effect will not stack with other Sentience weapon procs.
4 Pieces: Fire Mastery: Gain 50 Fire Spellpower and Melee and Missile attacks do 4d6 +1d6 per epic character level in fire damage. This effect will not stack with other Sentience weapon procs.
4 Pieces: Beasts Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in slashing damage. This effect will not stack with other Sentience weapon procs.
5 Pieces: When you activate Rage: Gain 100 Temporary Hit Points per character Epic Level.

3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs.
3 Pieces: Sentient Poison: Melee and Ranged attacks get 4d6 + 1d6 per epic character level in poison damage. This effect will not stack with other Sentient weapon procs.


First of all, I'd like to say thank you. Honestly and genuinely, thank you for listening to feedback. These are great changes; this gives me an incentive as a melee that feels like I'll get actual damage out of my sentient weapons. I am a bit sad about the change to Blood Feast. Could you atleast include whenever Primal Rage is cast on you as well? This makes the 5PC a little more versatile than only being useful for Barbarians and I hope Warchanters with their rage. That being said; does this also include the active portion of the barbarian pastlife?



The Inevitable Grave
The Inevitable Grave: Negative Spell Power"+9 Negative Spell Power""+4 Spellpower"
The Inevitable Grave: Intelligence"+1 Intelligence""+2 MRR"
The Inevitable Grave: Negative Healing Amplification"+20% Negative Healing Amplification""+2 PRR"
The Inevitable Grave: PRR"+3 Physical Resistance Rating""+2 MRR"

2 Pieces: +10 Spellpower
3 Pieces: +2 Will saving throws
4 Pieces: +2 to DCs of Necromancy Spells



Is there any chance that we could get the +2 will saves taken out and replaced with a vampirism effect? In similar vein to what we see with the weapon damage scaling? 1d6 + an additional 1d6 per epic level? Cap it at 10d6, which will be just enough vampirism to actually be noticable/effective in level 30 content be it regular epic difficulty or reaper. Bump the vampirism up to the 4PC slot if need be. But I think that'd be a pretty solid and Palemaster/Necromatic Sentience appropriate effect. It also helps with the fact that vampirism was removed from the Adherent of the Mists set. I'd actually like to see that +20% Negative Healing Amplification bumped to 40% as well. The reason for this is a lack of negative amp across the board: Combine this fillagree and the Legendary Mummy Wraps and you still only get 92%. Assuming they stack in the first place; as negative healing amp lacks the luxury of having stackable bonus sources like positive healing amp does.

If we can't get a vampirism effect here; could we get the Scion of Shadowfel feat bumped to use a similar scaling as the new sentient weapons? The 1d6 vampirism it currently has is a bit outdated for the game, not to mention doesn't work in reaper due to self healing penalties.

SirShen
11-30-2017, 07:44 PM
Purity bonus 2 and 3 were not working for me, i got diseased and level drained while holding a weapon with 4 pieces in it.

-ninay-
11-30-2017, 08:06 PM
Is there any chance Devs that you can make every fully upgraded crafted weapon to be sentient? Like fully upgrade TOEE weapon or Thunder-Forged weapon?

LrdSlvrhnd
11-30-2017, 08:23 PM
Sentient Jewels: You can obtain an initial Sentient Jewel by speaking to a Vistani Trader inside the Barovia wilderness area very near the entrance. He will give you your choice of three different Sentient Jewels. Further Sentient Jewels can be found from a variety of different sources unique to the specific sentient jewel.




Are we going to be able to test these out before choosing/slotting? And if not, are we going to be able to easily trade/reslot for one of the other three?

Qhualor
11-30-2017, 08:50 PM
haste spell doesn't stack with striding or speed items. I know you said unless it specifically states, but would need clarification on this.

if you remember how I felt last year, I still don't like temporary hitpoints. they seem to work best on Warlocks. I know at level 30 it would be 1000 temporary hitpoints, but 1 proc per rage that lasts on a pure barbarian for 6-8 minutes depending on investment in enhancements and constitution makes this bonus not good. those hitpoints are well gone before your next rage. how about changing it to a low chance to regaining a rage or for a short time you gain a big chunk of PRR or +2 to all abilities or increased con and strength or something like that?

Trappers Delight bonus looks pretty weak. how about a second chance roll if you fail disabling a trap instead of blowing it up on the 4 piece set?

I don't know. there is a lot I could nitpick with the set bonuses. they just look mostly uninspiring with gear slots as the bonus and more of the same with PRR/MRR/MP/RP.

Luthe111
11-30-2017, 10:55 PM
Since you added two items that have changing effects depending on which hand they are placed in, that makes these items useless for sentients if you want the offhand effect. I like the novelty of the items, but I'd rather have the healing in offhand, thus I can't make it into a sentient weapon.

Gabrael
12-01-2017, 12:44 AM
The cry of battle set seem to be giving the same bonus for both 2 piece and 3 piece set

macubrae
12-01-2017, 12:47 AM
A third of the sentient weapon themes don't add any damage, whether it comes from weapon power, spell pen, or plain damage. These are switch in items for skill checks. I understand the healing themed not doing damage, but I imagine that to be an heirloom trinket instead of a main hand weapon personally. It is my opinion that main hand epic level sentient weapons should do epic level damage, effects or bonuses worthy of main hand usage.

Just a pet peeve, Grandfather's Shield can't be a shield. Seems like the perfect name for an orb or shield that has Shield Spell when actively blocking as a final set bonus.

I apologize, I feel like I'm kicking a dead horse but, with 20 character slots filled I'll try to make whatever work the best I can for my 17 playable toons. Thank you for giving us more tools to work with in epic levels and I hope for the best. Keep up the good work and may the gaming gods shine in your favor.

Wizza
12-01-2017, 03:29 AM
- Otto's Irrevocable Power (Rare)

5 Pieces: When you activate the epic feats "Arcane Insight" or "Wellspring of Power" your Spell Point Cost for all spells is reduced to 0 for 10 seconds.


Make this last for 30 seconds, same duration as the feats. They have a 3 minute cooldown, so not much uptime. Especially when you compare it to:


- Prowess (Rare)

5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.


And why:

- Deadly Rain (Rare)

5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds


Ranged power is so much smaller than MP?

Cocomajobo
12-01-2017, 03:39 AM
Ok, so are the Sentient Unslotters only available in the store, or are they available in loot too? And if available in loot, are they "available" at the same drop rate as those jewellers toolkits or whatever that unslotted old augments? Because those really aren't "available" in loot as far as I can see...

The Toolkits (AKA Unslotters) also have a chance to drop in all chests in Ravenloft (not just end chests). That didn't make it into this preview build but has already been added internally. I have updated the FAQ above to reflect this oversight on my part.

Cocomajobo
12-01-2017, 03:41 AM
Will this allow sentient crafting into the Shard/Seal/Scroll upgraded raid weapons.. like eSOS, eChaosblade, etc......

That is the intent, yes. The final version of those items should be able to accept Sentience. I should know for sure later today whether that has proved possible.

Wizza
12-01-2017, 03:42 AM
The Toolkits (AKA Unslotters) also have a chance to drop in all chests in Ravenloft (not just end chests). That didn't make it into this preview build but has already been added internally. I have updated the FAQ above to reflect this oversight on my part.

As rare as Hair Dyes?
As often as named items?
As non-existant as Tomes?

How often do they drop?

And what's the cost of this item in the DDO store?

EDIT:

https://i.imgur.com/TwaxYmA.jpg

sudzz
12-01-2017, 04:43 AM
How do I add a Sentient Jewel to a Weapon that accepts Sentience?

There is now a red button on the right of the inventory panel which pulls open the Sentient Weapon menu. From here you can drag a weapon and then a Sentient Jewel to create a Sentient Weapon.

What is the deal with Binding Status?

Sentient Weapons: As per the named item, so it varies. Though, if a named item is unbound (or Bound to Character on Equip but not yet equipped) the item will become Bound to Account if a Sentient Jewel is slotted into it (because Sentient Jewels are Bound to Account).
Sentient Jewels: Bound to Account
Filigree: Varies depending on content, but probably unbound so players can trade and sell the ones they don't want.


The bonuses granted by each filigree are small but the set bonuses are large, is this intended?

The intent is that the juicy flavorful stuff should be in the set bonuses, not the bonuses of the base Sentient Filigree.

Can someone fighting with Two Weapons wield two sentient weapons?

Weapons with a Sentient Jewel slotted in them will reject being placed in your off hand.



What weapons will accept Sentience?

A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.


Does adding a Sentient Jewel or a Filigree to a Weapon alter the weapons Minimum level?

None of this changes the item's minimum level. Making an item sentient, adding power to the Sentient Jewel, and then putting Filigree in slots all can be done without changing the minimum level. Might we have Filigree with a minimum level requirement someday? Maybe, but that doesn't exist in this iteration.

Do the Filigree go into any bags?

Yes. Filigree go into Augment bags. Also, Augment bags now have a search function!

This is a sentient Weapon, does it do anything but give me mechanical benefits?

Yes. While wielding a weapon with a sentient jewel slotted into it you will occasionally hear the personality within the weapon commenting on your current situation. The weapon will use voice and send text to chat, not DM text. Both options will have an option to be turned off. Each Sentient Jewel contains a different personality.

Does the Personality of a Sentient Jewel have any impact on the mechanical benefits?

No. We do not want people to get stuck with personality they find annoying because they want the mechanical benefits of a certain filigree set.

What happens to the XP accumulated if you unslot a Sentient Jewel from a weapon?

All Sentient XP you have gained stays with the Sentient Jewel when you unslot it, and is applied to a new weapon when you slot that jewel into it.

What do filigree and set bonuses stack with?

Unless specifically noted, all bonuses listed are unique bonuses and stack with everything.

What items can be fed to a Sentient Weapon?

You can feed any named item that isn't specifically tagged as being worth 0 Sentient XP. This list includes, but is not limited to, the following categories:


Items that drop on logout, death, or leaving an area.
Items that are destroyed on death or logout.
Items that are stackable.
Items that cannot be sold to a vendor.
Any item with a duration.
Any item that is destroyed when it is empty/out of charges.
Any item that is locked with the Inventory lock icon.
A smattering of individual items which have specifically been decided shouldn't be able to be fed for various reasons (The three Slave Lords blank items that drop like candy and don't ransack for instance)



Are there any restrictions on which Filigree can be slotted into which gems?

The only restriction on placing multiple filigree into a sentient weapon is that you can not place two of the EXACT same filigree (or its rare variant) into the same weapon.

You can place an Int Filigree from one set and an Int Filigree from a second set into the same sentient item. This results in +2 Intelligence and 1 piece towards both set bonuses.

Where do you get all these things? Sentient Jewels? Filigree? Destroyers? Unslotters?

You can obtain the items related to Sentient weapons in the following locations:

Sentient Jewels: You can obtain an initial Sentient Jewel by speaking to a Vistani Trader inside the Barovia wilderness area very near the entrance. He will give you your choice of three different Sentient Jewels. Further Sentient Jewels can be found from a variety of different sources unique to the specific sentient jewel.
Filigree: You can obtain the Sentient Filigree from chests. All of the Filigree listed above currently drop exclusively from chests in Ravenloft. Generally, we expect Filigree drops, like named loot, to drop in specific content. There is a dramatic increase in the chance for a Filigree to drop in higher difficulty settings. In addition, Filigree are unbound and can be traded for from other players or purchased from the auction house.
Sentient Destroyers: You can purchase destroyers for Platinum from tools vendors throughout DDO. There are specifically vendors in Ravenloft which sell Destroyers.
Sentient Unslotters: Unslotters (AKA Toolkits) have a chance to drop in any chest in Ravenloft. You can also purchase unslotters for DDO Points from the DDO store.


Can I slot or unslot Sentient Jewels or Filigree from within a quest?

No.

Can a single Sentient Weapon have multiple Filigree Set bonuses?

Yes. You can have as many Filigree Set Bonuses as you can fit in your currently available Filigree slots.



Been trying to slot my arty dog with sentient weapon but so far have not found anything that can take sentience AND can be either be a named collar (only 2 I know of in game including current lama one) or be converted from wraps ( most wraps that can be converted dont seem to taker sentience) so what gives, the dogs near useless at times as is and a little boost shouldn't make him so powerful as to actually be worth having out in ee/reaper?

Satyriasys
12-01-2017, 05:16 AM
A slight warning with sentient gems. If you drag a new gem into your weapon it will destroy the old gem with no warning. So if you had a max level sentient weapon full of rare filigrees and you drag another gem into it. It will destroy your old gem and your filigrees.



The Toolkits (AKA Unslotters) also have a chance to drop in all chests in Ravenloft (not just end chests). That didn't make it into this preview build but has already been added internally. I have updated the FAQ above to reflect this oversight on my part.

Pointless. The rarity at which these types of items drop is so scarce you may as well not make them drop at all. Make them purchasable with remnants or something.

Wizza
12-01-2017, 05:29 AM
Make them purchasable with remnants or something.

Good idea

Claver
12-01-2017, 06:23 AM
What weapons will accept Sentience?

A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.



Testing of the current version 3 build shows the following weapons WILL NOT accept Sentience

- Weapons from Fall of Truth raid (Skybreaker and Dream Piercer tested). NONE of the items from Fall of Truth can be "deconstructed/fed" to sentience. This includes items like Pendant of the Storm Reaver and Halcyon boots

- Epic Temple of Elemental Evil crafted weapons; however, these can still be crunched/fed to sentience

- Thunderforged crafted weapons; however, these can still be crunched/fed to sentience

I did confirm that weapons like the Spectral Dagger from Night Revels can be made sentient as well as feed sentience. Level 24 Cormyrian weapons from Evening Star challenges can be made sentient as well as feed sentience



Voices of Sentient weapons are now in this preview build (though there is no cooldown specifically on the feeding your weapon a named item line yet which is absolutely not intended)
[/LIST]

I couldn't get any of the voices to speak on any of the gems when fighting dummies or feeding named items...I had DM Narration cranked up under voice settings

Silverleafeon
12-01-2017, 06:29 AM
Overall, nice changes, well done.




https://i.imgur.com/TwaxYmA.jpg

This item ought to be 50 tp (definitely no more than 95 tp) in the store, and drop reasonably often in dungeons.

Claver
12-01-2017, 06:56 AM
What items can be fed to a Sentient Weapon?

You can feed any named item that isn't specifically tagged as being worth 0 Sentient XP. This list includes, but is not limited to, the following categories:


Items that drop on logout, death, or leaving an area.
Items that are destroyed on death or logout.
Items that are stackable.
Items that cannot be sold to a vendor.
Any item with a duration.
Any item that is destroyed when it is empty/out of charges.
Any item that is locked with the Inventory lock icon.
A smattering of individual items which have specifically been decided shouldn't be able to be fed for various reasons (The three Slave Lords blank items that drop like candy and don't ransack for instance)




Testing of the current version 3 build confirms the following items CAN NOT be deconstructed/fed to sentience

- Epic Resplendence (from fashion madness)
- Any item from Crystal Cove event
- Iconic character starter gear
- Veteran Status character starter gear (limited testing on this)
- Wheelon quest end rewards like guardians girdle, guardians gloves, skirmishers bracers
- Stormhorn quest end rewards like the guardians helmet; however, I did confirm the cloaks could be deconstructed/fed
- Shards of Power trinkets from the Shroud
- Nightforge items from BAM
- Malchors undersun Goggles
- Named weapons and items from Fall of Truth
- Stat tomes
- Onyx of the 12
- Silver Flame Amulut
- Roderics Wand
- Quiver of poison

I did confirm that the following items COULD be deconstructed/fed to sentience: Anniversary Event items, Alchemical items, Cannith and Eveningstar challenge items, Eveningstar Commendation turn in items, night revels items, scarab dust necropolis items

LrdSlvrhnd
12-01-2017, 07:31 AM
Testing of the current version 3 build confirms the following items CAN NOT be deconstructed/fed to sentience

- Epic Resplendence (from fashion madness)
- Any item from Crystal Cove event
- Iconic character starter gear
- Veteran Status character starter gear (limited testing on this)
- Wheelon quest end rewards like guardians girdle, guardians gloves, skirmishers bracers
- Stormhorn quest end rewards like the guardians helmet; however, I did confirm the cloaks could be deconstructed/fed
- Shards of Power trinkets from the Shroud
- Nightforge items from BAM
- Malchors undersun Goggles
- Named weapons and items from Fall of Truth
- Stat tomes
- Onyx of the 12
- Silver Flame Amulut
- Roderics Wand
- Quiver of poison

I did confirm that the following items COULD be deconstructed/fed to sentience: Anniversary Event items, Alchemical items, Cannith and Eveningstar challenge items, Eveningstar Commendation turn in items, night revels items, scarab dust necropolis items

Starter gear & Malchor's Goggles makes sense; too easy to get. Rest of them, not so much. What level SF amulet did you try? 'Cause the base item has no ML (and also is too easy to get).

Claver
12-01-2017, 07:34 AM
. What level SF amulet did you try? 'Cause the base item has no ML (and also is too easy to get).

If I recall correctly, it was an amulet that had only been upgraded once

Fivetigers33
12-01-2017, 08:21 AM
Will fully upgraded ML20 Alchemical weapons be able to accept sentience? This will be a serious early xmas gift if so.

Wongar
12-01-2017, 08:22 AM
Ran the mists quests to get to the weapon master. I think putting the weapon master in the wilderness will make it confusing to players.

You get your weapon and then your gem and the first thing you want to do is slot the gem. You figure out how to open the sentient weapon dialog and drag your gem onto it and nothing happens. You try a couple times and same result - drop the gem on the box and it just goes back into inventory. This happens because you can't interact with a sentient weapon in a wilderness area or quest - but there is nothing to tell you that so you think the system is broken. Perhaps add a message when opening the sentient dialog that says it can not be used in quests / wilderness areas? Or move the weapon master to a public area?

Found a vendor the wilderness area that sold destroyers - is this a rare or does he move around? I can also say - wow is it a long run from the tavern to the first quest in the chain...

Added Grandfather's Shield: Armor Class but did not get any boost to AC. I was able to get the 3 piece bonus but not sure of the math. I had an AC of 196 before equipping and 204 after. Thinking back I might have had combat expertise turned on so that may be why.

I put on the two piece The Beast's Mantle set and received the 10 AC but it did not show up on the list of set bonuses on the weapon. This was the second set on the weapon after a 3 piece Grandfather's Shield.


I will still make the request to allow us to make named shields sentient. This would be a big help to tank builds. As it is there is still nothing to compete with a triple positive LGS weapon - especially with the removal of the temp HP proc. It only makes sense that Grandfather's Shield should be on a shield.

Consider adding a 5th Filagree and 5 piece set to Grandfather's Shield - maybe something like
Filagree: Grandfather's Shield: Hit points, +20 HP

5 Piece Bonus: Grandfather's Sentience: You gain +5 Healing amp and +5 Healing Amp per character epic level.
or
5 Piece Bonus: Grandfather's Reassurance: When hit or missed in combat, you have a 5% chance to gain 100 temp HP. This affect can not occur more than once every 5 seconds.

Wongar
12-01-2017, 08:32 AM
On another thought - it might be nice to give a preview of the voices before selecting the gem. I could see some people cringing with Hope, while others might have a crush on her :rolleyes:
(Hope the The Hopeful - yellow gem)

Cantor
12-01-2017, 08:39 AM
If beast only works with barbarian rage, that change is terrible. Something that would have been useful to anyone is now very specific and limited. I'm not saying make it proc on a rage potion, but give something.

I also agree that removers need to drop a fair amount more than other store items, time will tell.

Agree with Wizza on the prevalence of mrr as rare bonus.

On Zehnvhex's comment about trappers delight, I thought this looked like a swap item before, now it really does. I'm ok with that if it was the goal. If it is not just designed to be a swap, it's a fail.

Otto's going from +1 to +2 is good. Would like more than 10 seconds on the 5pc, but I can see why that is limited. I'm guessing don't want to give 2 free rounds of ruin/gruin.

JOTMON
12-01-2017, 08:52 AM
As rare as Hair Dyes?
As often as named items?
As non-existant as Tomes?

How often do they drop?

And what's the cost of this item in the DDO store?

EDIT:

https://i.imgur.com/TwaxYmA.jpg


Mirrored the cost of the Jeweler's Tool Kit . which I think is overpriced considering we will have to unslot all the filgrees before being able to unslot the jewel using the same toolkits.
potentially requiring 8x more kits per unslotting.

There is no need for a destruction toolkit, paying to destroy filigrees is just silly in my opinion.

Would like to see the ingame destruction toolkit changed to a filigree unslotting toolkit.
This way we can unslot filigrees for plat from the designated vendors and require the more expensive unslotting tools to unslot the sentient jewel.

Saekee
12-01-2017, 08:58 AM
Will fully upgraded ML20 Alchemical weapons be able to accept sentience? This will be a serious early xmas gift if so.

/signed might revive that raid a little

Devs can we please be able to crunch old shards and seals for sentient xp? However small?

The ML augment thing is HUGE, thx PB

Thx for adding ML 20 weapons, I assume this includes old SSS weapons. If you upgrade the four that people will consider using, then all those quests/raids will get a boost

Fivetigers33
12-01-2017, 09:07 AM
/signed might revive that raid a little

It would also give every single weapon type a highly customizable ML20 sentient weapon option. There's something for casters, meeles, and ranged. Can't ask for much more than that.

Splunge
12-01-2017, 09:14 AM
Make them purchasable with remnants or something.

I like this idea. I'd like to have more things that I can buy with all the remnants I have lying around. Cosmetics, toolkits, etc. seem like something they could add without adding to the power creep.

Loromir
12-01-2017, 09:15 AM
Ran the mists quests to get to the weapon master. I think putting the weapon master in the wilderness will make it confusing to players.

You get your weapon and then your gem and the first thing you want to do is slot the gem. You figure out how to open the sentient weapon dialog and drag your gem onto it and nothing happens. You try a couple times and same result - drop the gem on the box and it just goes back into inventory. This happens because you can't interact with a sentient weapon in a wilderness area or quest - but there is nothing to tell you that so you think the system is broken. Perhaps add a message when opening the sentient dialog that says it can not be used in quests / wilderness areas? Or move the weapon master to a public area?

Found a vendor the wilderness area that sold destroyers - is this a rare or does he move around? I can also say - wow is it a long run from the tavern to the first quest in the chain...

Added Grandfather's Shield: Armor Class but did not get any boost to AC. I was able to get the 3 piece bonus but not sure of the math. I had an AC of 196 before equipping and 204 after. Thinking back I might have had combat expertise turned on so that may be why.

I put on the two piece The Beast's Mantle set and received the 10 AC but it did not show up on the list of set bonuses on the weapon. This was the second set on the weapon after a 3 piece Grandfather's Shield.


I will still make the request to allow us to make named shields sentient. This would be a big help to tank builds. As it is there is still nothing to compete with a triple positive LGS weapon - especially with the removal of the temp HP proc. It only makes sense that Grandfather's Shield should be on a shield.

Consider adding a 5th Filagree and 5 piece set to Grandfather's Shield - maybe something like
Filagree: Grandfather's Shield: Hit points, +20 HP

5 Piece Bonus: Grandfather's Sentience: You gain +5 Healing amp and +5 Healing Amp per character epic level.
or
5 Piece Bonus: Grandfather's Reassurance: When hit or missed in combat, you have a 5% chance to gain 100 temp HP. This affect can not occur more than once every 5 seconds.

Since shield goes in off-hand...I would imagine we won't see sentient shield any time soon.

Khalibano
12-01-2017, 09:37 AM
Devs, nice work on the changes to the system :) I particularly like the ml 20 change, v nice to include sentience on the large number and range of weapons available at this level. It certainly helps lessen the lack of named weapons that are available for sentience within some weapon types.

Just a few thoughts on the 'practicalities' of the sentient gems and filigrees:
__________________________________________________ __________________________________________________ _______

1. Having to remove all filigrees before removing a gem from a weapon is not ideal really. 150TP for each of 7 filigrees + 1 gem = ~1000TP every time I wish to do that. This is unfortunately too time-consuming and frankly quite costly. Can we please have a system where we can unslot only the sentience gems (i.e. without having to unslot each filigree)?


As rare as Hair Dyes?
As often as named items?
As non-existant as Tomes?

How often do they drop?

And what's the cost of this item in the DDO store?

EDIT:

https://i.imgur.com/TwaxYmA.jpg
__________________________________________________ __________________________________________________ _______

2. I know it has been mentioned that the sentience toolkits will drop in chests (Ravenloft chests only)...

The Toolkits (AKA Unslotters) also have a chance to drop in all chests in Ravenloft (not just end chests). That didn't make it into this preview build but has already been added internally. I have updated the FAQ above to reflect this oversight on my part.

...however, in 10 years playing this game, I have unfortunately never looted a single Jewelers toolkit from a chest (since they were added to the game at least). If the sentience toolkits are as rare, my options again will end up being very unreasonable: ~1000TP per gem or the ridiculous prices people will charge in the AH for the toolkits due to their rarity (highly likely in astral shard AH, which costs real money too). Of course there is the option of being lucky enough to pull one in a chest: could we please have a very reasonable drop rate for these, so that this system is fluid rather than restrictive?
__________________________________________________ __________________________________________________ _______


Sentient Weapons Overview

(Designer’s Note: Because Dungeons and Dragons has such a variety of weapon types and magical weapons, it is necessary to allow players to move the sentience to a weapon appropriate for their class, race, and feats. This means that players need to be able to use this system with a variety of weapons and weapon types.)

3. Difficulty in moving sentience gems between weapons due to the costs mentioned will mean I will need to fully upgrade several gems on each character (since once sloted, sentient gems will be treated by me the same way I treat slotted augments: too expensive to remove them, so keep them in the item that you slotted and be happy to use it again next life when you tr and is playing in this level range). So my question is: will sentience gems drop from chests? Will the drop rate be reasonable? If they only drop 'already slotted' in the named weapons that I will loot, it will cost me 150TP to remove them each time I need one.

4. I have 12 characters that I actively play with. The costs may not seem unreasonable to those who play one character only, but having to deal with points 1-3 raised above for 12 characters will be highly costly. To fully upgrade several gems on each character I would be forced to virtually loot every single piece of named loot for the unforseeable future (hopefully before I retire in 2048), whether others playing with me need it or not (which is exactly the opposite of what I want to do when playing DDO). My intention is to 'build' a few gems only, maybe 5-6 (with bonuses that suit all my characters and their builds) and to be able to easily move the gems about via shared bank and slot them on the characters that I want. I was also hoping to be able to fluidily re-slot them on the various weapons each of my characters use while going through epic levels (since TRing is a vital expected mechanic of the game).

__________________________________________________ __________________________________________________ _______

My suggestions are: toolkits drop often from chests, are avalaible to be obtained through trade for epic tokes, mysterious remnants and commendations of valor and also available via the DDO store (much like weapon augments currently are).

Thank you for all the hard work on this system, I'm really excited to play this and Ravenloft! Just suggesting its cost and fluidity could be looked at :)

MistaMagic
12-01-2017, 10:08 AM
These items are not stacking.
Starting stats: Intel 100, Hold Monster mass 92dc

add Nightmother's sceptre +1 to my dc's
add Eye of the Beholder +1 int, +1 wis, will and spellpower for a 4 piece bonus of +2 to spell dc's.

So now should have 101 Int and 95 Dc's. This is correct

Add Otto's Irrevocable power +1 Int, prr and spellpower for a 3 piece bonus of 200 spell points (this set bonus does not show)

So I should now have 102 Int (which is correct) and +1 more to me Dc's giving me 96 Dc's in total

What I actual get is now a decrease in Dc's to 94 so missing 2 dc's which I assume is dropped from the Eye of the beholder set.

You will have plenty of time to fix this as I can not see anyone having 7 slots in the near future:)

dunklezhan
12-01-2017, 10:26 AM
The Toolkits (AKA Unslotters) also have a chance to drop in all chests in Ravenloft (not just end chests). That didn't make it into this preview build but has already been added internally. I have updated the FAQ above to reflect this oversight on my part.

Thank you.

JOTMON
12-01-2017, 10:37 AM
The Toolkits (AKA Unslotters) also have a chance to drop in all chests in Ravenloft (not just end chests). That didn't make it into this preview build but has already been added internally. I have updated the FAQ above to reflect this oversight on my part.

is it a good drop rate though????

-ninay-
12-01-2017, 11:15 AM
Just a few thoughts on the 'practicalities' of the sentient gems and filigrees:
__________________________________________________ __________________________________________________ _______

1. Having to remove all filigrees before removing a gem from a weapon is not ideal really. 150TP for each of 7 filigrees + 1 gem = ~1000TP every time I wish to do that. This is unfortunately too time-consuming and frankly quite costly. Can we please have a system where we can unslot only the sentience gems (i.e. without having to unslot each filigree)?

2. I know it has been mentioned that the sentience toolkits will drop in chests (Ravenloft chests only)...

...however, in 10 years playing this game, I have unfortunately never looted a single Jewelers toolkit from a chest (since they were added to the game at least). If the sentience toolkits are as rare, my options again will end up being very unreasonable: ~1000TP per gem or the ridiculous prices people will charge in the AH for the toolkits due to their rarity (highly likely in astral shard AH, which costs real money too). Of course there is the option of being lucky enough to pull one in a chest: could we please have a very reasonable drop rate for these, so that this system is fluid rather than restrictive?
__________________________________________________ __________________________________________________ _______

3. Difficulty in moving sentience gems between weapons due to the costs mentioned will mean I will need to fully upgrade several gems on each character (since once sloted, sentient gems will be treated by me the same way I treat slotted augments: too expensive to remove them, so keep them in the item that you slotted and be happy to use it again next life when you tr and is playing in this level range). So my question is: will sentience gems drop from chests? Will the drop rate be reasonable? If they only drop 'already slotted' in the named weapons that I will loot, it will cost me 150TP to remove them each time I need one.

My suggestions are: toolkits drop often from chests, are avalaible to be obtained through trade for epic tokes, mysterious remnants and commendations of valor and also available via the DDO store (much like weapon augments currently are).


This guy pretty much sums it up. Please Devs let those toolkits be purchasable/obtainable through vendors.

hit_fido
12-01-2017, 11:41 AM
is it a good drop rate though????

They probably should have just made a new ingredient like codex runes, let the ravenloft quests drop some # and have a turn in vendor.

My beef with this is getting nickle and dimed over the biggest loot feature in a paid expansion. I have a bad feeling this will be about as rare as a yellow dopant or jewellers toolkit. If we need seven (or eight, I guess, counting the jewel) then it might as well not even exist at that drop rate, you'll never move a completed jewel unless you cough up five bucks or whatever.

PsychoBlonde
12-01-2017, 12:32 PM
If beast only works with barbarian rage, that change is terrible. Something that would have been useful to anyone is now very specific and limited. I'm not saying make it proc on a rage potion, but give something.

According to the actual listing on the items, the temporary hp proc on vorpal, once every 30 seconds.

PsychoBlonde
12-01-2017, 12:33 PM
They probably should have just made a new ingredient like codex runes, let the ravenloft quests drop some # and have a turn in vendor.

So I take it you didn't notice the Barovian Ash dropping everywhere?

PsychoBlonde
12-01-2017, 12:35 PM
Add Otto's Irrevocable power +1 Int, prr and spellpower for a 3 piece bonus of 200 spell points (this set bonus does not show)

It says in the notes that many set bonuses aren't implemented yet.

Arkat
12-01-2017, 12:45 PM
Will fully upgraded ML20 Alchemical weapons be able to accept sentience? This will be a serious early xmas gift if so.

No. They are not named weapons.

Fivetigers33
12-01-2017, 12:57 PM
No. They are not named weapons.


I'd like to hear it from a Dev. The OP says ML20 sentient weapon compatibility isn't working on lamannia so no players can verify this yet, but will be in live when released.

hit_fido
12-01-2017, 01:01 PM
So I take it you didn't notice the Barovian Ash dropping everywhere?

Can you trade that for an unslotter?

Wongar
12-01-2017, 01:13 PM
Since shield goes in off-hand...I would imagine we won't see sentient shield any time soon.

Maybe so but I think it is still worth lobbying for.

Consider that they added caster weapons as well as the Barovian/Morninglord's Sceptre and Macabre/Nightmother's Sceptre as a result of people expressing a feeling that there were no good end game named caster sticks for sentient weapons.

Consider also that there are now named weapons in the expansion for every play style but tanks. You may argue over the value of the weapon but at least you have the option. There is no defensive / tank oriented named weapon in the expansion and there is no current named weapon that can be made sentient that I can think of that provides worthwhile endgame defensive benefits. The devs have created nice named tank shields in the past and have shields in the expansion. What is the reasoning behind not allowing shields to be sentient?

If you want to tank legendary reaper content you really need a weapon that offers at least some of the benefits of a LGS tipple positive weapon. Therefore, In order for tanks to get to enjoy the new sentient weapon system like every other play style something needs to be done to give this to them. These are some thoughts on how to do it:

1) Enable shields to be sentient

2) Add some sentient set bonuses that provide at least some of the benefits of an LGS tipple positive weapon.
- suggestions given in previous post

3) Create an endgame named weapon that has some of the benefits of an LGS tipple positive weapon.

Not listing ways like LGS shields or LGS sentient weapons because I believe they are too big a change from the current plan as presented.

I think the strong defensive tank oriented stuff needs to be on a weapon or a 5 piece sentient set bonus so that there is a clear decision being made on being defensive or offensive. I also think it is very sad that the best tanking item in the game (Bloodrage Chrism) is not allowed for traditional shield tanks and Bear tanks.

LrdSlvrhnd
12-01-2017, 01:58 PM
Mirrored the cost of the Jeweler's Tool Kit . which I think is overpriced considering we will have to unslot all the filgrees before being able to unslot the jewel using the same toolkits.
potentially requiring 8x more kits per unslotting.

There is no need for a destruction toolkit, paying to destroy filigrees is just silly in my opinion.

Would like to see the ingame destruction toolkit changed to a filigree unslotting toolkit.
This way we can unslot filigrees for plat from the designated vendors and require the more expensive unslotting tools to unslot the sentient jewel.

I like this idea. Especially since if filligrees are anything like augs (and apparently sentient jewels), you can just drop a new one on top of the old one and overwrite.

MistaMagic
12-01-2017, 02:36 PM
It says in the notes that many set bonuses aren't implemented yet.

why nit pick?, its the post that's the point

SerPounce
12-01-2017, 02:39 PM
I don't know if this has been brought up before, but is 7 slots the long term max, or is it going to be expanded? I'm thinking that hardcore types are going to max that out in a week or less. Even as a casual player I probably got enough from buyback to hit lvl 4 or so on day one. Why not expand it to 10 slots and keep cranking up the xp?

lyrecono
12-01-2017, 03:07 PM
Like the title said, whats going on?

I have 1 gem slotted with 5 different blood feast filigrees, the forum said a 1000hp when raging, the in game description said a 1000 hp on vorpal, tested it ravenloft, for an hour, it never went off, raging nor vorpal activated the 1000 hp.

The prowess set doesn't work either, I've equipped the gem with 5 different prowess filigrees, the "5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used" doesn't work.
I've tested it with a racial, class and epic action boost. (not with a reaper boost)

SirValentine
12-01-2017, 03:20 PM
What weapons will accept Sentience?

A large portion of named weapons with Minimum levels higher than 20 will accept Sentience (Though this change did not make it into this preview. When Ravenloft goes live the cutoff for accepting Sentience will be Minimum level 20 instead of 21). There are exceptions to that including, most notably, named items that go through certain crafting or upgrading systems. This list includes, but is not limited to upgradable weapons from Temple of Elemental Evil, Legendary Green Steel, and Thunder-Forged Weapons.



Alchemical? Fully upgraded, they are ML20.

Arkat
12-01-2017, 03:41 PM
Alchemical? Fully upgraded, they are ML20.

But they are not "named."

Seriously, guys. It's pretty clear the "named" requirement won't be going away.

Fivetigers33
12-01-2017, 03:51 PM
But they are not "named."

Seriously, guys. It's pretty clear the "named" requirement won't be going away.

This is just your interpretation. The fact that Cormyrian weapons count as "named" considering those all start with +6 <insert random gibberish> just like randomly generated items, which aren't sentient compatible because they aren't "named" makes me think there's at least a chance to have Alchemical weapons to be sentient.

How is an Alchemical Longsword any less "named" than a Barovian Longsword?

Alchemical is not the material the weapon is made of, it's the name of the weapon. It's not the same as a Steel Longsword, where steel describes the material, not the weapon as a whole. Considering Alchemical weapons take a lot of time and investment to make, and that you can make any weapon type, it would be in SSG's best interest to include them. From SSG's point of view, do they want players to have more reasons to run certain content, or less?

JOTMON
12-01-2017, 03:57 PM
I like this idea. Especially since if filligrees are anything like augs (and apparently sentient jewels), you can just drop a new one on top of the old one and overwrite.

unfortunately filgrees are not like augments in that way, for some reason they chose to not allow overwriting the filigrees.

Tom.JonesJr
12-01-2017, 04:04 PM
I have created a Spreadsheet to help with planning out a wishlist for sentient weapon filegres. It is set up as a google sheet document Link is here.Sentient Weapons (https://drive.google.com/open?id=1r2OEL5kmZKbNFua70oVXAwG7UNku1jl4LQtA6d9SF E0). If you try to run it in a different program I believe the formulas will fail as google treats a couple of the ones I used different then excel.

To use the sheet copy to your google drive account. Open in Google sheets. The first page you will want to go to is the Filegres page. Select the Filegree that wish to use by changing the check box on the left. If you select more then 7 all names will turn red till you select down to the right number. At that point you can go to the summary page and see your results.

I gave a summary of the items that seem to be highly used by the Filegrees not all effects are listed. If you see an effect that you think should be listed that is not let me know and I should be able to add it in. I did not do the Single Spell powers or Spell Absorptions as only a couple of filegrees list them as effects.

I hope you all enjoy.

SerPounce
12-01-2017, 04:31 PM
Like the title said, whats going on?

I have 1 gem slotted with 5 different blood feast filigrees, the forum said a 1000hp when raging, the in game description said a 1000 hp on vorpal, tested it ravenloft, for an hour, it never went off, raging nor vorpal activated the 1000 hp.

The prowess set doesn't work either, I've equipped the gem with 5 different prowess filigrees, the "5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used" doesn't work.
I've tested it with a racial, class and epic action boost. (not with a reaper boost)

Bug report it dude! That's the whole point of these betas. At least you get a solid "I told you so!" if it doesn't get fixed ;).

Iriale
12-01-2017, 05:20 PM
First, if you haven't already, please visit the main thread (https://www.ddo.com/forums/showthread.php/491895-Ravenloft-Expansion-Preview-3) for information relevant to the entire preview.'

Second, below you will find the same full writeup about the Sentient Weapons system as was detailed in the second preview. This should give a full overview of the system to those looking at it for the first time. For those reading it for the second time I have highlighted every new thing and change to be colored orange so simply look for text in that color. The bulk of the changes come down to the following:


Voices of Sentient weapons are now in this preview build (though there is no cooldown specifically on the feeding your weapon a named item line yet which is absolutely not intended)
The initial vendor that hands out your first Sentient Weapon and Jewel is now in this preview build. He can be found very close to the start of the Wilderness Area of Barovia.
Named weapons of Minimum level 20+ instead of 21+ are now going to accept Sentience. (Though this change did not make it into this preview build it is important to note that it will work this way when it launches to Live)
Multiple set bonuses have been redesigned.

Why are LGS and TF excluded? If it works with other crafting systems ... I do not understand it. The raids need more love. It's not good to devalue as soon legendary shroud

Iriale
12-01-2017, 05:24 PM
Ok, so are the Sentient Unslotters only available in the store, or are they available in loot too? And if available in loot, are they "available" at the same drop rate as those jewellers toolkits or whatever that unslotted old augments? Because those really aren't "available" in loot as far as I can see...

This is a really terrible aspect of the system. I'm willing to drop more on this expansion than the past mostly out of an interest in supporting the game and stretching it out for a couple or maybe a few more years. This store bought unslotter business, for which we'll need seven in order to move a fully upgraded jewel, is an abusive level of nickle and diming.
This worries me too. I think it's an abuse if we have to buy so many unslotters in the store

SirValentine
12-01-2017, 07:41 PM
But they are not "named."

Seriously, guys. It's pretty clear the "named" requirement won't be going away.

Incorrect. It is named. Sorry you failed to read the relevant dev post (https://www.ddo.com/forums/showthread.php/491576-Ravenloft-Expansion-Preview-2-Sentient-Weapons-Feedback?p=6042666&viewfull=1#post6042666) on the topic.

Saekee
12-01-2017, 07:50 PM
I have created a Spreadsheet to help with planning out a wishlist for sentient weapon filegres. It is set up as a google sheet document Link is here.Sentient Weapons (https://drive.google.com/open?id=1r2OEL5kmZKbNFua70oVXAwG7UNku1jl4LQtA6d9SF E0). If you try to run it in a different program I believe the formulas will fail as google treats a couple of the ones I used different then excel.

To use the sheet copy to your google drive account. Open in Google sheets. The first page you will want to go to is the Filegres page. Select the Filegree that wish to use by changing the check box on the left. If you select more then 7 all names will turn red till you select down to the right number. At that point you can go to the summary page and see your results.

I gave a summary of the items that seem to be highly used by the Filegrees not all effects are listed. If you see an effect that you think should be listed that is not let me know and I should be able to add it in. I did not do the Single Spell powers or Spell Absorptions as only a couple of filegrees list them as effects.

I hope you all enjoy.

thx! Please do a new thread for this

Taurnish
12-01-2017, 09:42 PM
The 5 set bonus for Otto's Irrevocable power is worthless. Maybe change to (passive) ASF reduction with a boost (active) to universal power or spell DCs that last for 30 sec. A 5 set bonus should have some Oooompf!

Arkat
12-01-2017, 10:50 PM
Incorrect. It is named. Sorry you failed to read the relevant dev post (https://www.ddo.com/forums/showthread.php/491576-Ravenloft-Expansion-Preview-2-Sentient-Weapons-Feedback?p=6042666&viewfull=1#post6042666) on the topic.

No. That dev post says NOTHING about Alchemical weapons being "named."

Alchemical weapons are NOT "named" weapons.

You also need to see this post:


I expect this to be asked, so putting the answer out now in regard to which level 20 named items are compatible with Sentient Jewels. This is not a comprehensive list, but the list of compatible items includes:

- Eveningstar Commendation turn-in weapons
- Eveningstar Challenge ML20 weapons
- King's Forest quest named weapons
- Old Eberron Epic weapons (Shard, Scroll, Seal weapons after being upgraded)
- Cannith Challenge ML20 weapons

Kithyx
12-02-2017, 07:05 AM
Would it be possible to add BAB = character level to one of the filigree sets? Just to help hybrids out a little without scrolling tensers every minute and a half.
The potential bonuses i think are weak and could be replaced:
spines of the manticore 3 piece
the long shadow 4 piece
embraced by light 4 piece
twilight's cloak 4 piece
deadly rain 4 piece
to hell and back 4 piece
make a vigilance 4 piece (would fit well here)
zephyr 3,4 or 5 piece.

JOTMON
12-02-2017, 08:25 AM
No. That dev post says NOTHING about Alchemical weapons being "named."

Alchemical weapons are NOT "named" weapons.

You also need to see this post:

you seem pretty adamant that Alchemical weapons are not named weapons, but based on this post..


Crafted items are, generally, considered named items. Just a sub-category as far as our internal designations go.

This is why in the OP we specifically mention that Named weapons, excluding those crafted with specific systems, can become sentient. Simply saying named weapons would have included crafted ones.


Sure sounds like Alchemical weapons would fall under the named category.
Why would you believe Alchemical is not under the named category...

This doesn't mean they have allowed sentience to be part of Alchemical weapons..
Not all named weapons will be sentient compatible.

We are still waiting on a definitive list of Sentient compatible Named category weapons.

lyrecono
12-02-2017, 11:20 AM
Bug report it dude! That's the whole point of these betas. At least you get a solid "I told you so!" if it doesn't get fixed ;).

be my guest, i pay to play, i don't get payed to playtest, the bugs are posted here on the forum.

Innokentiy
12-02-2017, 12:55 PM
4 Pieces: +2 Action Boosts
5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.

These both doesnt work. Tested on fighter with haste boosts.

Alcides
12-02-2017, 01:30 PM
NameEffectRarity Bonus

Touch of Grace
Touch of Grace: Healing Amp"+3 Healing Amplification""+2 MRR"



Embraced by Light
Embraced by Light: Healing Amp"+3 Healing Amplification""+2 MRR"
2 Pieces: +5 Healing Amplification



The Inevitable Grave
The Inevitable Grave: Negative Healing Amplification"+20% Negative Healing Amplification""+2 PRR"


The Enlightened Step
2 Pieces: +5 Healing Amplification



Grandfather's Shield
Grandfather's Shield: Healing Amp"+3 Healing Amplification""+2 PRR"



The Blood Feast
The Blood Feast: Healing Amp"+3 Healing Amplification""+2 PRR"


Purity
Purity: Healing Amplification"+3 Healing Amplification""+2 PRR"




The Negative Healing Amplification is +20 and Positive Healing Amplification is a paltry +3? Could someone from SSG explain why the Positive Healing Amplification bonuses are so low for the filigrees? I would expect something more along the lines of +20 for a single filigree of Positive Healing Amplification and maybe +30 for a set bonus?

Saekee
12-02-2017, 07:56 PM
A third of the sentient weapon themes don't add any damage, whether it comes from weapon power, spell pen, or plain damage. These are switch in items for skill checks. I understand the healing themed not doing damage, but I imagine that to be an heirloom trinket instead of a main hand weapon personally. It is my opinion that main hand epic level sentient weapons should do epic level damage, effects or bonuses worthy of main hand usage.

Just a pet peeve, Grandfather's Shield can't be a shield. Seems like the perfect name for an orb or shield that has Shield Spell when actively blocking as a final set bonus.

I apologize, I feel like I'm kicking a dead horse but, with 20 character slots filled I'll try to make whatever work the best I can for my 17 playable toons. Thank you for giving us more tools to work with in epic levels and I hope for the best. Keep up the good work and may the gaming gods shine in your favor.

is this true? Devs, why can’t sentient weapons be in the offhand?

Saekee
12-02-2017, 08:03 PM
any reason why the xp breakdown is 21-27 instead of 20-27 for the x5 bonus? It would open up commendation of Estar chain farms, the chance to make and burn old SSS gear, etc. Seems odd to start at 21 instead of 20.

GeoffWatson
12-02-2017, 10:10 PM
any reason why the xp breakdown is 21-27 instead of 20-27 for the x5 bonus? It would open up commendation of Estar chain farms, the chance to make and burn old SSS gear, etc. Seems odd to start at 21 instead of 20.

Why odd?
It makes it harder for players, especially older players with tons of old level 20 gear.

Fenix93
12-03-2017, 06:27 AM
any reason why the xp breakdown is 21-27 instead of 20-27 for the x5 bonus? It would open up commendation of Estar chain farms, the chance to make and burn old SSS gear, etc. Seems odd to start at 21 instead of 20.

if you read the notes instead of saying "and but it is strange" you would understand that it is a bug and relase ML20 - ML 30 weapons can become sentient, so it is just a bug of lammania, but the minimun level will be different in relase.

Saekee
12-03-2017, 07:06 AM
Why odd?
It makes it harder for players, especially older players with tons of old level 20 gear.
I get making things harder as a logic, but lore-wise, level 20=epic and is fundamentally different than level 19

if you read the notes instead of saying "and but it is strange" you would understand that it is a bug and relase ML20 - ML 30 weapons can become sentient, so it is just a bug of lammania, but the minimun level will be different in relase.

hi Fenix, I know that level 20 weapons can be made sentient—thx for the emphasis—what I do not understand is why level 20 gear, when broken down for sentient xp, is classes with non-epic gear. Hence the logical ranges should be: heroic gear gives x sentient xp, epic 5x, legendary 10x.

If the logic is to restrict access to ML20 named gear, that will certainly make things more difficult. But I do not think that is necessary; I think that leveling sentient xp will go rather quickly whereas getting the right filigree will be the big challenge.

GhostJ
12-03-2017, 02:17 PM
I'm fairly happy with the changes made so far. Still a bit upset with the system but instead of griping I'll just share more productive oppinions.

First off I'm glad about the set changes the changes such as the 3 Pieces: Sentient Poison in Snake Bite definetly caught my attention I enjoy playing melee characters and am glad that they changed the bonus damage to scale with character level. To me it makes it feel like the weapon could have more usefulness at level 20 and as you go up to 30.

Secondly the change to allow min level 20 definetly caught my attention and opened up a whole ton more weapon choices. Makes me consider new options and ways to play in epic.

Now I do agree with many of the oppinions voiced in the other thread still that sentient weapons should not be bound to the main hand. They seem to have many bonuses that don't deal with damage alone. Instead of binding to main hand why not make it so you can only have one equipped but allow us to use the off hand instead? Also while you're at it could you throw tanks a bone and allow sentient shields?

DANTEIL
12-03-2017, 02:25 PM
Ran the mists quests to get to the weapon master. I think putting the weapon master in the wilderness will make it confusing to players.

You get your weapon and then your gem and the first thing you want to do is slot the gem. You figure out how to open the sentient weapon dialog and drag your gem onto it and nothing happens. You try a couple times and same result - drop the gem on the box and it just goes back into inventory. This happens because you can't interact with a sentient weapon in a wilderness area or quest - but there is nothing to tell you that so you think the system is broken. Perhaps add a message when opening the sentient dialog that says it can not be used in quests / wilderness areas? Or move the weapon master to a public area?


I would just like to second these thoughts. Having the initial weapon master in the wilderness but not explaining that you cannot really interact with the sentient weapon UI in the wilderness is very confusing, especially for your first sentient weapon, and not knowing how it is supposed to work. My suggestion is to move this guy to the first tavern area instead.

Arkat
12-03-2017, 03:37 PM
hi Fenix, I know that level 20 weapons can be made sentient—thx for the emphasis—what I do not understand is why level 20 gear, when broken down for sentient xp, is classes with non-epic gear. Hence the logical ranges should be: heroic gear gives x sentient xp, epic 5x, legendary 10x.

Maybe because of all the duped ingredients from a few years ago? They would allow the easy making of items and weapons that could then be fed to the sentience jewels.

TheDr0wRanger
12-03-2017, 04:11 PM
Please consider adding one or two effects to the element-focused filigree sets, particularly spell-oriented ones. Right now in order to reach the higher orders in my main element i can take a bit of spellpower which i want, a CON point which i can use and some fire absorb which i can accept as thematic. To get the 4th bonus it's melee or ranged power which are fully useless to me or some fort saves that are technically beneficial, but which I feel confident in saying many elemental casters cannot meaningfully leverage. This quandary and the fact that the set bonus works for. Weapons leads me to the feeling that the caster boost was an aftethought, but with a small tweak it'd be the one i most desperately want. This is far and away most thematically enticing for my character,it if I could get it without taking things I can't take advantage of, at great cost. Candidates for this could include a small spell point discount for my main element, a caster level/cap increase for the element, a point in the caster stats as seen on several other sets or a couple skillpoints to UMD/Spellpower.

I've been impressed by your responsiveness to player feedback and I hope to see more of the same,.

archerforever
12-03-2017, 04:24 PM
- Otto's Irrevocable Power (Rare)

5 Pieces: When you activate the epic feats "Arcane Insight" or "Wellspring of Power" your Spell Point Cost for all spells is reduced to 0 for 10 seconds.


Make this last for 30 seconds, same duration as the feats. They have a 3 minute cooldown, so not much uptime. Especially when you compare it to:


- Prowess (Rare)

5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.


And why:

- Deadly Rain (Rare)

5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds


Ranged power is so much smaller than MP?

100% agree, and why Otto's Irrevocable Power (Rare) does not have wisdom option in effects ???

And why elemental damage with sentience weapon procs sets as the electrocution are NOT working with OFFENSIVE SPELLS as LGS weapons special effects ??????? ---> 3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs.

DeltaBravo
12-03-2017, 10:24 PM
That is the intent, yes. The final version of those items should be able to accept Sentience. I should know for sure later today whether that has proved possible.


IS it really not posible to make it work on Crafted weapons.. For me its a really big disapointment that they wont work on Crafted weapons. The sentient weapons is the really big thing in the ravenloft expansion and I cant see any way that i can fit this into my weapons without haveing Metaline on the weapon allready. And that will give me a very limit amount of weapons to choose from in some cases leaves me with no option at all. No sentient weapons no big update in ravenloft for me atleast. ( i dont see a single Item from either raids or the other stuff that will be an upgrade for my build , again.) The sentient weapons would however.


Please atleast add Metaline filagrees.

lyrecono
12-03-2017, 11:58 PM
So devs?
Bloodfeast has a forum descriprion that doesn't match the in game one.
It doesn'tt work either, it doesn't go off.
Please make them a 1000 permanent hp when you rage, a 1000hp is burned of in no time, 1 or 2 hits at best.

Prowess doesn't work either.

Is this on your rader and fixed before it goes live?

deredriel
12-04-2017, 04:47 AM
Hello,
When you have a set bonus for sentient , could you tell me if the bonus for 2/3/4/5 pieces stacking or if only the last one will be active?
ty
valdo

Splunge
12-04-2017, 08:31 AM
You get your weapon and then your gem and the first thing you want to do is slot the gem. You figure out how to open the sentient weapon dialog and drag your gem onto it and nothing happens. You try a couple times and same result - drop the gem on the box and it just goes back into inventory. This happens because you can't interact with a sentient weapon in a wilderness area or quest - but there is nothing to tell you that so you think the system is broken. Perhaps add a message when opening the sentient dialog that says it can not be used in quests / wilderness areas? Or move the weapon master to a public area?

It didn't occur to me that this was the problem. I was really confused by my inability get the sentient gems working. When I double clicked on the gem, it looked like it tried to open a window, but the window just closed immediately. When I eventually got a window to come up, I couldn't interact with it, and it wasn't clear what I should be doing. I tried it later and was able to get it working. (I was in the tavern at the time.) I agree that this needs to be addressed.

I also managed to get into a state where my inventory and the sentient weapon box were open and I couldn't close them with the escape key or by clicking on the window's close button. I'm not sure how that happened, but by this point, the whole system seemed so messed up that I didn't even know where to start with a bug report, and it seemed like a waste of time trying to reproduce the window issue. Sentient weapons are the big new shiny that's being introduced with the expansion. You really should make sure that a person's first interaction with it goes smoothly. At the very least, make sure it doesn't look like it's completely broken.

JOTMON
12-04-2017, 09:10 AM
Hello,
When you have a set bonus for sentient , could you tell me if the bonus for 2/3/4/5 pieces stacking or if only the last one will be active?
ty
valdo

they are additive bonuses., bigger the set the more bonuses you get.

Fenix93
12-05-2017, 03:38 AM
I get making things harder as a logic, but lore-wise, level 20=epic and is fundamentally different than level 19


hi Fenix, I know that level 20 weapons can be made sentient—thx for the emphasis—what I do not understand is why level 20 gear, when broken down for sentient xp, is classes with non-epic gear. Hence the logical ranges should be: heroic gear gives x sentient xp, epic 5x, legendary 10x.

If the logic is to restrict access to ML20 named gear, that will certainly make things more difficult. But I do not think that is necessary; I think that leveling sentient xp will go rather quickly whereas getting the right filigree will be the big challenge.

because at level 20 there are several weapons that bringing them to the epic level can accept sentient, look a bit the list the variety and wide enough, think also of the Bow of SilverFlame of LoD chane and other things, in short people have a little imagination up ... but obviously if everyone thinks that 20 is not considered epic and maybe because they are forgotten, like a distant memory of a glorious past, or something bad that you unconsciously want to forget, I still think that the forum does not match actually in part to the reality at stake with regard to the community. Here I see only a "I myself" or "So not worth" or "It's not right" complaints about complaints I have not got enough, for the whole beta I did not even see a positive comment, the land scape section had "0" feedback "the only ones who were shocked to do the feedback was me and 2 other guys on that post and the rest of the community? as always every one thinks of himself and never leaves a comment, I'm very disappointed with how the community of DDO is so greedy and selfish, maybe a little more than LOTRO to the point that even the situation is similar but in version a little more Light so to speak, here the only thing that matters and the loot, then you wonder why the relase of a new pack there are bugs in the quest !, and of course if you do not write on the forum instead of being quiet and clever as always this game will never improve, mine is not a rebuke and an accusation against a community of closed mind that does not open the arms you have new players and somehow wants them and away from the game unintentionally, so the problem is not SSG you are the players of the forum and in the game that you are ruining the game with your negative criticism.

Saekee
12-05-2017, 07:40 AM
because at level 20 there are several weapons that bringing them to the epic level can accept sentient, look a bit the list the variety and wide enough, think also of the Bow of SilverFlame of LoD chane and other things, in short people have a little imagination up ... but obviously if everyone thinks that 20 is not considered epic and maybe because they are forgotten, like a distant memory of a glorious past, or something bad that you unconsciously want to forget, I still think that the forum does not match actually in part to the reality at stake with regard to the community. Here I see only a "I myself" or "So not worth" or "It's not right" complaints about complaints I have not got enough, for the whole beta I did not even see a positive comment, the land scape section had "0" feedback "the only ones who were shocked to do the feedback was me and 2 other guys on that post and the rest of the community? as always every one thinks of himself and never leaves a comment, I'm very disappointed with how the community of DDO is so greedy and selfish, maybe a little more than LOTRO to the point that even the situation is similar but in version a little more Light so to speak, here the only thing that matters and the loot, then you wonder why the relase of a new pack there are bugs in the quest !, and of course if you do not write on the forum instead of being quiet and clever as always this game will never improve, mine is not a rebuke and an accusation against a community of closed mind that does not open the arms you have new players and somehow wants them and away from the game unintentionally, so the problem is not SSG you are the players of the forum and in the game that you are ruining the game with your negative criticism.

I totally agree! Seems like level 20 weapons and gear are epic & it is perfectly logical to have them count as epic xp gear breakdown.

IF the devs simply feel that it will trivialize the sentient xp process due to ease of acquiring level 20 gear (& duping, and us vets having bags full of SSS ingredients) , I understand that as well.

Cocomajobo
12-05-2017, 09:01 AM
Quick update as we quickly approach the live release.

Prowess 5 Piece Set Bonus has been changed to: 5 Pieces: Gain +75 Melee Power for 10 seconds when an action boost is used.
The Enlightened Step 5 Piece Set Bonus has been changed to: 5 Pieces: +2% Doublestrike and Doubleshot


I would just like to second these thoughts. Having the initial weapon master in the wilderness but not explaining that you cannot really interact with the sentient weapon UI in the wilderness is very confusing, especially for your first sentient weapon, and not knowing how it is supposed to work. My suggestion is to move this guy to the first tavern area instead.

This restriction was removed. When this goes live players should be able to feed, slot, unslot, and do any interaction available with the Sentient panel while within private instances.


So devs?
Bloodfeast has a forum descriprion that doesn't match the in game one.
It doesn'tt work either, it doesn't go off.
Please make them a 1000 permanent hp when you rage, a 1000hp is burned of in no time, 1 or 2 hits at best.

Prowess doesn't work either.

Is this on your rader and fixed before it goes live?

AND


4 Pieces: +2 Action Boosts
5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used.

These both doesnt work. Tested on fighter with haste boosts.


As listed in the known issues post in the main Preview thread: "Not all new set bonus effects have been implemented.". As we quickly tried to turn around both the design and implementation of a large loot overhaul and sprinkling in new Sentient Set bonuses between Preview #2 and #3 not all of the actual implementation had been finished by the time we needed to pull the build. We decided it best to list the full list of designed changes instead of what was strictly reflected in game at that time in order to more fully reflect, at the very least, on the forums what the Sentient system was now intended to look like by the time it went live.

That being said, both of those set bonuses have been implemented and verified to be working as described in the start of this thread in our internal builds.


Hello,
When you have a set bonus for sentient , could you tell me if the bonus for 2/3/4/5 pieces stacking or if only the last one will be active?
ty
valdo

Each of the various tiers of set bonuses for Filigree sets apply individually and stack on top of each other unless otherwise noted.

Quanefel
12-05-2017, 10:37 AM
So it is true that you all changed it from 21+ TO 20+ for named weapons to accept sentience, if so, does this mean I can take my Epic Sirocco and make it even more awesome with sentience?

Arkat
12-05-2017, 10:40 AM
So it is true that you all changed it from 21+ TO 20+ for named weapons to accept sentience, if so, does this mean I can take my Epic Sirocco and make it even more awesome with sentience?

Yes. Same for Chaosblades and Swords of Shadow.

Gabrael
12-05-2017, 10:58 AM
the cry of battle set
both 2 and 3 piece set list the same bonuses.
I might have missed it, but is it as intended? does that mean a 3 piece set prove a +8 bonus? or am I missing something?

Cantor
12-05-2017, 11:32 AM
The Enlightened Step 5 Piece Set Bonus has been changed to: 5 Pieces: +2% Doublestrike and Doubleshot



2% seems pretty pitiful for a 5 piece effect. Will be rare to see anyone use over 3 piece with that change.

Xahtep
12-05-2017, 01:41 PM
Quick update as we quickly approach the live release.

Prowess 5 Piece Set Bonus has been changed to: 5 Pieces: Gain +75 Melee Power for 10 seconds when an action boost is used.

Thats good balance wise, but could the duratikn be jncresed to 20 or at least 15 seconds?

Mindos
12-05-2017, 07:47 PM
Last edited by Cocomajobo; 12-05-2017 at 01:50 PM. Reason: Missed actually editing the text of prowess after copying and pasting because I am an idiot.

I like you. You are my favorite.

deredriel
12-08-2017, 12:52 AM
Hi,
Have read in the wiki that each character can receive one of the weapons for free from Tobar near the entrance to the Land of Barovia. But i only see barovian weapon, do i miss something? (i have find the trader for totem vistani)
ty for helping
valdo

Niminae
12-08-2017, 04:51 AM
Devs, nice work on the changes to the system :) I particularly like the ml 20 change, v nice to include sentience on the large number and range of weapons available at this level. It certainly helps lessen the lack of named weapons that are available for sentience within some weapon types.

Just a few thoughts on the 'practicalities' of the sentient gems and filigrees:
__________________________________________________ __________________________________________________ _______

1. Having to remove all filigrees before removing a gem from a weapon is not ideal really. 150TP for each of 7 filigrees + 1 gem = ~1000TP every time I wish to do that. This is unfortunately too time-consuming and frankly quite costly. Can we please have a system where we can unslot only the sentience gems (i.e. without having to unslot each filigree)?

Agreed. And I said the exact same thing during the first request for player feedback. Requiring that all filigrees be unslotted first makes the entire process of changing a sentient gem around between weapons very expensive.

My vague plan at this time is to slot a sentient jewel and feed it for sXP, but without adding any filigree. I can only hope that it will be able to 'level' past 1 filigree without actually needing to have that filigree applied. I just want to feed the thing to level it up, not work on filigree bonuses or set bonuses. And I'll be collecting filigree during this time also.

Then I can move it to some item that I actually want to use for applying the filigree. And then apply the filigree I've been collecting for the filigree and set bonuses. Then the gem will be somewhat fixed in place in that item.

I can then start the process anew for a new sentient gem intended for a higher level item or for an alt.

Again, this is just just my vague plan. I haven't purchased any of the Ravenloft packages because none of them were compelling enough for me to rush to buy them. So I can't even start on my sentient weapons until either March comes and I can buy the packs with DDO points or I hear such wonderful reviews of Ravenloft that I decide to buy the $40 bundle just to get earlier access. The $80 and $130 bundles have zero draw for me, and the only draw of the $40 bundle, for me, is to shortcut the wait until March 2018 when I can buy the content with DDO points.



2. I know it has been mentioned that the sentience toolkits will drop in chests (Ravenloft chests only)...


...however, in 10 years playing this game, I have unfortunately never looted a single Jewelers toolkit from a chest (since they were added to the game at least). If the sentience toolkits are as rare, my options again will end up being very unreasonable: ~1000TP per gem or the ridiculous prices people will charge in the AH for the toolkits due to their rarity (highly likely in astral shard AH, which costs real money too). Of course there is the option of being lucky enough to pull one in a chest: could we please have a very reasonable drop rate for these, so that this system is fluid rather than restrictive?

Again, I can only agree here. I didn't even know that jewler's toolkits could drop randomly since it has never happened for me. For this system to be user-friendly and accessible to players without the expectation that they must purchase dozens of the sentient gem and filigree removers, the drops rates must be reasonable and the DDO point costs must also be reasonable.

Having filigree destroyers available for platinum is only reasonable if the filigrees drop so frequently that destroying them is a valid option.

Niminae
12-08-2017, 05:35 AM
Why are LGS and TF excluded? If it works with other crafting systems ... I do not understand it. The raids need more love. It's not good to devalue as soon legendary shroud

The recent inclusion of the L20 s/s/s items is excellent.
The exclusion of crafted weapons is still puzzling.

Thunderforged items are rather old at this stage of the game, and yet they are still very valid items for both casters and melee.
- If they could be made into Sentient items it would extend the usefulness of T-forged by a significant degree.

Legendary Green Steel items are the new hotness. The latest-greatest caster sticks. They are a long grind with the reward of a potent item at the end of the day. For casters they offer a +150 stacking spell power plus other benefits. It can be argued that for non-casters that they are not as valid, but that is a debate for another day.

Here are two crafting systems which would be revitalized and revamped if they were included in the Sentient Weapons system. Changes were made to include the L20 Epic Items, and this change was met with almost universal approval. So with that already a given then how hard can it be for SSG to include other crafting system items?

Cantor
12-08-2017, 09:14 AM
The recent inclusion of the L20 s/s/s items is excellent.
The exclusion of crafted weapons is still puzzling.

Thunderforged items are rather old at this stage of the game, and yet they are still very valid items for both casters and melee.
- If they could be made into Sentient items it would extend the usefulness of T-forged by a significant degree.

Legendary Green Steel items are the new hotness. The latest-greatest caster sticks. They are a long grind with the reward of a potent item at the end of the day. For casters they offer a +150 stacking spell power plus other benefits. It can be argued that for non-casters that they are not as valid, but that is a debate for another day.

Here are two crafting systems which would be revitalized and revamped if they were included in the Sentient Weapons system. Changes were made to include the L20 Epic Items, and this change was met with almost universal approval. So with that already a given then how hard can it be for SSG to include other crafting system items?

I think you've described exactly why they are not included. They are strong already. If they were included everything else would be invalidated.

Niminae
12-10-2017, 11:50 PM
I think you've described exactly why they are not included. They are strong already. If they were included everything else would be invalidated.

And yet the only dev response I've seen to the exact same statement was basically "The same bonus is now available on new Ravenloft loot." So while you might have a point, but it doesn't seem to be one shared by the devs. Which brings us right back to the question of "why not crafted gear?"

Fivetigers33
12-11-2017, 10:18 AM
And yet the only dev response I've seen to the exact same statement was basically "The same bonus is now available on new Ravenloft loot." So while you might have a point, but it doesn't seem to be one shared by the devs. Which brings us right back to the question of "why not crafted gear?"

While it would be nice to hear a definitive answer from the devs, I'm pretty sure it's a coding issue and they either can't fix it, or it would take way more work than they are willing to put in to fix it.

Anyone saying "these weapons would be too OP if they got to be sentient" is completely ignoring the fact that essentially every named weapon released from this point onward is supposed to accept sentience, which means assuming the game is still around in 4-5 years, we are going to have named sentient weapon candidates that are WAY more powerful than TF/LGS.

Maybe we will get lucky and they will eventually add them in.

What really puzzles me is the swath of seemingly random named weapons that currently aren't accepting sentience. The fact that an Epic Sword of Shadow can be sentient makes it hard for me to believe that the devs sat down and cherry picked which weapons could and couldn't be sentient. I'm guessing there are going to be several patches addressing at least some of these issues, maybe one of those patches will "fix" everything. :-)

Reiign
12-12-2017, 04:23 PM
"This effect will not stack with other Sentience weapon procs". Can someone tell me if that means you just can't stack a similar sentient set bonus or if this somehow cancels out procs across the board on a weapon that were on it previous to sentience.

Niminae
12-12-2017, 08:05 PM
While it would be nice to hear a definitive answer from the devs, I'm pretty sure it's a coding issue and they either can't fix it, or it would take way more work than they are willing to put in to fix it.

Sure, that's a fine guess. But wouln't it be nice to hear from the devs as to exactly what their intentions were?


Anyone saying "these weapons would be too OP if they got to be sentient" is completely ignoring the fact that essentially every named weapon released from this point onward is supposed to accept sentience, which means assuming the game is still around in 4-5 years, we are going to have named sentient weapon candidates that are WAY more powerful than TF/LGS.

Maybe we will get lucky and they will eventually add them in.

Exactly right. There is no rational argument that "Weapon X plus Sentience benefits it just too powerful" which holds any water at all. The Sentient weapon system is clearly intended to add the power of the Sentient weapon system to the game. Anyone claiming that it is fine only when added to a weak weapon is making a foolish claim.


What really puzzles me is the swath of seemingly random named weapons that currently aren't accepting sentience. The fact that an Epic Sword of Shadow can be sentient makes it hard for me to believe that the devs sat down and cherry picked which weapons could and couldn't be sentient. I'm guessing there are going to be several patches addressing at least some of these issues, maybe one of those patches will "fix" everything. :-)

I think that we are seeing the standard substandard swath of bugs. For example many of the weapons which will not accept sentience are handwraps, and there have always been a lot of bugs surrounding handwraps, despite their recent conversion into weapons. Hopefully this will all be sorted out over time.