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Thread: U47 Named Loot

  1. #141

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    Thank you for keeping the trend with minor artifacts having a unique item icon. It's a small but appreciated detail.
    Khyber: Kobeyashi | Ying. R10 or bust.

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    Quote Originally Posted by Fenix93 View Post
    Some condescending and patronising remarks.
    If you are going to reply to me in that tone then kindly do not bother in future.

    Stoner81.

  3. #143
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    Quote Originally Posted by Lynnabel View Post
    Toven d'Cannith's little known identical twin brother
    Whoever first invented the story of a long-lost identical twin was pretty clever. But I think that was probably several hundred years ago by now.

    Quote Originally Posted by Lynnabel View Post

    • Make the Legendary Alchemical Weapons more attractive compared to other raid weapons of the same tier.
    I don't need them to be attractive compared to raid weapons of the same tier. I run with an Alchemical in my off-hand! Can you make these Legendary versions attractive compared to that?

    Quote Originally Posted by Lynnabel View Post
    The Heroic Alchemical crafting system will be losing a huge chunk of its costs with this update...
    Unless some major changes get made, it seems that "Legendary Alchemical" can't compare or compete with plain old Alchemical, so I'm interested in hearing more about this cost reduction.

    Quote Originally Posted by Lynnabel View Post
    I kept really close to the original, heroic designs, and it looks like that wasn't the best plan. It seems like players from 10 years ago valued different things than they do now - who knew?
    Actually, in several (not all) of those cases, players didn't value some of those items even back then. So I'm not too surprised that nobody likes the Legendary version of the same items that nobody liked the Heroic version of, either.
    Last edited by SirValentine; 06-23-2020 at 07:54 PM.
    Quote Originally Posted by Vargouille View Post
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  4. #144

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    Please replace all Guard effects on the spellpower weapons with Insightful spell power:

    Alchemical dagger: Earthgrab Guard -> Insightful Corrosion
    Alehcmical battleaxe: Iceshards Guard -> Insightful Glaciation

    Same for the rest, including Blightstaff.

    Someone help me understand why an acid caster would want Spell Pen +9 on their weapon, compared to Arcane Augmentation IX on the fire sceptre or 150 stacking SP on the ice weapon. It's a head scratcher to me.

    What's surprisingly missing from loot are alchemical stats for casters. This was the primary reason back in the day to obtain these weapons. Melee get the Cannith Combat Infusion proc. How about a little caster love with static +3 Alchemical stats to one caster stat (CHA, INT, or WIS)? We can already get that in game via pots, but those have a super annoying short duration.
    Last edited by Carpone; 06-23-2020 at 07:57 PM.
    Khyber: Kobeyashi | Ying. R10 or bust.

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    Quote Originally Posted by Carpone View Post
    Please replace all Guard effects on the spellpower weapons with Insightful spell power:

    Alchemical dagger: Earthgrab Guard -> Insightful Corrosion
    Alehcmical battleaxe: Iceshards Guard -> Insightful Glaciation

    Same for the rest, including Blightstaff.

    Someone help me understand why an acid caster would want Spell Pen +9 on their weapon, compared to Arcane Augmentation IX on the fire sceptre or 150 stacking SP on the ice weapon. It's a head scratcher to me.

    What's surprisingly missing from loot are alchemical stats for casters. This was the primary reason back in the day to obtain these weapons. Melee get the Cannith Combat Infusion proc. How about a little caster love with static +3 Alchemical stats to one caster stat (CHA, INT, or WIS)? We can already get that in game via pots, but those have a super annoying short duration.
    Correct, 3 stat would not invalidate alchemists either since they have +4, which we have on tensers anyways for melees (how about tensers clickie btw? Or toven clickie on Tank shield)
    Quote Originally Posted by sirgog View Post
    There is no shortage of content in this game for the weakest 5% of players.

    For most content, they have three difficulties designed solely for them, Casual, Normal and Hard.

  6. #146
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    Quote Originally Posted by Carpone View Post
    Someone help me understand why an acid caster would want Spell Pen +9 on their weapon, compared to Arcane Augmentation IX on the fire sceptre or 150 stacking SP on the ice weapon. It's a head scratcher to me.
    I was working off of the elemental splits of the original Alchemical crafting - acid gets spell pen and fire gets arcane augmentation, etc. Doesn't mean that can't change, but that's where those effects came from.
    100% radical, enthusiasm enthusiast.

  7. #147
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    Quote Originally Posted by Lynnabel View Post
    Full disclosure, I'm going to be lying low for a few days
    Gonna rob a bank or something?

  8. #148
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    Quote Originally Posted by Lynnabel View Post
    • Make the Legendary Alchemical Weapons more attractive compared to other raid weapons of the same tier. I know deep down inside no one's looking for yet another crafting system, so I'll be doing everything in my power to make this happen without one. The Heroic Alchemical crafting system will be losing a huge chunk of its costs with this update and I'm not going to reverse-course on my goal to remove as much grind from DDO as I can just yet.


    I totally hear where you're coming from in regard to not wanting to add another crafting system to DDO but in this case a crafting system might be the right answer, specifically in regard to the alchemical weapons.

    The (old) alchemical crafting system allowed a pretty decent amount of customization and had unique effects that are still useful today, some of which did not make it into this first round of loot (alchemical stats in particular)

    Please consider doing something similar to the following to make the legendary alchemical system similar to the old version while simultaneously modernizing it:
    - Make legendary alchemical gear drop as blanks with reasonably high drop rates
    - Retain elemental essences, but remove the difficulty-dependent typing. Simply require 1/2/3 or even 1/1/1 (depending on how common you want the essences to be) to upgrade your weapon to t3 with the desired effects
    - Scale the old alchemical effects for the legendary gear and allow us to upgrade them on whatever path we want (fire/air/water, fire/fire/fire) so we can pick and choose what we want, just like the original system
    - Consider adding the missing abilities to this alchemical crafting (char and int) so nobody feels left out
    - Allow both alchemical blanks and essences to be purchased for less than 1250 raid runes each, so purchasing a complete weapon with runes will require approximately the same amount of raid runes as purchasing an item from a different raid would


    Short version:
    - Retain the customization and effects from the old alchemical crafting system to make people happy
    - Make the actual crafting system as painless as possible by removing a lot of the fluff and modernizing the process
    - Consider adding the missing ability bonuses so everyone who wants to use this system can get what they want out of it
    Cap, Ascendance, Cannith
    Capricorpus / Capiorcorpus

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    Quote Originally Posted by Mindos View Post
    Gonna rob a bank or something?
    Already did, gotta hide while the heat dies down.

  10. #150
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    Quote Originally Posted by Lynnabel View Post
    I was working off of the elemental splits of the original Alchemical crafting - acid gets spell pen and fire gets arcane augmentation, etc. Doesn't mean that can't change, but that's where those effects came from.
    Using an Exquisite Earth Spirit gave Spell Pen (actually all of: Efficient Metamagic - Empower II, Conjuration Focus +2, Spell Penetration III), but that had absolutely nothing to do with Acid spell power or spell lore. Spell power and spell lore were completely separate tiers of effects. I know you don't want to make a crafting system, but you're conflating things that were never actually related.
    Quote Originally Posted by Vargouille View Post
    As a general rule we don't intend for a single spawn area to cause any dungeon alert, and certainly not red dungeon alert. This basically isn't ever a goal in our designs

  11. #151
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    Quote Originally Posted by Cocomajobo View Post
    Disclaimer
    Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.

    Offhand Items
    Alchemical Buckler Buckler
    Minimum Level: 29
    Damage Dice: 5[1d6]
    Critical Profile: 20/x3
    Shield Bonus: +20

    • Enhancement Bonus +15
    • Icy Blast 10 This weapon is sheathed in icy cold, dealing 10d6 Cold damage on a successful hit, and an additional 10d6 Cold damage on a critical hit.
    • Crushing Tsunami This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath an overwhelming torrent of frigid water.
    • Legendary Ice Shards Guard This item stores pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, dealing an incredible amount of Cold damage to the attacker.
    • Crystal
    • Purple Augment Slot
    • Blue Augment Slot

    Alchemical Large Shield Large Shield
    Minimum Level: 29
    Damage Dice: 5[1d8]
    Critical Profile: ???/x???
    Shield Bonus: +20

    • Enhancement Bonus +15
    • Flaming Blast 10 This weapon burns with deadly magical fire, dealing 10d6 Fire damage on a successful hit, and an additional 10d6 Fire damage on a critical hit.
    • Overwhelming Incineration This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
    • Legendary Magma Surge Guard This item stores immeasurable heat of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheateded magma occasionally surges to the surface, causing a tremendous amount of Fire damage to the attacker.
    • Crystal
    • Purple Augment Slot
    • Green Augment Slot

    Alchemical Tower Shield Tower Shield
    Minimum Level: 29
    Damage Dice: [2d6]
    Critical Profile: 20/x2
    Shield Bonus: +20

    • Enhancement Bonus +15
    • Shocking Blast 10d6
    • Stormreaver's Thunderclap This item crackles with power, flickers of lightning emanating from it. On a Melee strike of a Natural 20 that is confirmed as a critical hit, this item will strike your foe with a tremendous burst of lightning. A DC 100 Reflex save will prevent half of this damage.
    • Legendary Lightningstorm Guard This item stores incredible, dynamic power of the air deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, striking the attacker with an incredible amount of electrical force.
    • Crystal
    • Purple Augment Slot
    • Green Augment Slot

    Geas of Creation Orb
    Minimum Level: 29
    Damage Dice: [1d4]
    Critical Profile: 19-20/x2
    Shield Bonus: +0

    • Spellcasting Implement +29
    • Orb Bonus +15
    • Repair Lore+32%
    • Quality Reconstruction +54
    • Quality Repair Amplification +22
    • Greater Auto-Repair This item has a small percentage chance to cast a Reconstruct spell on you when you take daamge.
    • Purple Augment Slot
    • Orange Augment Slot

    Levik's True Champion Tower Shield
    Minimum Level: 29
    Damage Dice: 5[1d12]
    Critical Profile: 20/x2
    Shield Bonus: +23

    • Enhancement Bonus +15
    • Healers Bounty This shield has a small percentage chance to cast a Heal spell on you when you take damage.
    • Legendary Cacophonic Guard This item stores resonant power of pure sound within it. When the wearer is successfully attacked in melee, this power occassionally comes to the surface, dealing an overwhelming amount of Sonic damage to the attacker
    • Physical Sheltering +55
    • Mithral
    • Purple Augment Slot
    • Green Augment Slot
    • Set Bonus Legacy of Levikk
      • 2 Pieces Equipped: +10% Artifact bonus to Armor Class and +100% Artifact bonus to Melee Threat Generation.

    Lorikk's True Champion Large Shield
    Minimum Level: 29
    Damage Dice: 5[1d8]
    Critical Profile: 20/x2
    Shield Bonus: +20

    • Heal, Mass 3 Charges, Caster Level 17
    • Enhancement Bonus +15
    • Sacred +21
    • Hallowed +21
    • Turning +3 Charges
    • Purple Augment Slot
    • Blue Augment Slot
    • Set Bonus Legacy of Lorikk
      • 2 Pieces Equipped: +10% Artifact bonus to Positive Critical Chance and +50 Artifact bonus to Positive Spell Power.

    Legendary Lucid Dreams Rune Arm
    [I]Minimum Level: 29
    Type of Blast: Force Shot
    Maximum Charge Tier: V
    • Spell Lore +19%
    • Potency +158
    • Legendary Nightmares On hit, this item has a chance to attempt to fear your enemy, ripping the life from them as if they were struck with a Phantasmal Killer spell. Enemies must make a DC 100 Will save versus the Feat or a DC 100 Fortitude save versus the Death or be slain. Even if they make their save versus Death, they may still be feared.
    • Legendary Nightmare Guard On being hit or missed this item has a chance to attempt to fear your enemy, ripping the life from them as if they were struck with a Phantasmal Killer spell. Enemies must make a DC 100 Will save versus the Fear or a DC 100 Fortitude Save versus Death or be slain. Even if they make their save versus Death, the may still be feared.
    • Mind Drain This item reduces your maximum spell points by 5% while equipped
    • Rune Arm Imbue: Force VI
    • Green Augment Slot

    Vengeful Calamity Large Shield
    Minimum Level: 29
    Damage Dice: 5[2d6]
    Critical Profile: 19-20/x2
    Shield Bonus: +20

    • Enhancement Bonus +15
    • Holy +10d6
    • Shield Bashing+34
    • Quality Incite +44%
    • Mithral
    • Purple Augment Slot
    • Blue Augment Slot

    Toben's Hammer Rune Arm
    [I]Minimum Level: 29
    Type of Blast: Electrical Storm
    Maximum Charge Tier: V
    • Insightful Intelligence +10
    • Transform Kinetic Energy Each time you are hit in melee combat there is a chance that the energy of the blow will be converted into Spell Points.
    • Rune Arm Charge Rate +30%
    • Stormreaver's Thunderclap This item crackles with power, flickers of lightning emanating from it. On a Melee strike of a Natural 20 that is confirmed as a critical hit, this item will strike your foe with a tremendous burst of lightning. A DC 100 Reflex save will prevent half of this damage.
    • Rune Arm Imbue: Electrical VI
    • Green Augment Slot
    • Set Bonus Conduit of the Titans
      • 2 Pieces Equipped: +3 Artifact bonus to Rune Arm DCs, +5% Artifact bonus to Electric Spell Critical Chance, and +20 Artifact bonus to Electric Spell Power.

    Trinkets
    The Fang of Xyzzy
    Minor Artifact
    Minimum Level: 29
    Max Filigree Slots: 3

    • Natural Armor Bonus +22
    • Thorny Crown of Madness This legendary artifact resonates with cruel and delightful madness. Strikes with your melee weapons have a chance to confuse your target, allowing them to harm and be harmed by friend and foe alike. Furthermore, hits with your melee weapons against Confused targets deal an additional 10d6 Chaos damage.
    • Hound's Blood This artifact, while equipped, grants you some of the innate protections of a Thaarak. You are warded against Charms, Poison, and Petrification.
    • Hound's Bones +31% Enhancement bonus to Chaos absorption
    • Blue Augment Slot
    • Green Augment Slot
    • Yellow Augment Slot

    The Heart of Suulomades
    Minor Artifact
    Minimum Level: 29
    Max Filigree Slots: 3

    • Quality Constitution +5
    • Insightful Resistance +8
    • Devil's Blood This artifact, while equipped, grants you some of the innate protections of a Horned Devil. You are warded against Curses, Poison, and Fear.
    • Devil's Bones +31% Enhancement bonus to Chaos absorption
    • Blue Augment Slot
    • Green Augment Slot
    • Yellow Augment Slot

    Quori-Infused Core
    Minor Artifact
    Minimum Level: 29
    Max Filigree Slots: 3

    • Quori Mind Shield There are some benefits to being... connected. You are immune to Confusion and Domination effects, and gain a +31% Enhancement bonus to Chaos absorption.
    • Constitution +22
    • Insightful Magical Sheltering +29
    • Eversight You benefit from the spell True Seeing and are Immune to Blindness
    • Blue Augment Slot
    • Green Augment Slot
    • Yellow Augment Slot
    Angelic Vengance - I assume it's the "Legendary Version" of Divine Vengance. Kind of sad it (seemingly) lost it's gimmick of "Gains power the closer the wielder is to a true Paladin."

    Alchemical Tower Shield - Great disapointment, that the +Alchemical Stats (previously available in Tier 2 Elemental Binding) were removed, as an +2 (like the "Heroic" one) or maybe even +4 Alchemical Con would be very Interesting for Tanks. Plus, I don't know why you took Crystal for -10% ASF instead of Adamantine Hardness +10.

    Levik's True Champion - I guess this just became the only thing to be excited for as a tank. +10% AC setbonus can help bolster that part of the Defense though, as the set does neither collide with the RL Set nor the Sharn Set. The +55 Sheltering is a Joke though, as every Sharn armor has "Physical Sheltering +54". Maybe make it Insightful or Exceptional?

    Levik's True Bracers - Same gripe as with the Shield: Heal Amp AND False Life is on the Sharn Armor, which is common and usually seen as the better of the 2 Tank Sets. Kind of wasted stats to be honest.

  12. #152
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    Quote Originally Posted by Mindos View Post
    Gonna rob a bank or something?
    I'd never admit to something like that on the forums, you're gonna have to try harder than that to get a confession out of me
    100% radical, enthusiasm enthusiast.

  13. #153
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    one thing i think would make them more interesting would be to give them expanded crit profiles on the alch weapons.
    main toons: Cerrsi(silly caster/xbow) Sttomper (silly barbarian)-jammiee (Silly melee)
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    quem deus vult perdere, dementat prius

  14. #154
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    Quote Originally Posted by Forcystus View Post
    Angelic Vengance - I assume it's the "Legendary Version" of Divine Vengance. Kind of sad it (seemingly) lost it's gimmick of "Gains power the closer the wielder is to a true Paladin."
    Not true.

    Make a 20 Paladin on Lamannia and go get Angelic Vengeance from the Loot Guy.

    First, examine it while it's in your inventory.

    Equip it in one of your hands and then examine it.
    "A wise person chooses the right road; a fool takes the wrong one." - Author unknown

    Quote Originally Posted by Lynnabel View Post
    Hi Welcome

  15. #155
    Community Member devashta's Avatar
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    Quote Originally Posted by Lynnabel View Post
    The original Fabricator's Gauntlets were, in fact, melee focused gauntlets :P The items in this set of raids are mostly legendary-ified versions of existing items, which includes their slots and theme.
    I must have missed this post earlier - but this item directly conflicts with one of the slots for Legendary family set (have noted this in my feedback as well), which is superior in almost every way for a dps melee. Unless the set bonus is ramped up to the hilt, sadly this is going to be sentient food (if it drops).

    I am all confused now - is the intention to use alchemical weapons/gear on LN/LH/LE and use Sharn raid/quest items for R1 and beyond?

  16. #156
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    Quote Originally Posted by Lynnabel View Post
    I know deep down inside no one's looking for yet another crafting system
    If that's what it takes to get an endgame melee light mace sign me up.
    Stratis on Khyber

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  17. #157
    Community Member Yamani's Avatar
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    Quote Originally Posted by Lynnabel View Post
    I know deep down inside no one's looking for yet another crafting system
    Tbh if it means we can get slightly more freedom of choice of what element we get as well as being able to sentient them I'm fine with a crafting system for the weapons.
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  18. #158

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    Quote Originally Posted by ChadB123 View Post
    Getting a rune arm to land without saving on high-end content is difficult. Please consider replacing with the following:

    Kinetic Lore------->Rune Arm Focus
    Quality Magical Sheltering---------->Insightful Rune Arm Focus
    2 Pieces Equipped: +4 Artifact bonus to Rune Arm DCs
    Love this suggestion.
    Khyber: Kobeyashi | Ying. R10 or bust.

  19. #159
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    Quote Originally Posted by ChadB123 View Post
    Getting a rune arm to land without saving on high-end content is difficult. Please consider replacing with the following:

    Kinetic Lore------->Rune Arm Focus
    Quality Magical Sheltering---------->Insightful Rune Arm Focus
    2 Pieces Equipped: +4 Artifact bonus to Rune Arm DCs
    I like this suggestion but personally would add a +30% runearm charge rate increase to the set bonus
    Last edited by Lokeal_The_Flame; 06-23-2020 at 10:44 PM.

  20. #160
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    If a crafting system is being considered and that rules out the ability to use sentient gems with the weapons, then please reconsider and keep the weapons static. Sentience is too important.

    As others have stated, without Keen V or Impact V, these weapons are going to deal significantly less damage than 2+ year old weapons, despite their place in the endgame. If the damage dice are weighted a bit more or there is some type of Alchemical bonus to damage (+1 Crit Multiplier on 19-20 or perhaps +1-2W), then they would at least be on par with other raid options.

    I would recommend dropping Seeker +21 (we can get that elsewhere) and Heightened Awareness +10 (Parrying is better) and replace these with more desirable effects. Alchemical bonuses to melee/ranged/spell power would be much better choices.

    Adding "+100% Artifact bonus to Melee Threat Generation" to a set bonus that melee DPS characters are going to want to use will make tanking even harder than it already is. You added more hate in the Unyielding Sentinel pass, but item effects like this on items that are desirable to melee DPS characters counteract those tank bonuses. Ideally, such a set bonus should only be placed on items with defensive stats.

    This update adds a variety of shields, which is great to see. However, Levik's True Champion is the only defensive shield and Physical Sheltering is unnecessary due to the Sharn armors. As this is the shield to be used by tanks, Legendary Cacophonic Guard could also be removed. Insightful Constitution, Profane Lifeforce, stacking Pos/Neg/Repair Amp, or something unique like a Radiant Forcefield proc chance would be great.

    I'm not sure what type of character would benefit from the Legendary Magewright's Cloak as Mystical Diversion, Enchantment Resistance, and Perform do not have synergy. Please consider replacing these with caster-friendly effects that fulfill some type of role that is otherwise underrepresented. Also, please check to ensure that the +3% crit chance set bonus is on a channel that allows it to stack.

    Finally, "Anthem Melody" needs a significant boost to make it endgame/raid worthy. Also, I'm not sure Inspiring Echoes is needed... do bards run out of songs? Some type of stacking Universal Spell Power to make their Sustaining Song more powerful would be much more impactful.

    Thank you for considering these adjustments.

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