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Sacrement
08-26-2006, 05:26 AM
here's a work in progress i started at work after reading Bromms thread on the confusion on what weapon does what hope u like it let me know anything that needs changing

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

2) Aligned weapons and monsters

3) Elemental effects

4) Which bane types work on which monsters

5) Special weapon types

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

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

Byeshk- Mindflayers

Silver- Vampires

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

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

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

ALIGNED WEAPONS

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

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

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

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

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

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

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

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

ELEMENTAL EFFECTS

Flaming -

Frost/ Icey Burst -

Acid -

Shocking -

BANE/SLAYING WEAPONS

Dragon Bane/Slaying works on - Dragons

Dwarf Bane/Slaying works on- Dwarves

Human Bane/Slaying works on- Humans

Elvan Bane/Slaying works on- Elves, Drow

Halfling Bane/Slaying works on- Halflings

Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears

Orc Bane/Slaying works on - Orcs

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

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

Vermin Bane/Slaying works on- Scorpions, Spiders

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

Reptilian Bane/Slaying works on- Kobalds, Troglodytes

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

Gnoll Bane/Slaying works on - Ghnoll's

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

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

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

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

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

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

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

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

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

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

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

SPECIAL WEAPONS

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

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

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

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

Maladroit – Each successful hit lowers the targets Dexterity by 1

Crippling – on a critical hit targets movement slowed by half

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

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

Wounding - Each successful hit lowers the targets Constitution by 1

Weakening - Each successful hit lowers the targets Strength by 1

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

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

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

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

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

Ghost touch - bypasses incorporeal creatures 50% miss rate

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

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

Screaming - 1d6 sonic damage on every hit

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

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

vampirism - for each sucsesful hit wielder gains one hit point

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

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

Keen - increased critical threat rang

Shatter - increases chance to Sunder*

Vertigo - increases chance to trip*

Weighted - % chance to stunning blow*

Seeker - increases chance to Confirm Critical hits*

Tendon Slice - % chance to Hamstring*

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

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

David_Edwards
08-26-2006, 05:57 AM
Destruction - -4 AC on a the first hit

Wounding - -1 Con per hit

Weakening - -1 Str per hit

Maladroit - -1 Dex per hit

Puncturing - -1d6 Con per crit

Enfeebling - -1d6 Str per hit

Bone Breaking - -1d6 Dex per crit

kargh
08-26-2006, 09:57 AM
A few corrections and other things to a fine list:

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

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

Thaelin
08-26-2006, 03:06 PM
Strength Sapping--- -6 str, -6 con -50% move 15 DC Fort Check Per Hit. Same as hamstring/crippling I suppose plus. 15 Fort is pretty low save and hence nigh useless.

Smiting doesn't work on Granite Gargoyles.

Sacrement
08-26-2006, 07:56 PM
TY all will get that updated :D

Thaelin
08-26-2006, 09:09 PM
Anarchic also works on Wraiths and Spectres...

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

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

Sacrement
08-26-2006, 11:56 PM
:)

AmsterdamHeavy
08-27-2006, 10:28 AM
minor add in:

Trolls are CE and thus affected by Axiomatic weapons.

smyter
08-28-2006, 01:14 PM
I thought destruction weapons did a -4 ac on 1st hit (unsaveable), then -1 ac afterwards (saveable).

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

tymelord
08-30-2006, 06:30 PM
this is a killar post, thx for sharing this info
it is going to impact my game on a constant basis
just wanted to express my sincere gratitude.

Sacrement
08-30-2006, 09:52 PM
thanks and thanks to everyone who chipped in info
I think if a guid to DDO is ever released this sort of stuff and things like the definitive guide to ac bonus and such should really be included as unlike with P&P we have no idear the basic ac hit die or aliegnment of the things we are facing which makes it a real hit and miss
the majority of information any one has is based on trial and error through months of playing
the links i have bellow in my signature really helped alot and i incurage any one who hasn't seen them to check them out

ty all :)

Isarn
08-31-2006, 10:53 AM
was doing some testing on the fire reavers in Co6 with my lvl 8 repeater fighter.

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

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

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

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

Thelight

Sacrement
08-31-2006, 07:27 PM
I'd like some more feed back on this please so the list will be correct ty

Emili
09-06-2006, 12:57 PM
Shatter - increases chance to Sunder*

Vertigo - increases chance to trip*

Weighted - increases chance to stunning blow*

Seeker - increases chance to Confirm Critical hits*

Tendon Slice - increases chance to Hamstring*

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

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


---

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

Also you while you should not have to list it because it's so obvious ... but foe completeness in the end you may want "Dragon Bane".?

arminius
09-06-2006, 01:10 PM
In my experience, lawful outsider bane does not work on mephits but does work on hell hounds, and hell hounds only, not tharaak hounds.

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

I am not 100% certain about the mephits but am about the hell hounds.
_

Emili
09-06-2006, 01:24 PM
In my experience, lawful outsider bane does not work on mephits but does work on hell hounds, and hell hounds only, not tharaak hounds.

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

I am not 100% certain about the mephits but am about the hell hounds.
_

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

Anyway it's very easy to deduce the alignment of many monsters just by taking something like retribution and have a couple hits on them. There's no doubt mephits are chaotic evil as all the dice on retribution will roll on them. On that note as I do not remember correctly I could swear I had lawful weapons roll on beholders - I'm just asking for clarification... I do not remember how they were in PnP but thought tem NE there - while I know DDO has a few alignments which sway differently.

arminius
09-06-2006, 01:34 PM
Outside bane weapons seem to be a bit buggy to me... I've a Flaming Scimi of Evil outsider bane... sometimes the bane dice gets rolled on Ice Flencers and Ice Mephits while other times it does not.

Anyway it's very easy to deduce the alignment of many monsters just by taking something like retribution and have a couple hits on them. There's no doubt mephits are chaotic evil as all the dice on retribution will roll on them.

Right--which means that they would be subject to Chaotic Outsider Bane weaponry not Lawful, as listed in the OP.

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

Am quite pleased that this thread got a sticky; this info is much needed.
_

Reversion
09-06-2006, 02:49 PM
In regards to a reply made above. A Strength Sapping weapon forces the target to make a save whenever the weapon deals damage. The rest of the information is accurate.

Vanda
09-06-2006, 03:32 PM
Inevitables are not lawful outsiders?

Recovery
09-06-2006, 03:45 PM
Abberation Bane also works on Mind Flayers

Furee
09-06-2006, 03:54 PM
1. Banishing also works on Tharak hounds.


While I know it's true that backstabbing gets endowed to a non-backstabbing toon... it's it true the Tendon Slice and Weighted also give a toon those abilities as well? I do not think so.

2. Correct, a character without hamstring or stunning blow wielding a weapon that has tendon slice or weighted properties may or may not receive a bonus but it will not matter since they do not have the ability to perform that special attack in the first place. You would first need it in your Feats in order to place it on your hotbar to perform that attack.

Viglin
09-06-2006, 04:17 PM
Helpful thread, but this post by a DDO guest adds that extra something.

http://www.ddo.com/forums/showthread.php?t=60571

Gimpster
09-06-2006, 09:51 PM
I'd like some more feed back on this please so the list will be correct ty
Flametouched or other "Good" weapon properties only matter for Ghostly Skeletons and the Flesh Render family (including Fire Reavers and Ice Flensers). It has nothing to do with kobolds, wraiths, hobgoblins, or any of that.

Gimpster
09-06-2006, 09:53 PM
here's a work in progress i started at work after reading Bromms thread on the confusion on what weapon does what hope u like it let me know anything that needs changing
Why bother making a thread? Go to DDOwiki, and be done with it (http://ddo.enterwiki.net/page/Weapon_enhancement_summary).

Riorik
09-07-2006, 05:42 AM
Beholders are also aberrations - if only because of the nice red numbers I get on a Greater Abberation Bane weapon used on them.

Nax

Edit - I think Tharaak hounds are also Aberrations. Have to confirm this.

Ransacked
09-07-2006, 07:43 AM
Cold Iron does not bypass a Fire Reavers DR.

If it did, it doesnt now.

Hahr_Jinn
09-07-2006, 08:10 AM
Cold Iron + holy/pure good goes through elite renders'/flensers'/reavers' DR.

I believe Byshek passes a mind flayer's, if not already mentioned.

j

Ziggy
09-07-2006, 09:55 AM
Why bother making a thread? Go to DDOwiki, and be done with it (http://ddo.enterwiki.net/page/Weapon_enhancement_summary).

Because a lot of people dont want to bother with outside sites. I know i dont.

tr0tsky
09-07-2006, 10:05 AM
Cold Iron does not bypass a Fire Reavers DR.

If it did, it doesnt now.

You need Cold Iron *and* Good (Holy, Pure Good) to bypass the DR of Flensers/Reavers/Renders on Elite difficulty. On Normal/Hard, you only need Good (Holy, Pure Good, Flametouched Iron) weapons.

Aexicas
09-07-2006, 11:03 AM
Inevitables are not lawful outsiders?

technically, no. I thought they were too, until i did more research on creature types. theyre regarded as extraplanar, but -not- and outsider. Likewise, my lawful bane weapon doesnt roll on them (which is why i bought it in the first place =( )

beholders -should- be susceptable to lawful outsider bane, as im almost 100% sure theyre lawful evil. likewise banishing should land on them as well

finally, though its not often that it actually would work, banishing weapons -should- work on the marut, due to the fact that dismissal works. true that maruts cant be critted, but you still could hypothetically roll the crit anyway. Not sure if the un-critable-ness would cancel it totally, but...

still i think lawful outsider bane should work on maruts...

sundropmagic
09-07-2006, 12:32 PM
shows examples from combat w/ disruption, vorpal, etc and gives descriptors, good music too.

http://community.codemasters.com/forum/showthread.php?t=126405

a resource that is underutilized is ddo-europe.com. they have forums just like we do.

Ransacked
09-07-2006, 12:35 PM
Cold Iron + holy/pure good goes through elite renders'/flensers'/reavers' DR.

I believe Byshek passes a mind flayer's, if not already mentioned.

j

Thats the Holy / Pure good affect.

Cold iron itself does not bypass a Fire Reavers DR.

Omenzz
09-07-2006, 01:18 PM
Byeshk- 23 hardness and Mindflayers
I don't think byeshk weapons are exclusively 23 hardness. I have one which is 21. Not sure what governs the hardness properties of a weapon.


Humanoid Bane works on- Hobgoblins, Bugbears
You probably mean Goblinoid Bane here, since you mention humans earlier.

sundropmagic
09-07-2006, 02:05 PM
as per this thread, http://www.ddo.com/forums/showthread.php?t=62118,

and still lot of mis/disinformation. i hope this helps. hey DEVS one more reason we need a definitive guide for this stuff. and it really doesn't help things out when you change things from PnP. I had made my own list from about 4 others sites that each had a little different info like minion and tentonhammer. i can't remember the others, but even some of that stuff is wrong. one of those sites clearly listed drow scorpions as demons thus being evil outsiders. the same site had only rust monsters and beholders as the only two abberations. and now sacraments post has chaotic outsiders left out and mindflayers too. i saw somewhere they are supposed to be abberations now too.


so even the sticky has problems. devs should take more care with stickies. if they are going to elevate them to that status, they should make sure what's inside is correct and complete first.

Kronolancer
09-07-2006, 02:05 PM
On the wounding, maladroit wpns. Does the wounding effect still go off if you dont pass the DR of the mob?

For example, a mob has DR10/chaos. you hit him with wounding, only doing 8 points of damage. Since, you did hit him, but didnt damage him, does he still lose a point of con?

Hammersong
09-07-2006, 05:27 PM
Strength Sapping weapons force a DC 15 Will save on every hit or suffer Exhaustion (-6 Str, -6 Dex, and half movement). You have it as only on a critical hit and -6 Con instead of Dex.

Furee
09-07-2006, 05:56 PM
On the wounding, maladroit wpns. Does the wounding effect still go off if you dont pass the DR of the mob?

For example, a mob has DR10/chaos. you hit him with wounding, only doing 8 points of damage. Since, you did hit him, but didnt damage him, does he still lose a point of con?

Stat effects of any kind do not pay attention to the DR. If you look in your combat log while attacking a monster with DR you can see the weapons stat damage. The exception of course is when your target is immune to stat damage (e.g. undead)

Sacrement
09-07-2006, 06:33 PM
ty for feed back

negative
09-09-2006, 08:42 PM
Magical Beast Bane – winter wolves, worg, hell hounds, mephits

Mephits are not magical beasts and the magical beast bane weapons do not work on them. Atleast thats my testing today with a greater magical beast bane weapon on the fire mephits in SC and the ice mephints at the start of the forgotten caverns.

Sacrement
09-09-2006, 11:42 PM
:mad:

Krazed
09-10-2006, 12:11 AM
lawful Outsider works on maruts, as in the VoN 3 one and also Inevitable in Tempest Spine

Vanda
09-10-2006, 12:31 AM
lawful Outsider works on maruts, as in the VoN 3 one and also Inevitable in Tempest Spine

Good to know, now I just need to get my fighter to level 10 so that I can use it on them!

Krazed
09-10-2006, 12:39 AM
Good to know, now I just need to get my fighter to level 10 so that I can use it on them!


Smiting works on them better though.

Emili
09-12-2006, 02:08 PM
On the wounding, maladroit wpns. Does the wounding effect still go off if you dont pass the DR of the mob?

For example, a mob has DR10/chaos. you hit him with wounding, only doing 8 points of damage. Since, you did hit him, but didnt damage him, does he still lose a point of con?

Yes if you hit 8 time you've reduced con by 8... Wounding weapons are a typical way to take out high DR mobs. You want an easy tactic at the end of Co6? Cloud Kill... con's them to death.

DSL
09-12-2006, 02:11 PM
A Clay Golem's DR is bypassed by any magical blunt weapon, regardless of material (but they are healed by acid).

muffinlad
09-12-2006, 06:07 PM
First off, thank you for this post. Not everyone knew about the Wiki (I didn't) and even with it, this serves as a beacon to those who need to think about what their weapons will, and wont do, based on how many they have collected/saved/bought etc.

Well done, and I say well done again.

Montrose
09-13-2006, 12:52 PM
I tried using my +1 lawful outsider bane weapon against the marut on VoN3 the other day and got yellow damage text and mostly 0's.

Switched to my adamantium kopesh (yes, ok, I carry a lot of random kopeshes... kopi... kopesh... whatever) and that didn't seem to work any better (still getting yellow damage text, mostly 2's).

I wound up switching to my +4 kopesh and activating DF, at which point I was doing 7's and 8's fairly consistently.

Should I just pick up a random anarchic weapon for the marut? (Playing a paladin, so can't wield true chaos, and smiting is much harder to come by).

Or, put another way, aside from smiting what is the best weapon adjective for the marut?

negative
09-13-2006, 02:28 PM
Anarchaic and True Chaos bypass the Marut's DR, which is DR/lawfull. Most people tend to use a anarchaic from my experiance, as a negative level is pretty insignificant and alot of people aren't chaotic or umd monkies. Or you could just set your dogs on him, erm i mean arcane casters.

Smiting works on him too, but i believe he is immune (or highly resistant, this is based on a second hand account) to smiting on elite difficulty (hard maybe too).

Losttsol
09-13-2006, 04:32 PM
Magical Beast Bane – winter wolves, worg, hell hounds


I don't think winter wolves are magical beasts because my ranger can empathize them, but can't empathize hell hounds or worgs. Just a thought.

negative
09-13-2006, 05:54 PM
well, according to the wiki, only worg's and winter wolf's are magical beasts, not hell hounds. Which makes sence. I"ll have to test tonight with my bane weapon if i get a chance.

Distance
09-15-2006, 12:34 PM
Those pink, translucent spiders in VoN 2 and Twilight Forge, Quori stalkers I think, count as both lawful and chaotic outsiders

TheSwamper
09-15-2006, 01:07 PM
Flametouched (treated as good aligned weapon and effects evil aligned creatures) – Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres



So what does flametouched armor do exactly?

Hironin
09-16-2006, 08:34 AM
What bypasses the DR of earth elementals?

Cambo
09-16-2006, 08:53 PM
Would it be a good idea to list creatures immune to vorpal (or other attibutes)?

Also bosses that are immune to certain attibs ?

would be nice for those that are unaware that for eg. attacking a clay golm with acid and healing it without knowing...

Just a suggestion since this is for knowledge of weapons or is that streatching the topic too far....

Sacrement
09-17-2006, 10:42 PM
Would it be a good idea to list creatures immune to vorpal (or other attibutes)?

Also bosses that are immune to certain attibs ?

would be nice for those that are unaware that for eg. attacking a clay golm with acid and healing it without knowing...

Just a suggestion since this is for knowledge of weapons or is that streatching the topic too far....


now i was thinkign about thisd the other day while i was wailing on a fire reaver with a cold iron acid dwarven axe and just pulling up yellow numbers

thought it could be help full but not really in line with the weapons themselves but more regarding beasts and their immunities.

as far as earth elementals go to my knowledge nothing in the game at this time gets though best thing to do is grab something that does alot of extra damg ie: holy acid pure good somethign or other and wop it :)

ty on the update for the Quarie spiders

arminius
09-19-2006, 12:36 PM
I think I posted this somewhere in here but it might have been missed. At any rate it isn't on the main list.

Lawful Outsider Bane works on Hell Hounds. Hell Hounds only, not the Tharaak Hounds.

Am absolutely sure of this, because I have one and have tried it on everything that moves. I actually also tried it on the Inevitable in TS but it didn't work on it. Hmm, the other posters seem so sure.... Will try again.
_

Arronaz
09-22-2006, 08:08 AM
Ooze Bane works on - Oozes, Slimes, Jellies, Puddings


Well, just giving insight in the Ooze family, one could think the weapon only affects gray oozes.

Sacrement
09-23-2006, 03:41 AM
So what does flametouched armor do exactly?

flame touched armour gives you a +2 protection bonus to ac and +1 to resistance verce evil (ie spells and stuff)

Food
09-23-2006, 08:21 AM
Would it be possible to add to the list (or can somebody point me at a list if it already exists) of which weapons do purple damage to which creatures in DDO? Thanks in advance.


Food

Sacrement
09-23-2006, 08:24 PM
Would it be possible to add to the list (or can somebody point me at a list if it already exists) of which weapons do purple damage to which creatures in DDO? Thanks in advance.


Food

I dont know of any lists that are focusedon mobs and thier weekness, though i can tell you as far as purple damage goes fire does purple damage on ice creatures, ice flenzers, ice mephits, and ice does aditional damage on fire creatures, fire revers, fire mephits, hell hounds, fire elementals

other than that have not noticed any others, things in DDO that have resistances to effects would be a much larger list :)

PsyloSatan
09-25-2006, 08:09 AM
Maybe add vorpal to your list...just because it looks good. :p

Pellegro
09-26-2006, 12:14 AM
If I dual wield vertigo weapons, +8 each, does each swing have vertigo +16?

cforce
09-26-2006, 09:03 AM
If I dual wield vertigo weapons, +8 each, does each swing have vertigo +16?

Nope, none of the weapon enhancements of this type stack. (Vertigo, Backstabbing, etc...)

talmyre
09-27-2006, 08:48 PM
Mephits are not chaotic, their either lawful or neutral not sure which though

Cherry
09-29-2006, 01:30 PM
When puncturing says "+1d6 con dmg on crit" does that mean that the mobs con will go down by that much each time or is it just damage?

Does that make it better than wounding?

Riddikulus
09-29-2006, 02:06 PM
When puncturing says "+1d6 con dmg on crit" does that mean that the mobs con will go down by that much each time or is it just damage?

Does that make it better than wounding?
It goes down that much each time you crit. Wounding drops it by one per hit, critical or not.

The puncturer is better with a high crit weapon with keen and/or improved critical feat, otherwise the wounder is generally better. YMMV of course.

Sacrement
10-01-2006, 06:54 PM
Mephits are not chaotic, their either lawful or neutral not sure which though

was also checking mob stats they are listed as iether air or fire outsiders so will amend not sure if said bain weapons are even in game

Dasha
10-02-2006, 10:13 AM
thanks for the post really nice *applaud*

now for a quick question..

what does a flametouched weapon do to evil creatures.. or any alignment weapon for that matter.. Sorry if this is explained but I didn't see it.. does it give bonus to attack or damage or..?

Illuminati
10-02-2006, 11:17 AM
Some modifications:

--Chaotic Bane also works on Thraak hounds
-Banishing Weapon text is incorrect. It is not a DC Will Save but a Hit Dice check.

Thanks for the post. It is very nice to see.


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

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

2) Which bane types work on which monsters

3) Aligned weapons and monsters

4) Special weapon types

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

Adamantine- Iron/Clay/Inevitable golems, Warforged, Granite Gargoyles, Iron/Adamantine Defenders (Not earth elementals)

Byeshk- Mindflayers

Silver- Vampires

Flametouched (treated as good aligned weapon and effects evil aligned creatures) – Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres

Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders

ALIGNED WEAPONS

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

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

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

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

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

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

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

BANE WEAPONS

Dragon Bane works on - Dragons

Dwarf Bane works on- Dwarves

Human Bane works on- Humans

Elvan Bane works on- Elves, Drow

Halfling Bane works on- Halflings

Gobblinoid Bane works on- Hobgoblins, Bugbears

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

Monstrous Humanoid Bane works on- Minotaur’s, Gargoyles,

Vermin Bane works on- Scorpions, Spiders

Animal Bane works on – Black wolf, dog, Wolf

Reptilian Bane works on- Kobalds, Troglodytes

Giant Bane Works on- Giants, Ogres, Trolls

Undead Bane works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies

Magical Beast Bane – winter wolves, worgs

Evil Outsider Bane works on – Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers

Lawful Outsider Bane works on - Hell Hounds, Quori stalkers

Chaotic Outsider Bane works on - Fire reavers, Flesh renders

Aberration Bane works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers, tharaak hound

Construct bane works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders

Elemental Bane works on- Elementals (fire, earth)

SPECIAL WEAPONS

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

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

Vorpal- on a natural 20 and confirmed Critical creature loses head and dies

Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, tharaak hounds)

Maladroit – Each successful hit lowers the targets Dexterity by 1

Crippling – on a critical hit targets movement slowed by half

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

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

Wounding - Each successful hit lowers the targets Constitution by 1

Weakening - Each successful hit lowers the targets Strength by 1

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

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

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

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

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

Ghost touch - bypasses incorporeal creatures 50% miss rate

Shatter - increases chance to Sunder*

Vertigo - increases chance to trip*

Weighted - increases chance to stunning blow*

Seeker - increases chance to Confirm Critical hits*

Tendon Slice - increases chance to Hamstring*

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

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

Sacrement
10-02-2006, 11:29 PM
flametouched weapons bypas damage reduction of evil creatures
flametouched armour grants the wearer +1 to saves Vs spells from evil creatures and a +2 protection bonus to ac ( remembering that protection does not stack )

check the top of the thread it lists the metal types i.e. flametouched, adamantine, as well as aligned weapons :)

ty

Dasha
10-03-2006, 09:38 AM
thanks.. I notice it now.. *giggle*

Hadara
10-03-2006, 07:53 PM
If not mentioned...
Curspewing:Critical hit bestows curse on enemy

Grades (for banes)
Lesser: Not Good
Regular (no title): Moderate
Improved: Better
Greater: Even better
Superior: Good bye Titan :D

I dont think unholy and vorpal are even in game anymore

Randor
10-03-2006, 07:58 PM
If I hit with destruction, you hit with destruction, we all hit with destruction, is it -4 to AC per character, or is it only the first hit by the first party member?

negative
10-03-2006, 08:41 PM
If I hit with destruction, you hit with destruction, we all hit with destruction, is it -4 to AC per character, or is it only the first hit by the first party member?

First hit by the first party member i believe. Thats why there is no save.


Curspewing:Critical hit bestows curse on enemy

curspewing is on any hit, not just a critical. There is a fort save for it, i can't remember the DC off-hand.


Grades (for banes)
Lesser: Not Good
Regular (no title): Moderate
Improved: Better
Greater: Even better
Superior: Good bye Titan


I've never seen or heard of improved bane, and i'm pretty sure that goes for superior bane too.

MageBlade
10-09-2006, 02:14 PM
I don't know if this is just for the Mace of Smiting or Smiting in general (for other weapons with the effect) but from Mace of Smiting description:

"Any critical hit on a construct forces the target to make a DC 23 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly."

So, it seems at least in the case of the Mace of Smiting, it affects undead as well.

Ziggy
10-09-2006, 02:29 PM
I dont think unholy and vorpal are even in game anymore

well i know vorpals are still dropping.

negative
10-09-2006, 02:50 PM
I don't know if this is just for the Mace of Smiting or Smiting in general (for other weapons with the effect) but from Mace of Smiting description:

"Any critical hit on a construct forces the target to make a DC 23 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly."

So, it seems at least in the case of the Mace of Smiting, it affects undead as well.

sigh. unliving does not equal undead. its not that complicated:D

That description is simply making the distinction that an unliving construct, ie. iron golum, clay golum, do not die (because they are not alive), they are destroyed. Living constructs, such as a Warforged, are killed and die.

there was a whole thread about how this did not mean undead. If it did, it would say undead, not unliving.

MageBlade
10-10-2006, 12:20 AM
sigh. unliving does not equal undead. its not that complicated:D

That description is simply making the distinction that an unliving construct, ie. iron golum, clay golum, do not die (because they are not alive), they are destroyed. Living constructs, such as a Warforged, are killed and die.

there was a whole thread about how this did not mean undead. If it did, it would say undead, not unliving.

sigh. I didn't say it WAS complicated, Turbine made it that way.:D It IS misleading however. It would have been better for the described to say "in the case of unliving CONSTRUCTS (instead of targets). Thank you negative for your informative, if "negative" explanation :p

Bearak
10-10-2006, 12:46 AM
Does anybody know if some of the effects go off for glancing blows?

Most specifically I am wondering about Cursespewing, but really the same goes for any of those types of effects?

Thanks. ;)

Pantera420
10-10-2006, 12:00 PM
Seems like it does the cursespewing effect for me when I cleave. Typically I see a lot of those curse dots...

GreenGurgler
10-10-2006, 12:45 PM
AWESOME list, thanks for the work. This is definetly something TURBINE should have compiled somewhere for us.

A question I have about crippling affect : if enemy is slowed, is it just their movement that is slowed or are they slowed? In other words, are their # of attacks slowed/reduced as well?

negative
10-10-2006, 01:42 PM
Seems like it does the cursespewing effect for me when I cleave. Typically I see a lot of those curse dots...

cleave is different than glancing blows. things like curspewing do work with cleave, great cleave, and whirlwind. Its pretty cool. as for glancing blows, i dunno.

hammer13
10-12-2006, 01:14 PM
ok i know the post says cold iron bypass' the dr of flensers and renders but when i use my +4 cold iron mace i still get yellow numbers that are very low.
So does anyone know what cold iron really does, or what a fey creature is?

RAM
10-12-2006, 01:38 PM
A question I have about crippling affect : if enemy is slowed, is it just their movement that is slowed or are they slowed? In other words, are their # of attacks slowed/reduced as well?
Everything - just as if you cast the 'Slow' spell upon them. BTW - this is a very underrated affect despite being deadly in PvP...


RAM

Riddikulus
10-12-2006, 02:11 PM
ok i know the post says cold iron bypass' the dr of flensers and renders but when i use my +4 cold iron mace i still get yellow numbers that are very low.
So does anyone know what cold iron really does, or what a fey creature is?
You need both cold iron and pure good/holy to get past their DR. The end chest of Invaders! occasionally drops some nice weapons of that type.

negative
10-12-2006, 02:42 PM
You need both cold iron and pure good/holy to get past their DR. The end chest of Invaders! occasionally drops some nice weapons of that type.

on normal you only need holy.

TrueNeutral
10-12-2006, 04:45 PM
great great list..

and thanks to all who contributed to help make the list as correct as possible..


~Bump

hammer13
10-13-2006, 11:02 AM
holy seems to work fine all by itself so this begs the question what is cold iron good for?
i did invaders on hard and my holy burst mace worked just fine no need for cold iron. haven tried elite yet but i cant see there being a difference since holy works on thernal elite renders.
and does anybody know what fey creatures are? there seems to be no info on this.

Riddikulus
10-13-2006, 11:08 AM
holy seems to work fine all by itself so this begs the question what is cold iron good for?
i did invaders on hard and my holy burst mace worked just fine no need for cold iron. haven tried elite yet but i cant see there being a difference since holy works on thernal elite renders.
and does anybody know what fey creatures are? there seems to be no info on this.
If I use Retribution on a elite reaver, I get one yellow number (base attack/steel) plus three red ones (holy + pure good + true law).

If I use a holy cold iron weapon, I get two red numbers (base attack/cold iron + holy)

The yellow one is reduced by DR. You probably will see the same with your mace (a yellow number + a red one).

negative
10-13-2006, 11:33 AM
Again, on normal (and maybe hard) any good-aligned weapon (holy, pure good, flametouched) bypasses the DR on renders.

On elite, in CO6 ( i can't speak with certainty about anywhere else), a weapon must be both good-aligned and cold-iron to bypass the DR on the fire reavers. I doubt the mission has anything to do with this, however, this may not apply to other renders, like ice flensers or flesh renders. Someone else with experiance with those mobs could tell you.

Besides these mobs, i'm not sure of anything with DR/cold iron. I heard a rumor that it was mindflayers, but i've never fought one, so i can't say.

azaer
10-14-2006, 08:23 PM
I don't understand Seeker. So lets say you have a 18-20x2 weapon. It is a +10 Seeker. So now the weapon is 8-20x2? Also does it stack with improved critical?

Osharan_Tregarth
10-15-2006, 05:50 AM
There is a (currently unseen, but being fixed) second roll on a critical attack, called a "confirmation roll", that you have to roll high enough to normally hit the target with. This second roll is what the seeker adds to.

So... In order to hit something and have a critical attack take effect, you FIRST need an attack roll somewhere in the threat range(Say 19-20, or 17-20 if you have improved crit).

NEXT, there is the super-secret confirmation roll, that you have roll high enough on to hit the creature normally. So if you would normally hit a creature with a 14(not a critical, just a regular melee hit), you need to roll a 14 or higher on the hidden roll for the confirmation to take effect. If you have a seeker +10 weapon, you would only need to roll a 4 or higher..

Got it? This keeps people who can't actually hit a mob from being able to just constantly attack it waiting for a critical...

SpaXe
10-15-2006, 10:25 AM
Currently Construct Bane doesn't work on Warforged until M3.
Please note.

Prayrz
10-15-2006, 06:45 PM
Are weapons of metals like "cold iron" there to give weapon attributes without taking up a prefix/suffix slot?

also do these special metals only bypass requirements?? or do they actually add additional damage??

SpaXe
10-15-2006, 10:36 PM
Are weapons of metals like "cold iron" there to give weapon attributes without taking up a prefix/suffix slot?

also do these special metals only bypass requirements?? or do they actually add additional damage??
Nope. They are like Adamantine and Flametouched Iron, takes up a prefix of material but not holy/flaming etc.

They don't do additional damage, but they do bypass the DR for renders, reavers and flensers in Hard/Elite settings.

JarvisW
10-24-2006, 11:27 PM
What does "Righteous" do?

Star of Irian - +2 Morningstar, Righteous, Holy

thx

Ziltus
10-25-2006, 12:48 AM
Evil Outsider Bane works on – Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers

Just curious, does it affect beholder? Beholder is wat alignment btw?

Thanks.

Enigma_Shock
10-25-2006, 05:32 PM
Nice list, we were JUST talking about it online yesterday. . .

Does Byshek bypass Thaarak Hound DR? I believe according to the ECS it works for all abberations . . .

Cinwulf
11-03-2006, 03:42 PM
What does "Righteous" do?

Star of Irian - +2 Morningstar, Righteous, Holy

thx
extra+2 to evil mobs to hit and damage I believe


Also I didn't see viscious listed?

Cinwulf
11-03-2006, 03:43 PM
Just curious, does it affect beholder? Beholder is wat alignment btw?

Thanks.
Pretty sure beholders are LE and abberations.

Sacrement
11-03-2006, 07:50 PM
ok so added gnolls to the list for bane weapons, will add to aligned weapons later, added vicious and righteous, to special weapon types.

would like to hear back if anyone picked up bane weapon specific to outsiders that are out of the ordinary like air outsider or fire outsider just checking if they are in the game as the mobs that they would be assigned to are.

that’s about it from me ty for all the posts and feed back

Lucus546
11-14-2006, 06:34 PM
i wasnt sure if you had slaying arrows on there or not?
i was also wondering if there are slaying types, or are they all spacific?
an example would be outsider slaying or just fire reaver slaying?

STROBE
11-17-2006, 02:12 PM
Superb work and thank you for it.

Would love to see you add mephits to it.

I will start by observing that the Support > Online menu section states that Evil Outsider Bane applies to mephits. My casual observations using such a weapon apear to confirm this.

Ziggy
11-17-2006, 02:13 PM
ok so added gnolls to the list for bane weapons, will add to aligned weapons later, added vicious and righteous, to special weapon types.

would like to hear back if anyone picked up bane weapon specific to outsiders that are out of the ordinary like air outsider or fire outsider just checking if they are in the game as the mobs that they would be assigned to are.

that’s about it from me ty for all the posts and feed back

i have some evil outsider bane weapons if that is what yoiur talking about. ill double check the exact weapon type and what not in about 2 hours.

azaer
11-17-2006, 04:03 PM
Righteous - +2 to hit and damage role verse evil creatures

This is only vs Named Evil Creatures.

Turboninja11
11-20-2006, 06:53 PM
Here's a question, If I have a character alligned as neutral good, can I use lawfully aligned or chaotically alligned weapons with no penalty? This has been something I have been wondering for a little while. Can anyone help me out?

Mad_MageEater
11-20-2006, 07:46 PM
I believe Wild Men are Monstrous Humanoid.

NameisToad
11-21-2006, 10:58 AM
Here's a question, If I have a character alligned as neutral good, can I use lawfully aligned or chaotically alligned weapons with no penalty? This has been something I have been wondering for a little while. Can anyone help me out?

I believe Neutral Good characters can use Holy, Pure Good, Axiomatic, and Anarchic weapons with no penalty. They cannot use True Law or True Chaos weapons without making the UMD check.

Cambo
11-21-2006, 04:28 PM
I believe Neutral Good characters can use Holy, Pure Good, Axiomatic, and Anarchic weapons with no penalty. They cannot use True Law or True Chaos weapons without making the UMD check.


I would have thought that unholy or unholy burst would be an issue for good characters. But you would only use those in PvP I assume.

Im_Rob
11-22-2006, 03:00 AM
Mephits are Chaotic NEUTRAL

try hitting them with a holy weapon

cheers

Pinche

Creighton
11-27-2006, 06:42 AM
Just discovered this last week -- the wildmen in Ghola Fan and Shrieking Mines are Monstrous Humanoids. I think the bosses, and definitely the ogre bosses were all giants, but the basic wildmen were monstrous humanoids.

muffinlad
12-04-2006, 05:19 PM
Things I have noticed-

1) Wacking things with Admantium-
a) Greater Elementals seem to show Yellow (resisted) messages, esp on Elite, to Admantium weapons less than +3. (I see this in BAM/Relic all the time)
b) Clay Golems seem to resist (on Elite) ANY sharp weapon, so blunt Admantium weapon seems to be a requirement for those of us with no elemental killer weapons.

Can anyone confirm this?

Mad_Bombardier
12-04-2006, 05:38 PM
Things I have noticed-

1) Wacking things with Admantium-
a) Greater Elementals seem to show Yellow (resisted) messages, esp on Elite, to Admantium weapons less than +3. (I see this in BAM/Relic all the time)
b) Clay Golems seem to resist (on Elite) ANY sharp weapon, so blunt Admantium weapon seems to be a requirement for those of us with no elemental killer weapons.

Can anyone confirm this?I believe that Elementals (Earth and Fire)and mummies in the desert have DR15/- meaning that it cannot be bypassed regardless of weapon type or material, denoted by the /-. I have seen it posted that +5 weapons bypass this DR (making it DR15/+5), but have not seen it confirmed.

Clay and Iron golems have DR/adamantium and so the DR is bypassed with adamantine weapons regardless of +enhancement. I don't know about Clay Golems having an additional DR/bludgeon, because my adamantine weapon of choice is bludgeoning.

Emili
12-05-2006, 03:14 PM
Here's a question, If I have a character alligned as neutral good, can I use lawfully aligned or chaotically alligned weapons with no penalty? This has been something I have been wondering for a little while. Can anyone help me out?

I believe you can use Axiomatic/Anarchic weapons without penalty but those of True Law/True Chaos I do not think so without UMD to cover it. UMD can eliminate all weapon atrributes save proficency.

Emili
12-05-2006, 03:35 PM
I don't understand Seeker. So lets say you have a 18-20x2 weapon. It is a +10 Seeker. So now the weapon is 8-20x2? Also does it stack with improved critical?

I suppose this question belongs here as it is an attribute of a weapon.

Ok critical hits... lets say you need a 15-20 to hit a creature due to it's AC while using a +1 Scimitar (18-20) x2.

You roll a 18 <- this is a hit and is a critical threat (not critical hit yet)

behind the scenes another die is rolled to see if it's a critical hit... thus 15-20 with a normal weapon would indicate it's a critical hit now ... while 1-14 would mean it's not a critical hit
- lets say this die rolled 10. <- no crit.

Now then let's place a +1 Scimitar of Seeker +10 (18-20) x2 in your hand

You roll a 18 <- this is a hit and is a critical threat (not critical hit yet)

behind the scenes another die is rolled to determine if it's a critical hit... thus 15-20 with a +1 scimitar would indicate it's a critical hit but you get a (+10 ) onto your roll now because of the seeker +10.
- let's say this die rolled 10 (+10 ) = 20. <- You've a crit.

This is how Seeker works... if you've a Barb/Fighter/Pally there is also an enhancement which you can take which acts the same... I do not think it stacks with seeker but I may be wrong.

negative
12-05-2006, 03:50 PM
I believe you can use Axiomatic/Anarchic weapons without penalty but those of True Law/True Chaos I do not think so without UMD to cover it.

Correct. Also, true neutral can use Holy/Unholy without a negative level, but cannot use Pure Good without a UMD check.

Emili
12-05-2006, 03:57 PM
Smiting works on them better though.

I think the last time a friend tried smiting on Marut he told me it showed immune - do not remember if this was elite.

All Inevitables are lawful and extra-planar (KOLYARUT, MARUT and ZELEKHUT) also in PnP their will saves are (+5, +8, +7) respectivily... makes me wonder if dismisal is usable? Anyway Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing ... is Marut.

In typical PnP . uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with melee, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic, and it uses dimension door and locate creature to track down foes who flee. Any weapon or it's fists are treated as lawful-aligned for the purpose of overcoming damage reduction.

Creighton
12-06-2006, 08:52 AM
b) Clay Golems seem to resist (on Elite) ANY sharp weapon, so blunt Admantium weapon seems to be a requirement for those of us with no elemental killer weapons.

Can anyone confirm this?

I've noticed the same thing. Clay Golems have some kind of DR against slashing adamantine weapons (only tested on elite). But, I recently picked up a blunt adamantine weapon and it gets through the DR. So I think that is your answer.

Alternatively, wounding seems to work nicely on them if you don't have a blunt adamantine weapon.

Mad_Bombardier
12-06-2006, 03:44 PM
Thanks for the clarification. So Clay Golems have DRxx/bludgeon, adamantine (meaning bypassed only by admantine, bludgeoning weapons).

Cambo
12-06-2006, 05:31 PM
I have a +1 anarchic Greater Elven Bane lt mace and would like to confirm 2 recent observations.

The Drow in the Desert (The only place I've tested) are Chaotilc because they are immune to the Anarchic. (Does this ever change / i.e. some drow are lawful or neutral ??)
The guide doesn't list the Alignment of races (obviously it can change for some but I thought drow would be consistant.)

The Drow Scorpion are Either Lawful or are considered Elven for Bane weapons as the weapon is doing additional damage. (didnt think about checking the log until after the event)
This differs from this threads guide - and the thread doenst list the alignement of drow scorps

I also seem to remember that Giant Bane (Faithfull Ginatstalker Knife)works on Gargoyles - at least in E3 and other places from memory. (Only listed as monsterous Huminoid) except for some "Meaner" from of Gargoyle (Cant remember the name) where giantbane didnt work.
This differs from this threads guide - Alingment of Gargoyles not given aslo assume neutral ?

(Feedback Since Mod 3, no comparrison from before it so i'm not necisarrily suggesting this has changed)

If I dont get confirmation of these thoughts I will try and test and give feedback later. Because I know the list doesn't compile itself.

Thanks for the great work.

mrtreats
12-06-2006, 06:31 PM
I have a +1 anarchic Greater Elven Bane lt mace and would like to confirm 2 recent observations.

The Drow in the Desert (The only place I've tested) are Chaotilc because they are immune to the Anarchic. (Does this ever change / i.e. some drow are lawful or neutral ??)
The guide doesn't list the Alignment of races (obviously it can change for some but I thought drow would be consistant.)

The Drow Scorpion are Either Lawful or are considered Elven for Bane weapons as the weapon is doing additional damage. (didnt think about checking the log until after the event)
This differs from this threads guide - and the thread doenst list the alignement of drow scorps

I also seem to remember that Giant Bane (Faithfull Ginatstalker Knife)works on Gargoyles - at least in E3 and other places from memory. (Only listed as monsterous Huminoid) except for some "Meaner" from of Gargoyle (Cant remember the name) where giantbane didnt work.
This differs from this threads guide - Alingment of Gargoyles not given aslo assume neutral ?

(Feedback Since Mod 3, no comparrison from before it so i'm not necisarrily suggesting this has changed)

If I dont get confirmation of these thoughts I will try and test and give feedback later. Because I know the list doesn't compile itself.

Thanks for the great work.

Drow should realy never be anything other than evil so i would hope not to see lawful ones

Cambo
12-06-2006, 07:36 PM
Drow should realy never be anything other than evil so i would hope not to see lawful ones

Didn't think of that...perhaps Neutral Evil ? still like clarification on the other things if anyone has an answer.

azaer
12-06-2006, 08:16 PM
Actually, there are many, many Lawful Evil Creatures including Devils. Lawful just means that they are orderly and follow strict guidelines, they don't have to be good guidelines. They can be cruel and evil and still be lawful.

Indel_Eventine
12-06-2006, 08:46 PM
There is another - Shaken. I did not see it anywhere else (not that it isn't mabye there, though.

I'll have to do look, but I believe it is an unresistable -2 to hit, skills, and saves - I'll check later.

Cambo
12-06-2006, 10:19 PM
There is another - Shaken. I did not see it anywhere else (not that it isn't mabye there, though.

I'll have to do look, but I believe it is an unresistable -2 to hit, skills, and saves - I'll check later.

I beleieve it called Roaring and think stacks with curspewing.
The effect is on giants roar and gwylans Blade.
I dont think you need to crit like destruction.

Great Missile debuff = destruction, Roaring (Shaken), Curspewing
If you dont have a paralyzer.......

Grammaton_Cleric
12-09-2006, 02:02 PM
What is shaken?

Cambo
12-10-2006, 02:36 PM
What is shaken?

Its an effect as noted above on the giants roar bow and gwylans blade that from the desdription puts the target in a "shaeken" state taht reduces saves, to hit etc. ie as if suffering shock.

This is from memory but I'm pretty sure tat covers it.

Krurk
12-13-2006, 11:18 AM
This should be voted forum sticky of the year . great great great info.:D

muffinlad
12-15-2006, 03:35 PM
Drow should realy never be anything other than evil so i would hope not to see lawful ones

errr...not in Eberron, where this campaign is set. And Lawful does not = Good, nor Chaotic = Evil. (Except in the very first editions of D+D from 1974 or so)

azaer
12-17-2006, 07:11 PM
Cold Iron VS Flametouched Iron.

According to the chart above Cold Iron only effects 3 creatures. Flametouched effects those same 3 plus a slew of more. So what good really is cold iron?

Gimpster
12-17-2006, 07:53 PM
According to the chart above Cold Iron only effects 3 creatures. Flametouched effects those same 3 plus a slew of more.
Incorrect. None of the 4 monsters against which cold iron is useful are vulnerable to flametouched iron.

azaer
12-17-2006, 09:32 PM
Incorrect. None of the 4 monsters against which cold iron is useful are vulnerable to flametouched iron.

From the original post:


Flametouched (treated as good aligned weapon and effects evil aligned creatures) – Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres

Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders

So what the original post says is incorrect? Thats what I am trying to find out. I have been using Flametouched Iron on Fire reavers and Flesh Renders and it works fine. Nice red numbers when I hit them (it is a +5 flametouched Iron Khopesh). I haven't tried Cold Iron at all.

So I am not sure what you mean by your post?

Sacrement
12-18-2006, 05:56 AM
updated a few things..............wouldn’t mind stats on roaring used to have is long gone so little help.
as for flame touched it bypasses damage reduction of evil creatures now most the stuff there have no damage reduction but they are evil so if they did it would by pass it (in theory) as for reavers and the like their damage reduction is bypassed by cold iron and flame touched though depending on the difficulty /quest /cr you will need combinations of the two including pure good and holly for the real mean ones (i believe in some quests on elite a cold iron and or flame touched of pure good is needed to bypass damage reduction)
any way ty for the feed back and I try to keep this as current as possible

ty again

Marckus_Kane
12-18-2006, 06:21 AM
flame touched it bypasses damage reduction of evil creatures now most the stuff there have no damage reduction but they are evil so if they did it would by pass it (in theory) as for reavers and the like their damage reduction is bypassed by cold iron and flame touched though depending on the difficulty /quest /cr you will need combinations of the two including pure good and holly for the real mean ones

Sort of accurate. Flame Touched Iron (as does pure good and holy) flags the weapon as good aligned (while Pure Good flags the weapon as Good Aligned +1d6 Damage if your not good and Holy flags the weapon Good Aligned +2d6 Damage if your specifically Evil). NOT ALL evil creatures with DR will be bypassed by 'good aligned', quite the contrary.

As for Reavers, you need Cold Iron AND Good Aligned to overcome their DR on Elite settings, thus the listing for both. On lower difficulty settings just 'Good aligneD' is usually enough to do the trick.

But it must be SPECIFICALLY Holy Cold Iron or Pure Good Cold Iron on Elite.


Adamantine- Iron/Clay/Inevitable golems, Warforged, Granite Gargoyles, Iron/Adamantine Defenders (Not earth elementals)

Not entirely accurate. Adamantine weapons bypass DR on Iron Golems, yes.

They DO NOT on Clay Golems unless the adamantine weapon is also crushing damage(Hammer, Nace, Morningstar, etc). They do on SOME warforged and on Iron/Mithirl/Adamantine Defenders (robodogs).

They do NOT on Inevitables (which are Super Lawful), which require a Pure Chaos or Anarchic weapon to overcome their DR. I have fought inevitables on normal through elite levels and do full damage on them with a simple +1, Pure Good, Anarchic Bastard Sword.

As far as I can tell NOTHING bypasses the DR on Earth Elementals (it is DR/-) or on Granite Gargoyles.

Zed_Leppelin
12-18-2006, 08:58 AM
Great post by the OP, and also great input from others as well.

One correction, in case no one esle caught it:
"Axiomatic (lawful aligned weapon effects chaotic creatures) - Chaotic Evil monsters, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls"

You are 1/2 right...
Axiomatic works against all Chaotic creatures, whether Chaotic Good, Chaotic Neutral or Chaotic Evil. As long as "Chaotic" is the preface to Good, Nuetral or Evil, Axiomatic should work against it.

Just as Anarchic weaps work vs anything with "Lawful" preceeding Good, Neutral or Evil.

But as I said above, great work!

On a negative: SHAME ON YOU, TURBINE! Shame on you for not supplying the players with a list such as this from the very start. Why do Dev's think it's just fine and dandy to leave stuff like this up to the gamers? It's a slack stance and endemic to MMO's in general. Mind you, if these games weren't all "Pay-to-Play", i'd have alot less problem with the inherent lack of Developer-side documentation in MMO's. 'Nuff said.

Emili
12-18-2006, 03:07 PM
Drow should realy never be anything other than evil so i would hope not to see lawful ones

Actually Drow would be CE most often. That is their primary alignment - though I supppose one could encouter one who strayed from alignment (neutral tendancies).

Anyway ... Most elves are chaotic - they perceive beauty and freedom as important. High elves - CG, Grey elves - CG/CN, Drow(dark) - CE, and wood elves or wild elves - N.

Dwarves - Mostly Lawful ... Hill - LG, Mountain - LG/LN or Duegar(dark) - LE

Haflings - Typically N, NG

Gnomes - LG

Humans - any

Fact is I loved even the pre-3.0/3.5 rules pertaining to alignment pre-reqs and stats for our own character generation per class.

Oh back to the nine alignments Chaotic is freedom while Lawful is rules... naturally you can see how elves sway follow towards more chaotic aspects, most live in the forest afterall. Dwarves on the otherhand build great mountain fortress's and such, very much need organization to accomplish such things. Evil vs good poise the other pair, Devils are LE and Demons CE while Daemons NE... NE to me has to be the most unpredictable untrustworthy of the bunch ... it was not unusual to find an NE rogue in a party thus had to watch your eye on that one.

azaer
12-18-2006, 05:28 PM
As for Reavers, you need Cold Iron AND Good Aligned to overcome their DR on Elite settings, thus the listing for both. On lower difficulty settings just 'Good aligneD' is usually enough to do the trick.

I am going to have to re-check this. We were loot running that quest in the desert that is right inside (I can't remember the name) The one where you light the altars. It is full of Fire Reavers, Mephits and Flesh Renders as I recall and we did it on elite the entire time. I have no cold iron weapons at all and used a plain +5 Flametouched Iron and was having no problems. Pure red numbers. I think that the + of the weapon may have something to do with things also. I will have to test it out more.

Gimpster
12-20-2006, 06:53 AM
So what the original post says is incorrect?
Yes, among several other problems, the original post is incorrect. There is no monster against which Cold Iron and Flametouched Iron are both useful.

UtherSRG
12-20-2006, 06:58 AM
Yes, among several other problems, the original post is incorrect. There is no monster against which Cold Iron and Flametouched Iron are both useful.

Can you give something a little more concrete as to which is wrong and which is right?

ahpook
12-20-2006, 08:58 AM
Great post by the OP, and also great input from others as well.

I agree. Thanks Sacrament and all that have contributed.



On a negative: SHAME ON YOU, TURBINE! Shame on you for not supplying the players with a list such as this from the very start. Why do Dev's think it's just fine and dandy to leave stuff like this up to the gamers? It's a slack stance and endemic to MMO's in general. Mind you, if these games weren't all "Pay-to-Play", i'd have alot less problem with the inherent lack of Developer-side documentation in MMO's. 'Nuff said.

I disagree with this however. In PnP we would never be given this kind of information and would have to figure it out ourselves. Many players carry that feeling to this game and want to discover these things themselves. I think Turbine got it right by not supplying this information in the manual.

Venger
12-20-2006, 09:41 AM
Drow should realy never be anything other than evil so i would hope not to see lawful ones

What? That doesn't make much sense. First of all, drow can be of any alignment, though many are evil. This is no different than dwarves, who are, as a race, generally lawful good. Second, why would being evil affect law, chaos, or neutrality?

I have been teaching alignment to players for a long time, let me give you a brief scenario to explain it.

You come across someone as they are being robbed in the park...

LG: Protects the woman from harm and calls the police. Thus upholding good and following law.
CG: Fends off the criminal using any means to uphold good. i.e. a CG character might break into the robbers house and take back the loot, whereas a LG would not.
NG: Makes a choice between the two that varies.
LE: Assists the woman (If he feels he wouldn't get hurt), then tricks her into giving him a reward.
CE: Waits for the criminal to steal the purse and then robs him, or simply uses the circumstance to rob both.
NE: Makes a choice between the two.

This does not mean that each will do exactly as above, but it is what they are likely to do based upon their alignment. These are also mild scenarios.

UtherSRG
12-20-2006, 09:47 AM
I disagree with this however. In PnP we would never be given this kind of information and would have to figure it out ourselves. Many players carry that feeling to this game and want to discover these things themselves. I think Turbine got it right by not supplying this information in the manual.

Um, no. New PnP modules may keep such information on new monsters from the players, but it is shortly published in a Monster Manual or similar book. Players then have the option to do their own research, but its up to the GM to keep them on their toes.

Likewise, Turbine should publish this informaiton some time after the new cotent is released. Perhaps give a monster breakdown for a module in the update that follows, and for an update with the module or update that follows.

And you don't *have* to read the information. That should always be an option. Liewise, if you don't want to know, don't target a monster and hit "z" to see what type/race it is.

Mad_Bombardier
12-20-2006, 11:15 AM
Can you give something a little more concrete as to which is wrong and which is right?
No, he can't. For that would violate the code of the Gimps, of which Gimpster is the author and founding member. The way of the Gimp is to revel in your omniscience, take offense when others do not know as much as they, and not inform others of their mistakes. While others must be content to perpetually wonder about what they said wrong. "Knowledge for few, scorn and bewilderment for the masses."

UtherSRG
12-20-2006, 11:48 AM
No, he can't. For that would violate the code of the Gimps, of which Gimpster is the author and founding member. The way of the Gimp is to revel in your omniscience, take offense when others do not know as much as they, and not inform others of their mistakes. While others must be content to perpetually wonder about what they said wrong. "Knowledge for few, scorn and bewilderment for the masses."

*LAUGHS*

Gimpster
12-20-2006, 10:27 PM
Can you give something a little more concrete as to which is wrong and which is right?
Numerous other responders have already explained how the OP is wrong. And they explained it more than 3 months ago!

Yet the OP still hasn't been fixed since then. Why would I bother to correct it again? You can go read from page 2 of this thread to see how Flametouched and Cold Iron really apply to DR. Or you can scroll up on the very same page to see other people explain why it's wrong.

The correct answer is all over the place- why ask me?

Gimpster
12-20-2006, 10:29 PM
The way of the Gimp is to revel in your omniscience, take offense when others do not know as much as they, and not inform others of their mistakes.
That is tremendously wrong. I almost always inform others when they make a mistake. For example, you just made a big mistake, and I'm telling you so.

On the other hand, I virtually never get offended by anything on the web.

UtherSRG
12-21-2006, 07:39 AM
Numerous other responders have already explained how the OP is wrong. And they explained it more than 3 months ago!

Yet the OP still hasn't been fixed since then. Why would I bother to correct it again? You can go read from page 2 of this thread to see how Flametouched and Cold Iron really apply to DR. Or you can scroll up on the very same page to see other people explain why it's wrong.

The correct answer is all over the place- why ask me?

I ask you because you pointed out an error without doing anything to fix the error. So how about this - take the OP, edit it, and repost it. Why should we all have to sift through the posts that are "all over the place" and do this recreation?

Eumeri
12-31-2006, 06:15 PM
Excellent post. This has been VERY helpful in helping me pick the best weapons on the Bazaar. Now if they could stop the gold farmers from pooching the economy (2,000,000 for a +1 Flaming Burst Morningstar of Pure Good my aching @$$) then life will be good.

daniel7
01-02-2007, 07:05 AM
Didnt see anyone else say this but sorry if someone has. Axoimatic workds on knolls.

UtherSRG
01-02-2007, 07:10 AM
Didnt see anyone else say this but sorry if someone has. Axoimatic workds on knolls.

Really? We can kill small hills now?

~Bandage
01-04-2007, 11:20 AM
I have been teaching alignment to players for a long time, let me give you a brief scenario to explain it.

You come across someone as they are being robbed in the park...

LG: Protects the woman from harm and calls the police. Thus upholding good and following law.
CG: Fends off the criminal using any means to uphold good. i.e. a CG character might break into the robbers house and take back the loot, whereas a LG would not.
NG: Makes a choice between the two that varies.
LE: Assists the woman (If he feels he wouldn't get hurt), then tricks her into giving him a reward.
CE: Waits for the criminal to steal the purse and then robs him, or simply uses the circumstance to rob both.
NE: Makes a choice between the two.

This does not mean that each will do exactly as above, but it is what they are likely to do based upon their alignment. These are also mild scenarios.

Actually, Lawful/Chaotic has nothing to do with legality. It's more about upholding a personal code of conduct... which may or may not be in line with societies laws. A lawful person has a set of personal rules they follow and will most likely make the same choice given the same situation every time, a chaotic person will do things on a whim and will not react the same way to a given situation with any consistancy.

Riddikulus
01-04-2007, 11:36 AM
Actually, Lawful/Chaotic has nothing to do with legality. It's more about upholding a personal code of conduct... which may or may not be in line with societies laws. A lawful person has a set of personal rules they follow and will most likely make the same choice given the same situation every time, a chaotic person will do things on a whim and will not react the same way to a given situation with any consistancy.
Actually the alignment definitions have changed/evolved over the years.

There's an interesting discussion about it on Wikipedia. (http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29)

~Bandage
01-04-2007, 11:39 AM
Dangit... one of the things we never read when starting 3rd edition because, well, they wouldn't change that, right? <sigh>

Viglin
01-08-2007, 10:59 AM
May l suggest this very useful thread get moved to the Guides Section?:)

Seayn
01-12-2007, 03:59 PM
nice post

Cambo
01-14-2007, 04:53 PM
The Op hasn't posted for about a month anywhere.
I have sent a PM to see if he is still active or still interested in the thread.

I will give it 2 weeks (allow for Christmas holidays) and take over the thread with full credit. (IE repost in the guides section) unless I hear otherwise or someone else knows sacrament and can advise otherwise.

Holyblade
01-15-2007, 04:20 PM
Ok cool cambo,also itd be cool to have this stickied again.I use it every now and then and its very useful

Aladon
01-23-2007, 07:56 PM
See here. (http://www.ddo.com/forums/showthread.php?p=917356&posted=1#post917356)

Cambo
01-24-2007, 08:41 AM
Great mob info aladon.
If sacrament doesnt respond ill use that info to improve this list etc.

Sacrement
02-01-2007, 04:14 AM
srry about any delay or missed updates but have been on holiday and in proses of changing isp so net access limited hope I caught most of the additional information you supplied, as for the pm for moving this thread to wiki by all means copy it I dont lay claim to this thread in that its mine but I will continue to update here for my self and anyone ells who uses the forum and not rellie solely on wiki

ty

and thanks for the posts saying this thread is helpful always room for more ego

Tanka
02-04-2007, 10:45 PM
Just a quick note: My Greater Aberration Bane Warhammer does not work on the Tharaak Hounds in TSE. No bonus to hit, no bonus damage, nothing.

I'll test it on the ones in Xorian as soon as I get the chance.

UtherSRG
02-05-2007, 05:38 AM
Just a quick note: My Greater Aberration Bane Warhammer does not work on the Tharaak Hounds in TSE. No bonus to hit, no bonus damage, nothing.

I'll test it on the ones in Xorian as soon as I get the chance.

Don't bother. Tharaak Hounds are not aberrations. They are Chaotic Evil Outsiders.

Tanka
02-05-2007, 10:32 AM
Don't bother. Tharaak Hounds are not aberrations. They are Chaotic Evil Outsiders.
That'd do it. Thanks.

negative
02-05-2007, 11:23 AM
Don't bother. Tharaak Hounds are not aberrations. They are Chaotic Evil Outsiders.

I thought they were lawfull evil?

Cambo
02-05-2007, 06:08 PM
Drow are Chaotic, a shame because I have an +1 Anarchic lt mace of Greater Elf Bane. but at least I dont need to change weapons to go from the drow to the Maurat in Von 3.!!

I assume that is all drow in this game as I have tried in both the desert and von 3 and they are confirmed chaotic.

-----------------

Also can anyone confirm that if you have a Bane or Righteous Bow does the + to hit and damage stack with the arrows ?

Therefore a Greater Bane Bow with +3 arrows will give +7 to hit and damage and a righteous bow would be +5 (Against the right target of course.) ?

Zorlinta
02-08-2007, 04:16 PM
Just a question about the stats modifiying weapons like wounding, puncturing, etc... what happens with it and DR?, so do it does it effect still if you get some yellow numbers or like 0 dmg? (since the yellow indicate damage reduction but is a sucessfull hit), so could u kill a monster with the cons reductionstill if u only hitting by 0's

Olaustt
02-08-2007, 04:36 PM
Demon Queen is an Evil Outsider.

Cambo
02-10-2007, 03:26 AM
Just a question about the stats modifiying weapons like wounding, puncturing, etc... what happens with it and DR?, so do it does it effect still if you get some yellow numbers or like 0 dmg? (since the yellow indicate damage reduction but is a sucessfull hit), so could u kill a monster with the cons reductionstill if u only hitting by 0's

The stat damage is not affected by DR
The nice thing about doing 0 damage and X con damage is that you will not draw agro from anyone else dooing any damage.

The monster will still die at 0 con even if you ahve not damaged it.

Sacrement
02-27-2007, 03:00 PM
update and stuff

xenxes
02-27-2007, 03:07 PM
update and stuff

omg*** Sac, stop posting and start playing.

jeffreyalsip
03-07-2007, 07:39 AM
The original post does not mention vampirism...an attribute of my Chaosblade. It feeds me one hit-point for every successful hit.

Cambo
03-12-2007, 04:47 AM
Does anyone know...is the damage done by the vicsious attribute blocked by your DR (if you have any) ?

This would make some of these weapons slightly better than vendor fodder.

UtherSRG
03-12-2007, 04:50 AM
Does anyone know...is the damage done by the vicsious attribute blocked by your DR (if you have any) ?

This would make some of these weapons slightly better than vendor fodder.

DR does not block vicious.

negative
03-12-2007, 08:29 AM
Does anyone know...is the damage done by the vicsious attribute blocked by your DR (if you have any) ?

This would make some of these weapons slightly better than vendor fodder.

nothing should block vicsious. I believe the damage is untyped, and I'm sure that it bypasses all DR and any other damage blocking effect.

steelblade
03-14-2007, 04:49 PM
as above


what aboout finnis? it has a smalll air mephit bound to it

negative
03-14-2007, 05:37 PM
as above


what aboout finnis? it has a smalll air mephit bound to it

Grants weapon finesse feat (applies to that weapon only) and grants +2 dex (doesn't stack with any other item).

Sacrement
03-19-2007, 02:37 AM
and stuff

Cambo
03-19-2007, 05:30 PM
Thanks for the feedback on Viscious and DR

I also have found "Greater" slaying bolts and arrows that have a DC of 23 instead of 20. (numbers from memory..I will check and confirm)

Maladian
03-30-2007, 01:17 PM
Hi Sacrament! I liked your Weapons Attribute discussion very much, so I printed it out to have it as a quick reference. Unfortunately, I did not like the way it came out.. it wasn't as easy to use in real time play. So I created a document that references your work... I originally created it just for my guild and then I decided why not share it with other players of DDO. Thanks for putting the content together.


You can check it out here: http://www.canith.net or

by using the news link here:
http://www.canith.net/index.php?option=com_content&task=view&id=18&Itemid=2


Maladian

Menttal
04-01-2007, 11:52 PM
I was messing around with this +2 weakening heavy mace i looted, i was bashing a group member in the Wayward lobster, he confirmed he was losing str but within a minute the stat damage would go away. Am i missing something? because if it just disappears that quickly whats the real benefit to it?

What is better Weakening or Str Sapping?

negative
04-02-2007, 10:01 AM
I was messing around with this +2 weakening heavy mace i looted, i was bashing a group member in the Wayward lobster, he confirmed he was losing str but within a minute the stat damage would go away. Am i missing something? because if it just disappears that quickly whats the real benefit to it?

I think that's cause you were in the Tavern (I think). The stat damage clears out (slowly I think) everytime your clickies reset. This happens even in the brawl pits. Out in missions, these weapons are extremely useful vs. heavy hitting mobs. The effect lasts more than long enough to take them down to zero Str and get autocrits.

Menttal
04-02-2007, 01:51 PM
I think that's cause you were in the Tavern (I think). The stat damage clears out (slowly I think) everytime your clickies reset. This happens even in the brawl pits. Out in missions, these weapons are extremely useful vs. heavy hitting mobs. The effect lasts more than long enough to take them down to zero Str and get autocrits.

thanks that makes sense.

Sacrement
04-17-2007, 04:27 AM
awaiting the influx of new stuff to add

PranasP
04-20-2007, 10:26 AM
So if I understand correctly (since I havent field tested yet)

a twin weapon fighting character wielding a keen weapon in one hand and a seeker weapon in the other would get the benefits of both for each weapon?

And would not need to have two ghost touch weapons if fighting incorporeal because one in either hand would confer benefit to both?

Cinwulf
04-20-2007, 10:33 AM
I believe keen would only to apply to the weapon it's on (and would not stack with any imp crit feats), while seeker would apply to both. Ghost touch should only benifit the weapon it's on iirc.

kendo
04-25-2007, 09:30 PM
Quote:
Righteous - +2 to hit and damage role verse evil creatures

This is only vs Named Evil Creatures.


also wondering about righteous. so it doesn't apply to all evil creatures, just named ones?

Sacrement
04-27-2007, 10:40 PM
updated with some new stuff

also only the effects marked with a * will actually affect the character not just the weapon i.e. seeking and the like.

Balkas
04-27-2007, 11:04 PM
Construct Bane damages the pillars in the Core of the Twilight Forge :).

I'll check out Construct slaying next time.

Riggs
05-03-2007, 01:08 AM
Only used pure good weapons, anyone know if orcs are chaotic or lawful? I would have thought chaotic but you never know.

Cinwulf
05-03-2007, 09:29 AM
Only used pure good weapons, anyone know if orcs are chaotic or lawful? I would have thought chaotic but you never know.

Often chaotic, but can be any I believe.

Balkas
05-03-2007, 10:08 AM
Often chaotic, but can be any I believe.

All the ones in the Gianthold are Chaotic.

Someone on Aundair put up a +4 Adamantine Axiomatic Falchion of Orc Bane on the AH with a buyout of 25k.

Snatched that thing up :).

Lunari_Drakonis
05-03-2007, 10:25 AM
yup

khaldan
05-04-2007, 08:32 PM
Vorpal does not work on undead, beholders(i think, need to test again) constructs, but should work on anything thing else.

Sacrement
05-05-2007, 01:15 AM
ummmm vorpals work on anything with a head except constructs and some undead as they can operate without a head, added foot note to vorpal to this effect vampires can be vorpaled though, updated some greater bane mobs blar blar blar, got a few more to get forgot the names as well as some alignment tests left to do for new mod.

A_Sheep
05-12-2007, 06:02 AM
How much is the + to damage on a backstabbing weapon?

If you have a Backstabbing +2 dagger, I know + to-hit is +2, but what is the + to damage? I will have to search through vendors are AH to discover this!!

flatlyne2001
05-12-2007, 08:47 AM
The damage plus is 1 higher than the to-hit, so in your example it would have +3 damage


How much is the + to damage on a backstabbing weapon?

If you have a Backstabbing +2 dagger, I know + to-hit is +2, but what is the + to damage? I will have to search through vendors are AH to discover this!!

UtherSRG
05-12-2007, 09:03 AM
The damage plus is 1 higher than the to-hit, so in your example it would have +3 damage

Incorrect. It's 1.5x the backstabbing to-hit bonus.

+1 => +2
+2 => +3
+3 => +5
+4 => +6
+5 => +8
etc...

flatlyne2001
05-12-2007, 09:39 AM
Thanks Uther for the clarification


Incorrect. It's 1.5x the backstabbing to-hit bonus.

+1 => +2
+2 => +3
+3 => +5
+4 => +6
+5 => +8
etc...

SabinSeptor
05-13-2007, 03:44 AM
Paralysing – On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)

This is false....

On a successful hit target takes DC

I looted a +1 para dagger and was having fun in some mid lvl quests with my cleric. I wouldn't hit much and they would still get paraed. This is not on a successful hit. I even tried it while running slavers of the shrieking mines. Paraed so many ogres and wildmen it was quite funny :D

I may just have a bug, or no one else has noticed this, but its not on a successful hit, but on each swing.

negative
05-13-2007, 09:58 AM
Incorrect. It's 1.5x the backstabbing to-hit bonus.

+1 => +2
+2 => +3
+3 => +5
+4 => +6
+5 => +8
etc...

I just wanted to confirm that this is correct. I pulled a +1 Rapier of Backstabbing +5 last night, it was +5/+8.


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

This is false....

On a successful hit target takes DC

I looted a +1 para dagger and was having fun in some mid lvl quests with my cleric. I wouldn't hit much and they would still get paraed. This is not on a successful hit. I even tried it while running slavers of the shrieking mines. Paraed so many ogres and wildmen it was quite funny :D

I may just have a bug, or no one else has noticed this, but its not on a successful hit, but on each swing.

Well, its definently a bug, and so far your the only one I've seen say anything like this. Are you sure you were the only one with a para? It should be only on a successfull hit, like a disruptor.

Sacrement
05-18-2007, 04:58 PM
updated

Zorlinta
05-18-2007, 06:22 PM
I may just have a bug, or no one else has noticed this, but its not on a successful hit, but on each swing.

Surely is just you bugged, im use a lot my para dagger and im 100% sure must be a sucessfull hit when the save is checked, not on a swing. Im can see often the messages over monsters & combat log where i say i miss and there is no chescksum, but all sucessfull hit it have a save checksum (save message appears or monster becomes paralized). Wich could be a bug is that 0 dmg can cause the paralization.

Brianius
05-18-2007, 09:50 PM
i hate bugs of all kinds

Cambo
05-22-2007, 12:05 AM
Not news to everyone. - bezekira, jarilith,fire efreeti and hell hounds can be banished

Mauraut can be smited (eg in POTP)

Obviously except mobs named in red...named orange mostly are still affected by both (Some named orange Air elementals cannot be banished) seems to apply to disruption as well.

Drow scorpion are affected by Elf bane - All drow and Drow scorpions I have found are chaotic.

Sacrement
05-22-2007, 02:20 AM
banashing has been updated

smiting info correct mauruot type creatures = inevitables

negative
05-22-2007, 08:13 AM
Some named orange Air elementals cannot be banished

Banishing is limited to 25 HD. That is probably what is happening.


seems to apply to disruption as well.

I'm not aware of any restriction on disruption other than Red/Purple name. It is only a 14 Will save, it won't work well on high level creatues, but it should at least be triggering a save. This has been my experiance.

Garth_of_Sarlona
05-28-2007, 05:36 PM
also wondering about righteous. so it doesn't apply to all evil creatures, just named ones?

Does anyone know the answer of this for sure? Does righteousness affect all evil mobs or just 'really evil' ones and if so, which ones? If I get the time I'll try going to some low lvl quests and finding out.

Garth

~Invalid_116
06-20-2007, 01:09 PM
You forgot Deception.

apollojuly
06-21-2007, 11:00 AM
This list starts with the weapon and what bad guys you should use it on.

Is there a list that starts with the bad guys, and then what weapon can/should be used to overcome its reductions. I'm looking for a list where if I know what monsters I'm going to fight, what weapons do I need to bring.

Creature name: Creature Type: Bypassing Metal Type: Effects that work

Example--
Fire Reaver: Chaotic Outsider: Cold Iron/Firetouched: Holy, Axiomatic, True Law, Pure Good [not sure if my example is correct]

Does such a list exist?

Rentz
09-13-2007, 12:31 PM
Mephits are Chaotic NEUTRAL

try hitting them with a holy weapon

cheers

Pinche

mephits are not chaotic- they are true neutral outsiders.

I have a True Chaos greataxe of pure good that gets full chaotic and pure good damage against them.
I have a True law falchion of greater Evil Outsider bane that does 1d6 of lawful dmg but no bane damage.
I have a True Chaos GreatSword of Lawful outsider bane that does 1d6 of chaos damage but no bane damage.

hence they are not lawful, not chaotic, and not evil outsiders. no bane in the game will affect them.
They are an oddity in that they seem to be the only true neutral outsider in the game, but there it is.

treat them like every other true neutral mob:
true law
true chaos
pure good

Glimlock
09-21-2007, 08:57 PM
I don't have time to go through the whole thread but from the first few pages, orcs are left out. From testing on orcs in Gianthold, Axiomatic works on them meaning they are chaotic.

Also Axiomatic works on Mistress Orphene. She is chaotic as well.

Thank-you for this thread. I use it frequently.

steelblade
09-22-2007, 05:06 PM
Mephits are not magical beasts and the magical beast bane weapons do not work on them. Atleast thats my testing today with a greater magical beast bane weapon on the fire mephits in SC and the ice mephints at the start of the forgotten caverns.

blackwidows

Rentz
09-25-2007, 04:46 PM
i have a spreadsheet showing monster, alignment, type, damage reductions, and vulnerabilities - but the formatting gets all screwy even with the /code tags.

any tips?

Borror0
09-25-2007, 05:20 PM
i have a spreadsheet showing monster, alignment, type, damage reductions, and vulnerabilities - but the formatting gets all screwy even with the /code tags.

any tips?

Are there many mobs on it? If so, I want that!!!

Rentz
09-26-2007, 11:53 AM
This is about the best formatting i could come up with.
Easiest thing to do is use the Find feature under your browser's edit menu, and search for the mob/type/effect you're curious about.



Monsters sorted by Type


Aberration
lawful evil MindFlayers
lawful evil Beholder
chaotic evil Drow Scorpion
true neutral Rust Monster

Animal
true neutral Black Wolf
true neutral Dog
true neutral Hyena
true neutral Wolf

Chaotic Outsider
chaotic evil Demon Queen the Marilith
chaotic evil Flesh Render
chaotic evil Marilith
chaotic evil Fire Reaver
chaotic evil Ice Flenser
chaotic evil Jarilith
chaotic evil Thaarak Hound

Construct
true neutral Clay Golem
true neutral Iron Defender
true neutral Iron Golem
lawful neutral Marut
lawful neutral Inevitable
neutral evil Warforged Death

Dragon
chaotic evil Black Dragon
lawful evil Blue Dragon
lawful evil Green Dragon
chaotic evil Red Dragon
chaotic evil White Dragon

Elemental
true neutral Elemental, Earth
true neutral Elemental, Fire

Giant
chaotic evil Troll
lawful evil Fire Giant
chaotic evil Hill Giant
chaotic evil Ogre


Gnoll
chaotic evil Gnoll

Goblinoid
chaotic evil Bugbear
lawful evil Hobgoblin


Human
lawful evil Human Brigand
lawful evil Quickfoot Thief


Lawful Outsider
lawful evil Rakshasa
lawful evil Bezekira
lawful evil Efreeti
lawful evil Hell Hound
lawful evil Quori Stalker


Magical Beast
????????? Razor Cats
true neutral Whisperdoom
true neutral Winter Wolf
neutral evil Worg


Monstrous Humanoid
chaotic evil Granite Gargoyle
chaotic evil Gargoyle
chaotic evil Minotaur
chaotic evil Wildmen


Ooze
true neutral Black Pudding
true neutral Gray Ooze
true neutral Huge Violet Slime
true neutral Large Violet Slime
true neutral Lesser Gray Ooze
true neutral Lesser Violet Slime
true neutral Ochre Jelly
true neutral Violet Progenitor Slime


Outsider (No bane damage)
true neutral Mephit, Air
true neutral Mephit, Dust
true neutral Mephit, Fire
true neutral Mephit, Ice


Orc
chaotic evil Orc


Reptilian
lawful evil Kobold
chaotic evil Troglodyte
chaotic evil Troglodyte Chief
chaotic evil Troglodyte Shaman
lawful evil Troglodyte Warlock


Undead
lawful evil Arcane Blackbone
neutral evil Arcane Skeleton
neutral evil Skeleton
neutral evil Skeleton Archer
neutral evil Skeleton Arcus
neutral evil Skeleton Captain
neutral evil Skeleton Swordsman
neutral evil Skeleton Warrior
lawful evil Mummy
lawful evil Spectre
chaotic evil Umbral Gargoyle
chaotic evil Umbral Worg
lawful evil Wraith
lawful evil Dread Zombie
true neutral Dwarf Zombie
neutral evil Elf Zombie
neutral evil Zombie
lawful evil Blackbone Knight
lawful evil Blackbone Marksman
lawful evil Blackbone Thrall
neutral evil Fallen Worker
chaotic evil Ghast
lawful evil Ghostly Skeleton
chaotic evil Ghoul
neutral evil Halfling Zombie
lawful evil Wight
neutral evil Wight High Priest
lawful evil Wight Priest


Vermin
true neutral Brown Spider Prince
true neutral Large Brown Spider
true neutral Baby Glass Spider
true neutral Black Widow
true neutral Brown Spider
true neutral Conjured Spider
true neutral Darkfang Spider
true neutral Glass Spider Queen
true neutral Large Monsterous Scorpion
true neutral Large Monstrous Scorpion
true neutral Medium Monsterous Scorpion
true neutral Monarch Scorpion
true neutral Night Scorpion



Vulnerabilities and DR by Effect

Acid
Troll


Adamantine
Clay Golem
Iron Defender
Iron Golem
Granite Gargoyle


Anarchic
Marut (Inevitable)


Bludgeon
Razor Cats
Arcane Blackbone
Arcane Skeleton
Clay Golem
Skeleton
Skeleton Archer
Skeleton Arcus
Skeleton Captain
Skeleton Swordsman
Skeleton Warrior


Byeshk
MindFlayers (Illithid)

Cold Iron
Demon Queen (Marilith) (needs combination of good and cold-iron)
Flesh Render (needs combination of good and cold-iron)
Marilith


Fire
Mummy
Troll


True Chaos
Marut (Inevitable)


Ghost Touch
Spectre
Umbral Gargoyle
Umbral Worg
Wraith


Good/Holy/Pure Good
Demon Queen (Marilith) (needs combination of good and cold-iron)
Flesh Render (needs combination of good and cold-iron)Marilith (needs combination of good and cold-iron)Rakshasa
Rakshasa (??needs combination of Piercing and Good??)


Piercing
Rakshasa (??needs combination of Piercing and Good??)
Some Spiders


Silver
Vampires


Slashing
Dread Zombie
Dwarf Zombie
Elf Zombie
Zombie

Cambo
10-01-2007, 05:07 PM
Came across some undead mobs in the new contenet that were immune to Holy....??

I did see in Rentz post the undead Dwarf (true neutral) sheesh what is the world coming to when undead aren't all evil! (sigh...yes casper)

Borror0
10-01-2007, 06:14 PM
I did see in Rentz post the undead Dwarf (true neutral) sheesh what is the world coming to when undead aren't all evil! (sigh...yes casper)

Deathless are good undead.:rolleyes:

Glimlock
10-10-2007, 01:48 PM
I tried an axiomatic weapon against the vampire priests near Temple of Vol and the axiomatic damage applied. I noticed Vampires weren't listed for alignment specific weapons.

Glimlock
10-10-2007, 02:10 PM
Construct bane works on the columns in Vault of the Night at the dragon.

Thanimal
12-20-2007, 11:28 AM
There's an important detail here that I can't seem to find the answer to (although this thread is insanely long, perhaps I missed it -- if so could I request you add it to the initial post?).

Apparently some effects do not work unless they actually deal *damage*. An example is Wounding. According to other forum posts, Wounding does nothing if the DR of the mob prevents any actual damage from being dealt.

For a TWF build, this fact can be *extremely* important, and I'd like to see all of the effects categorized precisely with regard to this.

I am especially interested in Banishing, Disrupting, and Smiting. Do these effects trigger on a successful hit roll, or do they require overcoming the mob's DR in order to trigger??

THANKS!

Cambo
01-16-2008, 09:18 PM
There's an important detail here that I can't seem to find the answer to (although this thread is insanely long, perhaps I missed it -- if so could I request you add it to the initial post?).

Apparently some effects do not work unless they actually deal *damage*. An example is Wounding. According to other forum posts, Wounding does nothing if the DR of the mob prevents any actual damage from being dealt.

For a TWF build, this fact can be *extremely* important, and I'd like to see all of the effects categorized precisely with regard to this.

I am especially interested in Banishing, Disrupting, and Smiting. Do these effects trigger on a successful hit roll, or do they require overcoming the mob's DR in order to trigger??

THANKS!

Bit Late...But Banishing, Disrupting and Smiting all work wihout bypassing DR...You need to Hit (and for Banishing and Smiting Hit with a confirmed Critical) to make the monster roll a save against the effect.

Barron
01-27-2009, 10:04 PM
90 day post

Zzevel
04-29-2009, 04:51 PM
90 day save!

Zynthar
09-30-2009, 09:00 PM
Down on page 3.. this should probably be up on one for the new players!


Any changes with mod9?

adm5893
10-07-2009, 12:09 PM
bump

Minthos
01-05-2010, 04:01 PM
time for a new bump I reckon.