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  1. #1
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    Post Crafted item properties - proc rate, DC, damage and such

    well, maybe this is like beating a dead horse but someone had to step up and do this.
    its been a while since module 6 and crafting came out, but we still dont have some of these numbers.
    do you have said items and dont mind testing to get proc % and such? please feel free to contribute.
    any input will be welcomed.

    this list is **work in progress**, you can also view this in better format on DDOwiki (also work in progress).
    if you dont have access to this forum (Euro players), please leave comment on DDOwiki's talk page.

    Current project status:
    • To do: merging data from EU thread, into this - done
    • To do: scanning entire US crafting forum - done
    • To do: scanning entire EU crafting forum - halfway, not really doing this
    • To do: scanning Cambo's thread entirely - not really doing this
    • To do: making cleaned up version on the wiki - ugh, halfway..
    • To do: keeping eye on some mod9 set effects information
    • ...


    Text color legend:
    • ...
    • ...
    • ...


    [1]. Shroud tier 3 aspect/Dragontouched Armor properties

    Air Guard (air/air/air, sovereign)
    • 5% chance to activate (Strom Lords website)
    • knockdown opponent (DC35) or 30secs of Haste (Strom Lords website)
    • 50/50 chance to decide it (EU forum)
    • 2% haste + 2% knockdown (2 seperate rolls) (Raidon, creater of Strom Lords website)
    • discussion
    • the self-buff part (haste) only works when you actually take damage like concordant opposition's SP.. The knockdown effects work regardless if you take damage or not. (Shade)
    • reflex save and AC bonus from Air Guard Haste (dodge bonus) stacks to "regular" Haste (yk49)
    • movement and attack speed from Air Guard Haste (enhancement bonus) doesn't stack (yk49)

    Concordant Opposition (positive/negative/positive+negative)
    • a 1% chance to gain 30HP, and a separate roll for a 1% chance to gain 30SP (Storm Lords website)
    • static 30 temporary hit points or 22~32 spell points (EU thread)
    • the temp HP can be gained when you get hit but take no damage, the SP need you to be damaged (EU thread)
      • detailed numbers thread on EU forum
      • the SP work as the Torq's. if you don't get damage you don't get SP back (Sarezar)
      • from my experience, don't seem that way (works with stoneskin and angelskin up) (Raku)
    • dev words 1 - they are 1% each.
    • dev words 2 - because having multiple is game-breaking.
    • dev words 3 - oh, actually im not sure if they stack or not. % is subject to change.
    • seemed to have increased (tihocan)
    • discussion 1
      • 516 times they hit me - HP proc'd 33 times (6.40%), SP proc'd 9 times (1.74%) (kinar)
      • the temp hit points proc a lot more than the spell points (Sarezar, EU)
    • discussion 2
    • 5% and 5%, it has been increased (PM)
    • tested in PvP pit, 200 being-hit blocking with Lorikk shield: HP 11 times (5.5%) and SP 0 times, 200 being-hit without blocking: SP proc'd 10 times(5%) (drAw, Japanese server)
    • SP regen is 2% (tihocan)

    Corrosive Salt (water/negative/water+negative)
    • 2% chance (Storm Lords website)
    • 80d6 damage over 4secs, irresistible (Storm Lords website)
      • 80d6 = average 280
    • on-hit chance to hit your opponent with Corrosive Salt, for four ticks of 77 damage (DDOwiki contributer)
      • 77 * 4 ticks = 308
    • approx 300 damage over a period of 4 rounds, cannot be resisted (EU thread)
    • hits 6 times not 4 (etelan)
    • has been reported that sometimes the damage is single, 70~100 damage, without damage over time (EU thread)
    • evaporation damage (would be more proper DnD term than dehydration)
    • discussion

    Corrosive Salt Guard (water/negative/water+negative, tempest - pic)
    • % chance unknown, also 2%?
    • approx 300 damage over a period of 4 rounds, cannot be resisted (EU thread)
    • evaporation damage

    Crushing Wave (water/water/water)
    • 5% chance of 30d6 cold and 30d6 bludgeon damage over 6 seconds (Strom Lords website)
      • 30d6 = average 105, 30d6 and 30d6 is a total of 210 average
    • on-hit chance, 30~40 cold + 30~40 bludgeon damage every 2 seconds for 6 seconds (= 3ticks) (DDOwiki contributer)
      • (35 + 35) * 3 ticks = 210
    • 20 out of 1,000 (2%), 4 ticks of average 35 (27-41) bludgeon damage, not sure about cold damage, as i was beating portal (Elliehzhala, Japanese server)

    Crushing Wave Guard (water/water/water, tempest)
    • recipe needs to be confirmed
    • on-being-hit chance, 30~40 cold + 30~40 bludgeon damage every 2 seconds for 6 seconds (DDOwiki contributer)
    • 5% chance (EU thread)
    • I'd suspect this is less than 5% (Kreis, Japanese server)

    Disintegration (earth/negative/earth+negative)
    • 2~3% chance of around 450 untyped damage (Strom Lords website)
    • 500+ damage (DDOwiki contributer)
    • ~2% chance for ~490 damage (EU thread)
    • raw data for damage # - 3 out of 150 (2%), 401~514, average 460 (Inspire)
    • no saving throws to reduce damage

    Disintegration Guard (earth/negative/earth+negative, sovereign - pic)
    • 490-ish damage. tested on 10 mobs, procs on average every 49 hits, so circa 2% proc rate (Ayhit, EU)

    Earth Grab (earth/earth/earth)
    • 5% chance to hold monster (reflex DC35), target helpless (auto-crit) while held (Storm Lords website, DDOwiki contributer)

    Earth Grab Guard (earth/earth/earth, sovereign)
    • % chance unknown, also 5%?
    • reflex DC35, target helpless (auto-crit) while held (DDOwiki contributer)

    Elemental Mastery (air/earth/water+fire, fire/water/earth+air)
    • 80% chance of 1d6~4d6 extra elemental damage (Strom Lords website)
    • on-hit chance to add 1d6 acid, cold, electric, and/or fire. appears to be 10~20% for each to trigger, and 80%+ chance for at least one per hit (DDOwiki contributer)
      • which means: separate rolls for 4 elements of 1d6 each, thus, for example, 2d6 fire would not happen
    • on-hit chance to do extra 1d6~4d6 elemental damage to the attacker - each 1d6 is randomly chosen from the 4 elements - ~35% no additional damage, ~50% 1d6 additional damage, ~10% 2d6, ??% 3d6, ??% 4d6 (EU thread)
      • which means: roll d100 1st to determine how many dices you get, then determine elements for each dice, thus, for example, 2d6+ fire would happen
    • discussion

    Elemental Mastery Guard (air/earth/water+fire, fire/water/earth+air)
    • on-hit chance to add 1d6 acid, cold, electric, and/or fire. appears to be 10~20% for each to trigger, and 80%+ chance for at least one per hit (DDOwiki contributer)
    • on-hit chance to do extra 1d6~4d6 elemental damage to the attacker - each 1d6 is randomly chosen from the 4 elements - ~35% no additional damage, ~50% 1d6 addditional damage, ~10% 2d6, ??% 3d6, ??% 4d6 (EU thread)

    Enervation (fire/negative/fire+negative)
    • 1d4 negative levels. appears to have about 5% chance to trigger on each hit (Storm Lords website)
    • 5%, tested over about 750 hits (tihocan)
    • no save (DDOwiki contributer)

    Enervation Guard (fire/negative/fire+negative, sovereign)
    • 1d4 negative levels. appears to have about 5% chance to trigger on each hit (Storm Lords website)
    • no save (DDOwiki contributer)

    Freezing Ice (air/water/air+water)
    • 5% chance of Freezing Encasement, DC35 fort save, Freedom of Movement blocks it (Strom Lords website)
    • target is immobilized, but no auto-crit (DDOwiki contributer)
    • 5% on-hit chance to freeze enemy for 6 seconds like an Ice Flensers' freezing hit - does not provide auto-crits (EU thread)
    • discussion 1 - originally it wasnt auto-crit, change has been made (?) and now its auto-crit
    • discussion 2 - its auto-crit
    • its auto-crit (Xyfiel)

    Freezing Ice Guard (air/water/air+water, sovereign)
    • recipe needs to be confirmed
    • % chance unknown, also 5%?

    Greater Disruption (positive/positive/positive)
    • 5% chance of annihilation (Storm Lords website)
    • 3% chance (DDOwiki contributer)
    • no save (DDOwiki contributer)
    • has save (Ikuryo)
    Greater Disruption Guard (positive/positive/positive)
    • 5% chance of annihilation (Storm Lords website)

    Incineration (fire/fire/fire)
    • 5% chance of 30d6 fire damage (Storm Lords website)
      • 30d6 = average 105, maximum 180 (appears to be wrong)
    • approx 300 fire damage (DDOwiki contributer, EU thread)
    • 280~305 fire damage (Judo)

    Incineration Guard (fire/fire/fire)
    • much more like 5% rather than 1%, probably 250+10d10 damage (Cyr)
      • 250 + 10d10 = avarage 305, 260~350
    • ~5% of time with 261~321 fire damage reported (DDOwiki contributer)
    • 300 damage (EU thread)
    • 250~280, this might be reduced # from fire resist (Kreis, Japanese server)

    Lightning Strike (air/positive/air+positive)
    • 2% chance of 100d10 damage (Strom Lords website)
      • 100d10 = 100 * 5.5 = average 550
    • 2%, 150d6 (Angelus_dead)
      • 150d6 = 150 * 3.5 = average 525
    • on-hit ~2% chance to strike with Lightning Bolt, ~600~650 damage (DDOwiki contributer)
    • 1~2% on-hit chance to do 580~650 electricity damage on enemy (EU thread)
    • 2.5% (barecm)

    Lightning Storm Guard (air/positive/air+positive)
    • % chance unknown, also 2%?
    • on-being-hit chance to strike with Lightning Bolt, ~600~650 damage reported testing (DDOwiki contributer)
    • 1~2% on-hit chance to do 580~650 electricity damage on enemy (EU thread)

    Magma Surge (earth/fire/earth+fire)
    • 2% chance of activating (Strom Lords website)
    • ~80d6 fire damage over 4secs, movement 50% slowed, attack rate 30% slowed and -1 penalty to attack rolls, AC, reflex save. (Strom Lords website)
      • 80d6 = average 280
    • slow your opponent and cast Magma Surge, three ticks of ~100 damage each (DDOwiki contributer)
    • 70~100 fire damage for 3 rounds on target, slows target's movement by 50%, attack rate by 30%, and gives a -1 penalty to attack, AC, and reflex save, while the Surge is active (EU thread)
    • combat log (Borror0)

    Magma Surge Guard (earth/fire/earth+fire, tempest)
    • % chance unknown, also 2%?
    • slow your opponent and cast Magma Surge, three ticks of ~100 damage each (DDOwiki contributer)
    • 70~100 fire damage for 3 rounds on target, slows target's movement by 50%, attack rate by 30%, and gives a -1 penalty to attack, AC, and reflex save, while the Surge is active (EU thread)

    Radiance (fire/positive/fire+positive)
    • 4d6 light damage and Blindness on crit (written in in-game examination)
    • no save against Blindness effect

    Radiance Guard (fire/positive/fire+positive, sovereign - pic)
    • deals 4d6 of light damage and may cause Blindness to attacker (DDOwiki contributer)
    • on-being-hit chance to deal 4d6 light damage and blind the target (EU thread)
    • is Blindness always (when proc'd) or is it chance to it?
    • every 5 hits or so (Roman)
    • 23 out of 160 (being-)hit, 15% chance (Chibi, Japanese server)

    Slay Living (negative/negative/negative)
    • DC30 fortitude save Slay Living spell, 5% chance of activating (Strom Lords website)
    • 5% on-hit trigger chance, slay any living enemy, successful DC 30 fortitude save takes 3d6 (DDOwiki, EU thread)
    • additional hidden effect: Lesser Evil Guard, on-hit 1d10 evil damage (EU thread)

    Slay Living Guard (negative/negative/negative)
    • 5% on-being-hit trigger chance (EU thread)
    • slay any living enemy, successful DC 30 fortitude save takes 3d6 (DDOwiki, EU thread)
    • additional hidden effect?: Lesser Evil Guard, on-being-hit 1d10 evil damage? (EU thread)

    Smoke Screen (air/fire/fire+air)
    • giving opponents a 20% chance to miss you. (written in in-game examination)
    • does not stack with Blur/Displacement, and is overcome by True Seeing (Storm Lords website, EU thread)

    Steam (water/positive/water+positive)
    • on-hit chance for 2d8+8 untyped damage, ~20% occurrence (DDOwiki, EU thread)
      • 2d8 + 8 = 10~24, average 17
    • it's 20% (after a test of 1000 hits), same as accessories (Sarezar, EU)

    Steam Guard (water/positive/water+positive)
    • 20% chance of activating (Storm Lords website, EU thread)
    • irresistible (Storm Lords website)
    • every 3~5 hits, deals 12~22 damage (DDOwiki contributer)
    • 2d8+8 untyped [steam] damage (EU thread)

    Sundering Ooze (earth/water/earth+water)
    • on-hit chance to cast Ooze Sunder or summon CR12 Black Pudding to fight for you (DDOwiki contributer)
    • on-hit ~20% chance to reduce target's AC by 5 with a fortitude save DC40 - stacks with Sunder [and Improved Sunder?] (EU thread)
    • ~1% chance to summon a CR12 Black Pudding - no duration, will stay till it's killed (EU thread)

    Sundering Ooze Guard (earth/water/earth+water, sovereign)
    • -5 AC DC40 fort save, 25% chance to activate (Strom Lords website)
    • Black Pudding CR12, 1% chance to activate (Strom Lords website)
    • 20~30%, stacks with sunder and destruction, the ooze is only 1~2% (BlackSteel)

    Trap the Soul (air/negative/air+negative)
    • on-hit chance to cast Trap the Soul spell on target (DDOwiki, EU thread)
    • 20HD version only, DC>26 [maybe30?] (DDOwiki, EU thread)
    • its 30HD version, aprrox 1~2% chance to proc (Kreis, Japanese server)
    • no limit on HD(Ikuryo)
    • will save DC 30 (Falcone)
    • 1~2% proc rate, it does make strong essences. I believe that the strong essences are only the result of the 30 HD version. (PM)
    • discussion

    Trap the Soul Guard (air/negative/air+negative)
    • Trap the Soul spell 20HD version (Storm Lords website, DDOwiki contributer, EU thread)
    • % chance unknown
    • appears to work once after each rest (really?) (Storm Lords website, DDOwiki)

    ----

    ** Proc rate stacking ** - having two of the same guard double proc rate? or, are they separately rolled?
    • discussion 1
      • yes (Raidon, creater of Storm Lords website)
    • discussion 2
      • no (Aranticus)
      • i've heard yes (tihocan)
    • tried it on Disint. Guard and CW Guard, didn't seem that way (Kreis, Japanese server)
    • yes on Air Guard (Shade) → Tested 800 hits, and actually, no (Shade)
    • An Analysis of Multiple Lightning Storm Guard Accessories, by mediocresurgeon - does not stack

    ** Conc Opp discussion **
    Last edited by yk49; 11-29-2010 at 02:01 AM.
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  2. #2
    DDOWiki
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    [2]. Dragontouched Armor properties

    Earthen Guard (sovereign)
    • around 5%, I didn't test to get exact numbers (Renegade66)
    • 11 out of 238 being-hit (4.6%), 5% seems right (yk49)
    • caster level 7 Stoneskin (henkeldm)
    • double stoneskin pic, this is stacking stoneskin, when hit, only one of them is used (yk49)

    Lionheart (eldrich)
    • works every time being hit, when feared (Ollathir)

    Melodic Guard (sovereign)
    • resistible (Junts)
    • 20-25% chance (every 2-7 hit), will save DC 18, no SR check (BelVic)
    • 20% (wild guess), DC 15? (tihocan)


    [3]. Mod9 set item properties - see Shade's thread

    Assassin set Lvl drain (requires tier III enhancement)
    • ...


    Hunter of the Dead Weapon damage (requires tier III enhancement)
    • ...


    KoC Weapon damage (requires tier III enhancement)
    • currently BROKEN - crushes your client, dont even try! (known issues)


    Ninjya Spy SA bonus (doesnt require tier III enhancement)
    • does not stack with other Backstabbing bonus (yk49)
    • 5 points SA damage (Syrin) → equivalent to Backstabbing +3 ?


    Raveger set DoT (doesnt require tier III enhancement)
    • Approximately 2d4 + 4 pts per tick for about 10 seconds. The proc rate is near 100%. Does not stack on itself just resets timer. (Renegade666)
      • 2d4 + 4 = 6~12, average 9
    • Slashing damage, 3~11, but the testing was somewhat limited. Hits them for 10 seconds, ticks every 2 seconds it seems like. Procs every hit. (Quikster)


    Theif Acrobat Unbalancing/Deception effect (doesnt require tier III enhancement)
    • We dont even know % for regular Deception suffix to start with?
    • ...


    All of caster-related set bonuses (doesnt require tier III enhancement)
    • spell pen, arcane/elemental lore, efficient metamagic - none of them stack with existing items
    • however, equipping both archmagi set (+5% chance, +0.5 multiplier) and greater arcane lore (+6% chance, +0.25 multiplier) will give +6% and +0.5 multiplier
    • discussion 1
    • discussion 2


    [4]. Shroud item "regular" properties

    Good Burst
    • UMD20 not required for Neutral characters

    Unholy
    • any alignment can hold this
    • negative level penalty for Good characters (yk49, Aspenor)

    Evil Burst, Evil Blast
    • UMD20 not required for Good/Neutral characters (yk49, SneakThief)

    Elemental/Alignment Guard

    Elemental Absorption
    • 10% + 15% + 20% = 90% * 85% * 80% = 61.2% incoming damage (38.8% reduction) (tihocan)
    • confirmed (Kreis, Japanese server)

    Regeneration
    • Lesser Regeneration - recovers 1 hp per minute (Storm Lords website)
    • Improved Regeneration - recovers 1 hit point per 30 seconds (Storm Lords website)
    • Greater Regeneration (pic) - confirmed, recovers 1 hit point per 15 seconds (Ikuryo)
    • going to be upgraded to do 2 points of healing every interval instead of 1 point, intervals remain the same (M9 RN)

    Healing Amplification
    • same magnitude don't stack (20% + 20% = 20%)
    • different magnitude stacks (10% + 20% +30% = 110% * 120% * 130% = 71.6% incoming heal amp)
    • a research report by vyvy3369


    [5]. Other unique item properties

    Boon of Undeath (Shroud of the Abbot)
    • each time being-hit, Inflict Light Wounds on self (written in in-game examination)
    • can be negated by Death Ward spell

    Cloudburst
    • proc rate unknown, does around 50 electricity damage (Dragonstar's thread)

    Defiance (Docent of Defiance)
    • hidden effect
    • 1% chance each time you're hit of gaining DR 20/- and 90% movement penalty for 20 seconds (DDOwiki)

    Demonic Curse (Bracers of the Demon's Consort, pic)
    • 20% chance, Bestow Curse, DC 15 will save (DDOwiki contributer)

    Demonic Shield
    • 20% chance, 30 temporary hit points (DDOwiki contributer)

    Demonic Retribution
    • 20% chance, Inflict Moderate Wounds (DDOwiki contributer)

    Demonic Drain
    • hidden effect
    • 1% chance, a (1) negative level, cannot be negated by Death Ward spell
    • warforged immunity does not apply to this effect (MrCow)

    Fire Shield (Cold) (Bracers of the Glacier, proc effect)
    • 10% chance (written in in-game examination)
    • differs from the spell and can coexist with it, not sure fire damage absorption stacks or not (Junts)
    • does not provide web immunity as per the fireshield spell, display error? (Junts)

    Madstone Reaction (Madstone Boots, pic)
    • hidden effect
    • approx. 15% chance (DDOwiki contributer)
    • stacking Madstone Rage
      • 2 mins, +2 str (stacking), +4 con (stacking), +4 nat AC, 20% attack-speed, BAB to equal your character level

    Healer's Bounty (Levik's Defender)
    • 2% chance (written in in-game examination)
    • around 100~ points of healing (yk49)

    Transform Kinetic Energy (Torc of Prince Rayium-de II, pic)
    • about 20 spell points are recovered, and the chance is around 5% (DDOwiki contributer)
    • a monster must get past your DR in order to trigger the effect


    ----------

    ** Resources **
    Last edited by yk49; 12-11-2009 at 12:32 AM.
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  3. #3
    WikiGnome
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    When I was seeing you editing these was I was thinking on how much of an headache you were going to have, hehe. Either way, I recall a few threads on the EU forums discussing guards and they seem to have done the tests/calculations before. I remember this one and you might have to check their Crafting Forum.

    I wish I could help but I have none of what's missing. Maybe ask Inspire? He has far too many larges. :P

    Anyway, good luck bro.
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  4. #4
    Community Member Agarwaen's Avatar
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    Cudos to you for a attempting this. I have been wishing for a difinitive article on guards for quite a while. Good luck!
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    Community Member Judo's Avatar
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    incineration on a weapon is a confirmed 280-305 at least damage, screen shot if you need it is available
    Quote Originally Posted by Shade View Post
    Math never helps solve problems, it only further complicates them. Far too often players use it as a tool to push there own agenda and twist numbers to cause strife where its not due.

  6. #6
    Stormreach Advisor
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    Interesting project, one thing I think would be needed for this is to keep track of all sources of information (ideally the data itself), so we can know how reliable it is.
    Btw the 1% for conc. opp. may be wrong. I read some reports how it seemed to have increased, and some limited tests I've done seem to confirm this (I'll try to remember to dig up my data later).

  7. #7
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    Freezing Ice is auto crit. If you need confirmation, let me know.

  8. #8
    Community Member Raku's Avatar
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    [QUOTE=yk49;2101161]
    Concordant Opposition (positive/negative/positive+negative)
    • the temp HP can be gained when you get hit but take no damage, the SP need you to be damaged (EU thread
    • the SP work as the Torq's. if you don't get damage you don't get SP back.


    From my experince, i did solo the coalescence chamber normal with my pal hes wearing concordant necklace. When i ranging the cube(for jewel key), there were tons of bat hitting me but i got no dmg cause stoneskin or even angelskin up. Both hp and sp proc and i end up with full mana. I will try again later and update the infomations.
    Last edited by Raku; 03-26-2009 at 11:05 AM.

  9. #9
    Community Member BelVic's Avatar
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    Melodic Guard

    Had this guard recently. Was doing rainbow quest on hard. Think we had 2 people with melodic guards and mobs ( like devils or orthon were dancing pretty often -- not sure what will save they have). Party members even asked if we use some dancing spells on them.

    Decided to check in tavern . Guard activate after 2-7 hits. ( so it's like 4-5 % proc rate). PC save a lot ..I lowered my will save and failed on 13+4=17 and saved on 13+5=18 so DC=17.

    Cannot say for sure but think not SR check..if somebody can test it.

    Looking at Mr Cow source...seems regular orthons have will save 11-12. So if they need to roll 5 or less to fail it make it 25 % chance. In total 0.25*4.5= 1.12 % you make them dance..about same as other cool guards.
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  10. #10
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    Quote Originally Posted by BelVic View Post
    Melodic Guard

    Had this guard recently. Was doing rainbow quest on hard. Think we had 2 people with melodic guards and mobs ( like devils or orthon were dancing pretty often -- not sure what will save they have). Party members even asked if we use some dancing spells on them.

    Decided to check in tavern . Guard activate after 2-7 hits. ( so it's like 4-5 % proc rate). PC save a lot ..I lowered my will save and failed on 13+4=17 and saved on 13+5=18 so DC=17.

    Cannot say for sure but think not SR check..if somebody can test it.

    Looking at Mr Cow source...seems regular orthons have will save 11-12. So if they need to roll 5 or less to fail it make it 25 % chance. In total 0.25*4.5= 1.12 % you make them dance..about same as other cool guards.
    Hmm that's weird, I made some tests about 2 months ago and figured the DC was 15, while the proc rate was pretty high (I didn't measure it but my wild guess would be 20%).
    I was the one wearing the armor though so I have to trust the person who reported the results... guess I'll need to find someone else to confirm it.

  11. #11
    Community Member BelVic's Avatar
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    Quote Originally Posted by tihocan View Post
    Hmm that's weird, I made some tests about 2 months ago and figured the DC was 15, while the proc rate was pretty high (I didn't measure it but my wild guess would be 20%).
    I was the one wearing the armor though so I have to trust the person who reported the results... guess I'll need to find someone else to confirm it.

    My bad...think my brain wasn't working when I posted at night. Every 2-7 hits is equal 20-25 % chance. DC I tested in tavern pvp.
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  12. #12
    Community Member Valiance's Avatar
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    The question I really, really would love to be answered is if 2 concordant oppositions on the same character will stack. It seems the dev answered both ways above. Has anyone tried this? Would love to know.

  13. #13
    DDO Catalog MrCow's Avatar
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    Quote Originally Posted by yk49
    Demonic Drain
    hidden effect
    1% chance,
    a (1) negative level, cannot be negated by Death Ward spell
    what about warforged then?
    Warforged are hit by the negative level bestowed by the Bracers of Demon Consort. Warforged are not immune to negative levels, they are immune to energy drain.
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  14. #14
    Community Member Junts's Avatar
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    other effects:

    bracers of the glacier / fireshield proc:

    this proc (like airguard haste) differs from the spell and can co-exist with it (two separate icons). I have not yet demonstrated whether or not the fire damage reduction stacks, or ice damage (its hard to tell).

    However, I can say this: the fireshield proc given by the bracers does -not- provide Fireshield Web Immunity as per the fireshield spell (there is no message about fireshield web immunity when the proc fires, or wears), and its presence can cause the web immunity to bug in very strange ways: I have repeatedly been given the message about fireshield web immunity being removed from me after shrining when neither the fs spell nor proc have been active for some time.

    I am pretty sure that this a display error, but I am not yet entirely sure.

  15. #15

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    Very nice thread. To me it seems Shroud/DT guards go off more frequently in PVP vs. questing.

    I'd love to test some of the proc rates, have several guards on my barb. Problem I run into is time frame. How do you standardize, or what time frame should be used to get the best answer?

    BTW DT Lionheart works every time on my Barb, when I've been feared.
    Last edited by Ollathir; 04-01-2009 at 12:24 PM.
    Arcade~Arkades~Lakedaemon~Viktarion~Meraxes~Af~Ark ade~Barakade~Darkpadawan

  16. #16
    DDO Catalog MrCow's Avatar
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    Quote Originally Posted by Ollathir
    Problem I run into is time frame. How do you standardize, or what time frame should be used to get the best answer?
    Because guard items go off when hit physically (or damaged physically) you keep track of the amount of times the guard item goes off compared to how many times you get hit physically (or damaged physically). There is no "time frame" measured in time.
    Server - Thelanis
    Diaries of a True Reincarnate (Wizard, Sorcerer, Melee, Divine, Artificer, Druid)

  17. #17

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    Quote Originally Posted by MrCow View Post
    Because guard items go off when hit physically (or damaged physically) you keep track of the amount of times the guard item goes off compared to how many times you get hit physically (or damaged physically). There is no "time frame" measured in time.
    kk, thanks, I'll give it a whirl.
    Arcade~Arkades~Lakedaemon~Viktarion~Meraxes~Af~Ark ade~Barakade~Darkpadawan

  18. #18
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    Just though I would mention that I'm fairly sure greater disruption has a save. I was using a pos/pos/pos bow on undead with just normal arrows and finally had it proc for the first time, only to see the blue circle and the undead continued to try and catch me.

  19. #19
    Community Member Shade's Avatar
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    Quote Originally Posted by yk49 View Post
    Air Guard (air/air/air, sovereign)
    • 5% chance to activate (Strom Lords website)
    • knockdown opponent (DC35) or 30secs of Haste (Strom Lords website)
    • 50/50 chance to decide it (EU forum)
    • 2% haste + 2% knockdown (2 seperate rolls) (Raidon, creater of Strom Lords website)
    • discussion
    • reflex save and AC bonus from Air Guard Haste (dodge bonus) stacks to "regular" Haste (yk49)
    • movement and attack speed from Air Guard Haste (enhancement bonus) doesn't stack (yk49)
    [/list]
    This one is 50% chance of haste or knockdown. You will infact see less knockdowns, but thats because it has a save and offers no feedback in the combat log when they save.. All you can see is the hexagon apear above there head.. And many players either won't notice it, or not think thats it as it could very well be any of your party member trying things on them that cause saves too. Also you'll see only haste and no knockdown vs stuff thats immune to it.

    I have 2 of my sorc, and they do not stack., see below post for more details.
    Last edited by Shade; 12-13-2009 at 11:23 PM.

  20. #20
    Community Member Shade's Avatar
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    Quote Originally Posted by Ikuryo View Post
    Just though I would mention that I'm fairly sure greater disruption has a save. I was using a pos/pos/pos bow on undead with just normal arrows and finally had it proc for the first time, only to see the blue circle and the undead continued to try and catch me.
    Are you sure that blue hexagon was the disruption save tho? Were you solo? Other party members could have cast a spell that you did not see, that they saved against as you attacked.

    It's also possible that they were making saves against environment effects or even other monsters as some monsters will fight each other by mistake occasonally.

    I use dual greater disruption warhammers and really can't tell if theres a save as I never really solo. I see the blue hexagons sometimes, but that could well be my party members.

    All I know is that they suck. Should be called lesser disruption.

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