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  1. #1
    Lamannia Coordinator SqueakofDoom's Avatar
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    Default The Official Randomly Generated Weapons Discussion Thread!

    Please use this thread to discuss the recent changes to Randomly Generated Weapons.

    Also note that there is another thread in the Lamannia News & Official Discussions sub-forum that focuses on future changes to Randomly Generated Items (not just weapons).
    Last edited by SqueakofDoom; 11-22-2013 at 06:11 PM.
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  2. #2
    Lamannia Coordinator SqueakofDoom's Avatar
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    Default From the Release Notes

    We have started our changes to Randomly Generated items, starting with adding (some new and some old) mutations for Randomly Generated Weapons. Please note that the changes are not final, and we are still working towards providing variety without too much redundancy.

    Randomly Generated Weapons:
    • NEW: The first pass on increasing the available mutations for Randomly Generated Weapons is now on Lamannia. (Details will see further adjustment in the future.)
      • Old Mutations that have been Restored:
        • Prefix
          • Crippling (targeted to be removed with the next Lamannia build)
          • Thundering
          • Ghost Touch (targeted to be removed with the next Lamannia build)
          • True Law
          • True Chaos
          • Seeker +2
          • Shocking Burst
          • Flaming Burst
          • Icy Burst
          • Acid Burst
          • Seeker +4
          • Wounding (targeted to be removed with the next Lamannia build)
          • Maladroit (targeted to be removed with the next Lamannia build)
          • Weakening (targeted to be removed with the next Lamannia build)
          • Seeker +6
          • Strength Sapping (targeted to be removed with the next Lamannia build)
          • Finesse (targeted to be removed with the next Lamannia build)
          • Anarchic Burst
          • Axiomatic Burst
          • Holy Burst
          • Seeker +8
          • Improved Roaring
          • Seeker +10
          • Dynamo (Lightning Strike)
          • Incinerating
          • Nightmare
          • Frozen
          • Magma
          • Cacophonic
          • Annihilating
          • Toxic
        • Suffix
          • Lesser Bane (targeted to be removed with the next Lamannia build)
          • Righteousness
          • Shattermantle
          • Slowburst
          • Puncturing (targeted to be removed with the next Lamannia build)
          • Bone Breaking (targeted to be removed with the next Lamannia build)
          • Enfeebling (targeted to be removed with the next Lamannia build)
          • Bane (targeted to be removed with the next Lamannia build)
          • Everbright
          • Greater Bane (targeted to be removed with the next Lamannia build)
          • Improved Shattermantle
          • Parrying (targeted to be removed with the next Lamannia build)
      • The following are also now available as Prefixes:
        • Fiery Detonation
          • This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half.
        • Freezing Gale
          • This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this freezing power will be released, dealing damage to the target and all enemies near it for 15d6 cold damage. A successful Will save (DC 39) reduces this by half.
        • Acid Torrent
          • This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this acidic power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful Reflex save (DC 39) reduces this by half.
        • Electric Storm
          • This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this shocking power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful Reflex save (DC 39) reduces this by half.
        • Radiance
          • This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 points of light damage and blinds the target on a successful critical hit.
        • Steam
          • This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
        • Greater Sunburst
          • This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
        • Arcane Detonation
          • This weapon is imbued with unfathomable arcane energies. On an attack roll of 20 which is confirmed as a critical hit this energy will be released, inflicting 15d6 force damage to the target and all other enemies near it. A successful Reflex save (DC 39) reduces this damage by half.
      • The following are also now available as Suffixes:
        • Aligned Transmutation (Aligned)
          • This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
        • Metaline Transmutation (Metalline)
          • This weapon transmutes into a form that is able to bypass any metal based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril)
      • New Suffixes:
        • Humanoid Bane
          • Humanoid Bane: On Hit: 1 to 6 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane II: On Hit: 2 to 8 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane III: On Hit: 3 to 12 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane IV: On Hit: 4 to 16 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane V: On Hit: 5 to 20 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane VI: On Hit: 6 to 24 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane VII: On Hit: 7 to 28 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
        • Natural Bane
          • Natural Bane: On Hit: 1 to 6 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
          • Natural Bane II: On Hit: 2 to 8 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
          • Natural Bane III: On Hit: 3 to 12 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
          • Natural Bane IV: On Hit: 4 to 16 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
          • Natural Bane V: On Hit: 5 to 20 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
          • Natural Bane VI: On Hit: 6 to 24 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
          • Natural Bane VII: On Hit: 7 to 28 Bane Damage vs Animals, Vermin, Magical Beasts, Plants, and Fey. (Bane damage cannot be resisted.)
        • Feeding
          • Feeding: On Vorpal Hit: Your target incurs one Negative level, and you gain +5 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
          • Feeding II: On Vorpal Hit: Your target incurs one Negative level, and you gain +10 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
          • Feeding III: On Vorpal Hit: Your target incurs one Negative level, and you gain +15 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
          • Feeding IV: On Vorpal Hit: Your target incurs one Negative level, and you gain +20 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
          • Feeding V: On Vorpal Hit: Your target incurs one Negative level, and you gain +25 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
          • Feeding VI: On Vorpal Hit: Your target incurs one Negative level, and you gain +30 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
          • Feeding VII: On Vorpal Hit: Your target incurs one Negative level, and you gain +35 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
        • Draining
          • Draining: On Vorpal Hit: Your target incurs one Negative level, and you gain +2 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining II: On Vorpal Hit: Your target incurs one Negative level, and you gain +4 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining III: On Vorpal Hit: Your target incurs one Negative level, and you gain +6 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining IV: On Vorpal Hit: Your target incurs one Negative level, and you gain +8 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining V: On Vorpal Hit: Your target incurs one Negative level, and you gain +10 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining VI: On Vorpal Hit: Your target incurs one Negative level, and you gain +12 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining VII: On Vorpal Hit: Your target incurs one Negative level, and you gain +14 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
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  3. #3
    Community Member LawfulEvil's Avatar
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    Default

    The Greater Sunburst affix currently reads "This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes." but does not have a definitive damage range listed like the other new weapon affixes. Can you let us know that range so we don't have to rely on someone hitting the training dummy 100 times to obtain an average. Thanks!

  4. #4

  5. #5
    2016 DDO Players Council Qhualor's Avatar
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    Default

    so far so good. I have no complaints.. yet.

    will things like Fiery Detonation have cool looking damaging effects like Feather said right before he disappeared? he made it sound like they would have some pretty cool visual effects like say when lightening procs or a meteor would suddenly appear out of the sky hitting your target.
    Gary Gygax quotes

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    There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you are involved in, whether its a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things.

    Role-playing isn't storytelling. If the dungeon master is directing it, its not a game.

    When AI approximates Machine Intelligence, than many online and computer run RPGs will move toward actual RPG activity. Nonetheless, that will not replace the experience of "being there" anymore than seeing a theatrical motion picture can replace the stage play.

    The secret we should never let the game masters know is that they don't need any rules.

  6. #6
    Hero nibel's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Please change Metalline back to a prefix.
    Considering that they removed Pure Good, and Holy (prefix) now hits neutral mobs, I'm fine with Metalline being a sufix. I would ask to add Crystal to Metalline, just to really fill every "metal type" damage. I know crystal is not a metal.

    Any chances to make the DC-based effects vary by the weapon ML? Eg, Paralyzing being 10 + ML, so a ML 10 paralyzing weapon would be DC 20, but a ML 28 one would be DC 38 (or DC 40 with Woundrous Craftsmanship).

    Any chances to change Radiance's name, so it does not get confused with Radiance (light spellpower prefix)?

    Any chances to merge Everbright into Ooze Bane, like Ghostbane is Undead Bane + Ghost Touch?

    Any chances to add Dragon into Natural Bane? Dragons are creatures native from Eberron/FR, and not humanoid.

    Does Humanoid Bane includes Monstrous Humanoid?
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  7. #7
    Community Member FranOhmsford's Avatar
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    What's with the "(targeted to be removed with the next Lamannia build)" bit?


    Excuse me for asking but why bother putting these items back in if they're only going to disappear in a week's time?



    Great to see Metalline and Aligned can drop as Suffixes now - Especially since Pure Good seems to have vanished and we will at least be able to get Holy of Metalline weapons in future.

  8. #8
    Community Member HatsuharuZ's Avatar
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    Default Feeding needs a change

    Devs, unlike spell points, health points are gained and lost constantly during combat. Also, the people most likely to use a 'feeding' weapon are melee classes, most of whom aren't very good at healing themselves, compared to spellcasting classes. Please change the temp HP to *actual* HP that is affected by healing amplification.

  9. #9

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    no lacerating?

  10. #10
    The Hatchery Scraap's Avatar
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    Just did a quick check on the live auction house for flaming to make sure. Seems Bane uses the same d4 progression as the elementals. Might suggest adding a crit or vorpal effect to those, or using a +W per if you want us snagging them instead.

  11. #11
    Community Member Grailhawk's Avatar
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    Going by those lists and removing the affixes that will be removed later there are 27 prefix and only 11 suffix being added. That seams very lopsided please add some more suffix or make some prefix suffixes.

  12. #12
    Community Member thor360's Avatar
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    Are the new suffix/prefix's going to change older versions on existing named items?

  13. #13
    The Hatchery danotmano1998's Avatar
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    I'm still wondering why the whole loot table was shot in the knee to begin with?

    Oh.. Ghostbane.. Right..
    Carry on.
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  14. #14
    2016 DDO Players Council Qhualor's Avatar
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    Quote Originally Posted by HatsuharuZ View Post
    Devs, unlike spell points, health points are gained and lost constantly during combat. Also, the people most likely to use a 'feeding' weapon are melee classes, most of whom aren't very good at healing themselves, compared to spellcasting classes. Please change the temp HP to *actual* HP that is affected by healing amplification.
    I don't know about actual HPs, but temporary HPs on a melee last for a whole 3 seconds in combat. its pretty useless, imo, and why I have never used anything like it in game before. I would rather see something else besides a temporary effect.

    edit: ok, after thinking about actual HPs, I can go with that. have HP gained on vorpal hit based on con modifier that last for 1 minute? or maybe just a flat X HP depending on level and scales up gaining more HP?
    Last edited by Qhualor; 11-22-2013 at 07:19 PM.
    Gary Gygax quotes

    The essence of a role-playing game is that it is a group, cooperative experience.

    There is no winning or losing, but rather the value is in the experience of imagining yourself as a character in whatever genre you are involved in, whether its a fantasy game, the Wild West, secret agents or whatever else. You get to sort of vicariously experience those things.

    Role-playing isn't storytelling. If the dungeon master is directing it, its not a game.

    When AI approximates Machine Intelligence, than many online and computer run RPGs will move toward actual RPG activity. Nonetheless, that will not replace the experience of "being there" anymore than seeing a theatrical motion picture can replace the stage play.

    The secret we should never let the game masters know is that they don't need any rules.

  15. #15
    The Hatchery sirgog's Avatar
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    No Phlebotomizing?

    It's not all that strong, but it is arguably the coolest name ever.

    'Cosmic Handwraps of Phlebotomizing" just sound so much better than "Eldritch IX" even if they basically do the same thing.
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  16. #16

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    Quote Originally Posted by nibel View Post
    Considering that they removed Pure Good, and Holy (prefix) now hits neutral mobs, I'm fine with Metalline being a sufix. I would ask to add Crystal to Metalline, just to really fill every "metal type" damage. I know crystal is not a metal.
    Holy of Metalline does sound nice, but if this makes the cannith crafting shard into a suffix then it will break the demon beater:

    +5 Metalline Flametouched Iron of Greater Evil Outsider Bane

  17. #17
    Community Member redspecter23's Avatar
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    I'm happy to see the return of many affixes, but I can't help but wonder if many are just too weak on their own to really help the situation. Something like shattermantle might be better suited as an augment for niche uses. Or perhaps abilities that are extremely niche or weak on their own could be added as a small % chance as a 3rd affix on an item. You could get a +5 acid longsword of righteousness or 5% of the time it would be a +5 acid longsword of righteousness with shattermantle as well. In addition there would be a 5% chance of that weapon also having a red slot. Something like the old maiming ability could also work here. It's really weak as a standard suffix, but if it is a small % chance to be an extra additional suffix, then it's all win. This makes for different rarity tiers of weapons which are incrementally better, but also extremely rare. This adds a wow element to opening chests. You could get a great rare combination at any given time. Right now our gear is basically just level gated and might have a slot at the expense of lesser enhancement bonus elsewhere. There is no "rare" loot gen currently.

    Fiery Detonation and the like are reasonable damage against very large groups, but in one on one combat they are behind even a 1d6 mod of a similar element. The incineration and lightning strike procs offer a similar issue. They only do something 2% of the time. I understand that the xd4 effects added recently can often actually deal more damage that the spike damage of lightning strike, but I think players are really hoping for the return of the combination abilities which merge an "always on" proc with the low % proc to create a weapon that just feels better.
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  18. #18
    Community Member FestusHood's Avatar
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    I'm surprised nobody has brought up the poison suffix. Remember those? Essentially a poison burst plus varying degrees of stat damage. They were pretty cool.

  19. #19
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    Quote Originally Posted by SqueakofDoom View Post
    We have started our changes to Randomly Generated items, starting with adding (some new and some old) mutations for Randomly Generated Weapons. Please note that the changes are not final, and we are still working towards providing variety without too much redundancy.

    Randomly Generated Weapons:
    • NEW: The first pass on increasing the available mutations for Randomly Generated Weapons is now on Lamannia. (Details will see further adjustment in the future.)
      • Old Mutations that have been Restored:
        • Prefix
          • Crippling (targeted to be removed with the next Lamannia build) Why is this being removed?
          • Seeker +2 Seeker is better on non-weapon equipment. Please leave it there (and allow it to spawn on armor), and remove this from spawning on weapons.
          • Shocking Burst Can we get these to A) be updated to the new scaling elemental damage system (Shocking Burst I-VIII)? At the very least, we should be able to get permutations of the 8d4 elemental damage version with Burst added to it, otherwise 1d6+Burst is simply diluting the list of useful affixes in the loot tables. B) update the burst property to scale with crit multiplier for as high as your multiplier goes (x5, x6, x7, x8, x9).
          • Wounding (targeted to be removed with the next Lamannia build) Why are these being removed? They can be useful in a few places in heroic content. I'd rather see these stay, and have the epic ward against stat damage removed (as it is, it renders many abilities useless, including Rogue Crippling Strike, and the Ninja Spy tier 5 enhancement that grants the same ability).
          • Strength Sapping (targeted to be removed with the next Lamannia build) Why?
          • Finesse (targeted to be removed with the next Lamannia build) Good idea. A nice change, would be to create a red augment with this ability for those who are interested.
          • Anarchic Burst See comment on Shocking Burst.
          • Nightmare Consider removing this from the loot tables (maybe even retroactively), and then buff the property back to its original level for the handful of named items in the game with this effect.

        • Suffix
          • Lesser Bane (targeted to be removed with the next Lamannia build) Why? People like Bane, and it's a pretty solid property.
          • Puncturing (targeted to be removed with the next Lamannia build) See comment on Wounding. .
          • Everbright Instead, bundle this automatically with Ooze Bane and Aberration Bane, or add a new bane property called Metal-Eating Bane (that provides Everbright, Ooze Bane and Rust Monster Bane).
          • Parrying (targeted to be removed with the next Lamannia build) Good. This is much better on equipment than it is on weapons.

      • The following are also now available as Suffixes:
        • Aligned Transmutation (Aligned)
          • This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)

        • Metaline Transmutation (Metalline)
          • This weapon transmutes into a form that is able to bypass any metal based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril) Metalline and Aligned should be on separate ends of a weapon, so that we have a possibility of seeing Metalline weapon of Aligned. While this is a fairly lackluster item, it is something some players would be interested in in order to fill a particular niche.

            In addition, I'd prefer to see Metaline and Aligned available as either a prefix or a suffix, so we can have Holy of Metaline and Metaline of Greater Bane.

      • New Suffixes:
        • Humanoid Bane
          • Humanoid Bane: On Hit: 1 to 6 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane II: On Hit: 2 to 8 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane III: On Hit: 3 to 12 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane IV: On Hit: 4 to 16 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane V: On Hit: 5 to 20 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane VI: On Hit: 6 to 24 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
          • Humanoid Bane VII: On Hit: 7 to 28 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.) We really don't need this much variation. The old Lesser/normal/Greater 1d6+1, 2d6+2, 3d6+4 worked and didn't clutter the loot tables with even more middling effects. Add Superior or Epic Bane to this at 6d6+8 and you're set.

        • Feeding
          • Feeding: On Vorpal Hit: Your target incurs one Negative level, and you gain +5 Temporary Hit Points.
          • Feeding VII: On Vorpal Hit: Your target incurs one Negative level, and you gain +35 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)

        • Draining
          • Draining: On Vorpal Hit: Your target incurs one Negative level, and you gain +2 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
          • Draining VII: On Vorpal Hit: Your target incurs one Negative level, and you gain +14 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)

            What are you going to spend 2 SP on? 14? You may view this as contributing to casting a single spell (a minor discount), but remember that A) this effect requires you to be swinging a weapon, and not casting a spell, B) only occurs on less than 5% of your attacks (assuming you will not confirm every natural 20 rolled). That's pitiful. So, again, we have a property that bestows a neg lvl on vorpal with an essentially meaningless addition tacked on.


    Suggestions:
    • Keep Lesser/normal/Greater Bane in the loot tables, but retroactively update (or include a Stone of Change ritual) any named epic weapon with Greater Bane to Epic (or Superior) Bane (6d6+8; see Epic Ancient Vulkoorim Dagger).
    • When you work out the MotU bundled affix issue, add a new set of affixes called something like <creature type> Slaying that bundles an ML appropriate Bane property with either Vorpal (and the improved versions) or things like Disruption. For example, a high ML weapon could have the affix Undead Slaying, with Disruption and Greater Undead Bane bundled together (that would be +4 enhancement, +3d6, +4d6, On Vorpal: destroy undead with less than 1,000 HP or deal 100 damage). That looks strong, but we've had something pretty close to this for years with the Triple Positive greensteel weapon. And this is the kind of stuff we need to see in random loot at level 20+ if you want anyone to seriously consider random loot.
    • Anything that has a DC needs to either have the DC scale significantly with ML of the item, or have the effect trigger frequently. Maybe the proc chance percentage could increase with ML?
    • Please keep tough epic elite, and tough epic hard, quests in mind when looking at your high-level loot effects. Sure, not many people run these, but the game is already overflowing with gear that hammers easier content--we need equipment that is up to the task for tackling EE content. Especially if you intend for players to bother even glancing at their random loot weapons once they have decent named gear.
    • There are very few prefix + suffix combinations that are at all worthwhile in epic levels (assuming you have some half-decent named weapons from heroic content and lower-tier epic content, like the Eveningstar quests). That was part of the real value of the MotU bundled affixes--giving us prefix + suffix combos that are actually worthwhile at level 20+.
    • Convert a lot of these effects to augment crystals. Many of these affixes make for rather poor weapons, but would be attractive as red augments (or even yellow/blue augments that confer their effects upon attacks made, the way that the Shimmering Arrowhead adds Crippling to your ranged attacks).
    Last edited by sephiroth1084; 11-22-2013 at 08:53 PM.
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  20. #20
    Community Member Satyriasys's Avatar
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    Quote Originally Posted by sephiroth1084 View Post
    Suggestions:
    I agree 100%
    Join Date: Nov 2009

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