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  1. #21
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    Quote Originally Posted by Circon View Post
    Getting your fire absorb from armor, though, seems strange to me, because random armor fire absorb caps at 20% (or at least I've never seen higher) while named gear can give you 33% (Firestorm Greaves) or Greensteel 10-15-20 (stacking as 38% due to multiplication).
    I actually have a couple 22% absorbs but that is as high as I have seen it. I know there are other sources to get fire absorb, but not every character I play is a main and it's nice to be able to just grab a suit of fire absorb armor and be good to go.

    The red prismatic cloak is a nice option but they are either not for sale or super expensive on Orien. Cannith crafting absorb is a very expensive augment. Yes, all good options and better but the absorb remains viable for the less well geared characters.

  2. #22
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by Buffyanne View Post
    I actually have a couple 22% absorbs but that is as high as I have seen it. I know there are other sources to get fire absorb, but not every character I play is a main and it's nice to be able to just grab a suit of fire absorb armor and be good to go.

    The red prismatic cloak is a nice option but they are either not for sale or super expensive on Orien. Cannith crafting absorb is a very expensive augment. Yes, all good options and better but the absorb remains viable for the less well geared characters.

    Going off on a tangent here, I'd like to know why they felt a burning need to jack the random loot system when it FINALLY became somewhat useful. I mean, I actually pulled some decent, useful items before the Great Ghostbane-ing Incident.

  3. #23
    2015 DDO Players Council Seikojin's Avatar
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    I agree, random armor should be useful at level.

  4. #24
    Community Member brian14's Avatar
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    Quote Originally Posted by Circon View Post
    So, Turbine, please can we have back actual energy resistances on armor, rather than the "fireproof" lie that only takes away 10-20%? Maybe you could make Fortification show up on armor again?
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  5. #25
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    If random lootgen armor is to be buffed, I think it should only be slightly. I don't want another situation where random loot is outclassing named items. Honestly I'd be fine with leaving them as is.

    And some of them aren't that bad. I find the fire absorption lootgen armor to be very usefull for thunderpeak raid, and vitality and deathblock is always very nice on armor. I have a lootgen robe that i swap on whenever deathblock is needed such as against beholders.

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  6. #26
    Community Member brian14's Avatar
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    Quote Originally Posted by Circon View Post
    Agreed, vitality can be good, though personally I crafted a +40hp ML11 pirate hat that makes random vitality armors a bit pointless, and also puts Minos Legens to shame. It's still a bit weird when epic armors with only +15 vitality drop.
    Keep in mind that +40 hp pirate hat is False Life, which stacks with Vitality. At levels 11 through 19 my artificer wore that hat, and at level 15 he put on Thaarak Bracelet for +20 hp Vitality. They stack.
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  7. #27
    Community Member Zzevel's Avatar
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    Quote Originally Posted by Circon View Post
    Snip!

    Agreed, random loot is pretty lame, every TR or new toon does exactly the same thing.. Crafted of Invurnrability till level 8-10 then I head to the Wiki to look at named armor to farm through the leveling with a higher level toon. There is nothing on random lot that makes me even look through the AH or vendors at armor, in every situation there is named armor beats random loot.

  8. #28
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    Default Armor is still ghostbanned

    Got bored. Listed up another 100, as presented here, and this time I limited myself to the ones with both a prefix and a suffix to help with the stats on that.

    Suffixes:
    58/100 [type]block (25 hammerblocks, 15 axeblocks, 18 spearblocks)
    18/100 deathblocks (compared to 20 last time)
    15/100 vitality

    Prefixes:
    56/100 -proofs, divided into 10 acid, 11 cold, 14 fire, 13 electric, 8 sonic
    35/100 Retributive, which still deals a tiny tiny ****** amount of damage. Serious, 3d4 damage on a ML20 item is worthless. Half the time resistances are just going to reduce it to zero outright.
    7/100 Flurry

    This doesn't add up to 100, there were minor rare affixes such as combat mastery, bashing, riposte.

    13/100 with augment slot.

    The full list:

    1.
    +3 Acidproof (10%) Robe of Axeblock I
    +1 Retributive (Lit I) Tower Shield of Vitality +5
    +1 Shockproof (10%) Battle Docent of Hammerblock I
    +1 Frostproof (10%) Battle Docent of Hammerblock II
    +2 Retributive (Fire I) Docent of Axeblock I
    +4 Acidproof (10%) Robe of Spearblock I
    +3 Fireproof (10%) Robe of Axeblock II
    +3 Soundproof (12%) Robe of Spearblock I
    +3 Flurry (1%) Robe of Spearblock II
    +3 Retributive (Fire I) Robe of Hammerblock I

    2.
    +2 Fireproof (12%) Battle Shield of Spearblock I
    +3 Fireproof (10%) Heavy Darkwood Shield of Riposte I
    +1 Acidproof (10%) Light Darkwood Shield of Deathblock I
    +1 Soundproof (12%) Battle Breastplate of Deathblock I
    +2 Retributive (Lit I) Battle Half Plate of Deathblock II
    +3 Soundproof (12%) Battle Plate of Spearblock I
    +1 Retributive (Acid I) Skirmish Chainmail of Spearblock II
    +2 Frostproof (10%) Skirmish Leather of Hammerblock II
    +2 Acidproof (10%) Skirmish Leather of Hammerblock II
    +1 Retributive (Fire II) Battle Shield of Deathblock II

    3.
    +1 Soundproof (12%) Battle Shield of Hammerblock I [red slot]
    +1 Retributive (Lit II) Battle Shield of Bashing II
    +2 Retributive (Acid I) Heavy Darkwood Shield of Vitality +10
    +3 Retributive (Fire I) Light Darkwood Shield of Vitality +10
    +2 Flurry (2%) Light Darkwood Shield of Deathblock I
    +2 Shockproof (12%) Battle Breastplate of Spearblock III
    +1 Retributive (Fire I) Battle Docent of Vitality +10
    +1 Acidproof (12%) Battle Plate of Axeblock III
    +2 Fireproof (10%) Battle Plate of Spearblock II
    +1 Darkleaf Breastplate of Deathblock II

    4.
    +3 Retributive (Ice I) Skirmish Scalemail of Deathblock I
    +3 Retributive (Lit I) Skirmish Scalemail of Hammerblock I
    +3 Fireproof (12%) Outfit of Axeblock I
    +4 Fireproof (12%) Outfit of Hammerblock I
    +3 Soundproof (10%) Robe of Deathblock II
    +2 Retributive (Fire I) Skirmish Leather of Vitality +10
    +4 Retributive (Lit II) Robe of Spearblock I
    +2 Frostproof (10%) Battle Half Plate of Vitality +5 [blue slot]
    +1 Soundproof (14%) Battle Plate of Axeblock II
    +3 Flurry (2%) Magecraft Plate of Vitality +5

    5.
    +1 Retributive (Acid I) Skirmish Leather of Hammerblock II [blue slot]
    +2 Retributive (Fire II) Skirmish Scalemail of Hammerblock II
    +5 Soundproof (10%) Robe of Axeblock II
    +1 Fireproof (14%) Battle Docent of Axeblock II
    +3 Retributive (Ice III) Outfit of Deathblock II
    +2 Soundproof (12%) Magecraft Half Plate of Deathblock I [blue slot]
    +4 Acidproof (12%) Robe of Vitality +15
    +2 Fireproof (12%) Battle Shield of Hammerblock I
    +2 Retributive (Lit II) Magecraft Shield of Combat Mastery II

    6.
    +1 Fireproof (10%) Battle Shield of Vitality +10
    +1 Retributive (Ice III) Battle Shield of Hammerblock II
    +3 Fireproof (10%) Heavy Darkwood Shield of Bashing I
    +1 Retributive (Ice I) Heavy Steel Shield of Spearblock I
    +2 Fireproof (12%) Light Densewood Shield of Hammerblock II [blue slot] ML 18!
    +3 Frostproof (14%) Magecraft Shield of Vitality +10
    +3 Retributive (Acid I) Battle Breastplate of Deathblock II
    +2 Frostproof (10%) Battle Docent of Hammerblock II
    +2 Retributive (Ice I) Battle Plate of Deathblock I
    +3 Shockproof (10%) Battle Plate of Hammerblock I

    7.
    +1 Retributive (Ice I) Breastplate of Hammerblock I
    +3 Shockproof (14%) Feycraft Chainmail of Spearblock II
    +1 Shockproof (12%) Feycraft Leather of Spearblock II [blue slot]
    +1 Acidproof (14%) Magecraft Breastplate of Deathblock II
    +2 Shockproof (14%) Magecraft Docent of Vitality +10
    +3 Retributive (Lit I) Magecraft Half Plate of Axeblock I [blue slot]
    +5 Retributive (Lit I) Outfit of Hammerblock I
    +4 Frostproof (10%) Outfit of Deathblock II
    +3 Retributive (Fire III) Robe of Axeblock II
    +5 Shockproof (12%) Robe of Deathblock I

    8.
    +4 Shockproof (12) Robe of Axeblock III
    +5 Retributive (Ice II) Robe of Deathblock II
    +3 Shockproof (10%) Skirmish Chainmail of Vitality +5
    +3 Flurry (1%) Skirmish Chainmail of Spearblock I
    +1 Flurry (1%) Skirmish Leather of Hammerblock II
    +2 Frostproof (10%) Skirmish Leather of Axeblock II [blue slot]
    +3 Retributive (Acid I) Skirmish Leather of Spearblock II
    +2 Frostproof (12%) Skirmish Scalemail of Axeblock I
    +1 Retributive (Fire III) Heavy Darkwoood Shield of Riposte II
    +2 Frostproof (12%) Magecraft Shield of Axeblock II

    9.
    +2 Flurry (2%) Magecraft Shield of Bashing II
    +3 Retributive (Lit II) Magecraft Shield of Combat Mastery +2
    +2 Retributive (Fire II) Battle Breastplate of Deathblock II
    +3 Acidproof (10%) Battle Docent of Deathblock I
    +2 Fireproof (14%) Feycraft Chainmail of Vitality +10
    +4 Shockproof (12%) Feycraft Chainmail of Hammerblock II
    +1 Shockproof (14%) Feycraft Scalemail of Spearblock II [blue slot]
    +3 Retributive (Ice II) Feycraft Scalemail of Vitality +15
    +1 Acidproof (12%) Feycraft Scalemail of Hammerblock III [blue slot]
    +2 Retributive (Acid II) Magecraft Half Plate of Vitality +10 [blue slot]

    10.
    +3 Frostproof (10%) Magecraft Plate of Hammerblock II
    +2 Flurry (3%) Skirmish Scalemail of Hammerblock II
    +3 Retributive (Acid II) Densewood Buckler of Riposte I
    +1 Frostproof (14%) Feycraft Chainmail of Spearblock III
    +1 Fireproof (12%) Feycraft Leather of Hammerblock III
    +4 Fireproof (12%) Feycraft Leather of Hammerblock II
    +1 Shockproof (12%) Feycraft Scalemail of Hammerblock III [blue slot]
    +1 Retributive (Acid II) Magecraft Breastplate of Spearblock III [blue slot]
    +3 Acidproof (10%) Magecraft Breastplate of Spearblock II
    +2 Shockproof (14%) Magecraft Docent of Axeblock II

  9. #29
    Community Member janave's Avatar
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    If static loot is the only way to get meaningful stats on gear, then it strips the fun from opening chests, and taking end rewards for quest, looting is pretty major part of the game.

    Loot should be at least in the top 3 of a 20 things to fix asap list.

  10. #30
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    Default Armor

    Agreed, I don't even bother looking at loot gen armor anymore it's so bad.

  11. #31

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    Quote Originally Posted by janave View Post
    If static loot is the only way to get meaningful stats on gear, then it strips the fun from opening chests, and taking end rewards for quest, looting is pretty major part of the game.

    Loot should be at least in the top 3 of a 20 things to fix asap list.
    Dont you remember? its NOT the loot that makes us excited to open chests. its the GEMS!
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  12. #32
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    Quote Originally Posted by Circon View Post
    You may remember I did an earlier analysis thread of counting 100 loots, back when people were complaining about the prevalence of ghostbane.
    Random armor has had that problem since the same time Ghostbane came out... it's not "new ghostbane".

    By the way, my heroic level characters usually prefer Flurry armor to any named armor they can reasonably get (including Dragontouched). That's a problem on its own.

    Quote Originally Posted by Circon View Post
    So, Turbine, please can we have back actual energy resistances on armor, rather than the "fireproof" lie that only takes away 10-20%?
    When I complained about this before, a developer told me he couldn't put energy resist, Fortification, or ability scores on random armor because armor has an enhancement bonus which makes it progress ML at a different speed than clothing does. That explanation doesn't make sense, but it's what they went by.

  13. #33
    Community Member PermaBanned's Avatar
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    Quote Originally Posted by Circon View Post
    {Lootgen Armor still sucks}
    So, the Devs haven't mentioned anything about fixing/changing the loot in a while, and it still hasn't changed... Thanx for the update?
    Now excuse me while I wander off to arm myself with Grilled Cheese Sandwiches and hunker down behind my Armored Beer Refrigerator, while I have the UFO's take control of the Congresional Wives with the help of the International Cocaine Smugglers and the Evil Geniuses for a Better Tomorrow

  14. #34
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    Random loot is one of the weak points of the game currently. I logged on an old character that had a pack full of loot that I hadn't sold yet and saw many interesting effects like Dynamo. Getting a great pull out of a chest used to be an exciting event where people in a group would make comments or offers. Now effects have been toned down in potency and the number of effects have been greatly reduced. Now an improved banishing of improved smiting weapon won't sell for 5k pp in the AH and most the loot looks the same. On +loot weekends with a loot gem running, I still don't see anything interesting. You can always say there are bigger issues to work on, but if random loot is one of the reward mechanics for doing quests, then I think it should be done right. I agree that named items should be a little better at level, but I also think there should be rare combinations that would compete, give us more choices, and put a little magic back into chest looting.
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  15. #35
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    Quote Originally Posted by axel15810 View Post
    If random lootgen armor is to be buffed, I think it should only be slightly. I don't want another situation where random loot is outclassing named items. Honestly I'd be fine with leaving them as is.

    And some of them aren't that bad. I find the fire absorption lootgen armor to be very usefull for thunderpeak raid, and vitality and deathblock is always very nice on armor. I have a lootgen robe that i swap on whenever deathblock is needed such as against beholders.
    I do agree that you have to be careful about improving random armor to the point where it is better than named, such that you replace complaint A (why is there nothing of value in random armors?) with Complaint B (why run raid x for named item, when it sucks?).

    I think the key is to make better random loot statistically possible, but also statistically rare. I would do this in one of 2 ways:

    1. Add more rare combination affixes that combine 2 or 3 properties but doesn't appear very often. So then you are like "woohoo, finally I got 'prismaticity', but if only it had been of vitality instead of this other crappy suffix." How about the incredibly rare possibility of a double combination affix item?

    2. Redo the formula for creation of items.

    step 1: roll for "+"
    step 2: roll for a possible metal-type property
    step 3: roll for prefix - let's say you get fireproof
    step 4: roll for suffix - let's say you get vitality

    Expand the range of possibilities for each affix. Let's say fireproof can go to the insanely high value of 100 and vitality can also go to 100 and the "+" can go to 10. Metal type property is either plus/minus.

    Now make the magnitude for each property Gaussian with a very strong shift to middle weighting. The probabilities for each value are affected by ML and independent of each other.

    So let's say for an ML 30 item there is a 1% chance of getting fireproof 100, an independent 1% chance of getting vitality 100, and an independent 1% chance of getting +10. Maybe the chance for a special property is 25%. So do the math on the probability of getting a +10 mithral fireproof 100 such-and-such of vitality 100. The important thing is that it is possible, although fat chance you are ever going to see it.

    This is more like how it was for getting vorpals when the level cap was 10. Possible but very low probability. And that was awesome.
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  16. #36

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    and bring back mithral

  17. #37
    Community Member Knobull's Avatar
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    The main problem is that ___proof is ridiculously overvalued, and so displaces loot that is actually good from reward lists.

    All this ____proof junk is only good for essences from deconstruction (the dialog for which must be closed after every item deconstructed and reopened for the next one [as well as the inventory window] or it lags horribly).

    ____proof and suns fury items both have to go. Finish the cleanup of that mess already, pleeeeaaaasssssseeee!!!!!!

  18. #38
    2015 DDO Players Council Sebastrd's Avatar
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    There isn't a single possible combination available on randomly generated armor that is worth wearing.

    Astreya the Unturning

    It's always a shame when the hammer of poor design choices smashes the fun of player tactical adaptation.

  19. #39
    Uber Completionist luvirini's Avatar
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    I do not even look at randomly generated armor anymore, it is directly sold.

    Also: I cannot remember the last time I would have used a randomly generated armor.

  20. #40
    Community Member HatsuharuZ's Avatar
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    Default We need more variety on armor

    What I'd like to see on armor:

    +Tactics
    +PRR
    +Saves
    +AC (nat. armor and/or deflection bonus)

    Amongst other things...

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