Page 11 of 11 FirstFirst ... 7891011
Results 201 to 220 of 220
  1. #201
    Community Member therobb's Avatar
    Join Date
    Nov 2009
    Posts
    177

    Default

    Quote Originally Posted by JOTMON View Post
    Whats the DC and hopefully not based on a copy from other gear with the same effect.
    ~DC 30 Fortitude save Slay Living spell, 5% chance of activating.

    At level 28 the mob would have to roll a 1/20 with a 5% proc chance and no death ward and no spell resist. for a .0025 chance.

    Level 28 Orange slot should be much better than this...
    I tested one of these on the live server this week. Testing confirmed a 30 save prevents the death, and between 1% and 5% proc rate. So it appears it is the same old 30 DC Slay Living - which is pretty useless at level 28+ (roughly 1 in 400 chance to slay something that isn't death warded).

    This augment should be upgraded with a much higher DC. Maybe at 100 DC it might be worth consideration for players, while still fairly weak. The same goes for the level 28+ weapons that have Slay Living on them (Legendary Wave of Sorrow and Legendary Wave of Despair) which have a very weak effect on them but cost a lot to acquire.
    Lawbotomy - 156+ past lives, 151 reaper points.
    Dannesk - Beefy healer and wannabe tank.
    Thaak - Crowd control / healer alchemist.
    Leader of Pestilence - Thelanis

  2. #202
    Community Member
    Join Date
    Nov 2016
    Posts
    179

    Default Questions about Set Bonus augments

    Colorless "Set Bonus" Augments[/B]
    Each of the following is a Colorless augment. Slotting one of these augments into an item that already has a set bonus will cause that set bonus to be suppressed and replaced (so long as this augment remains slotted in that item) with the set bonus listed on the augment. (Note: These can be slotted into items that don't have set bonuses as well)
    Just to be clear, if the item that the Set Bonus augment is slotted into is worn without the other two items from the set, then the Set Bonus augment has no effect?

    And, what if the Set Bonus augment is slotted into a single item that has no set bonus and is not part of a set?

  3. #203

    Default

    Quote Originally Posted by Erokir View Post
    Just to be clear, if the item that the Set Bonus augment is slotted into is worn without the other two items from the set, then the Set Bonus augment has no effect?
    Correct. You need three of the same set bonus augment in three different items to benefit from the bonus.
    DPS solves all problems. R10 or bust. Khyber: Ying-1, Kobeyashi

  4. #204

    Default

    Quote Originally Posted by Cocomajobo View Post
    Emerald of Bitter Wounds
    • Minimum Level: 30
    • Binding: Bound to Account
    • Color: Green
    • Effect Granted: Boon of Undeath: Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character.


    Dismagicka
    • Minimum Level: 30
    • Binding: Bound to Account
    • Color: Orange
    • Effect Granted: Shattermantle: When a Shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds.
    Neither of these augments have been discovered in game, when every other non-raid item has been verified. Unless these only drop in the forthcoming raid (seems unlikely), then they have been omitted. Would appreciate confirmation from SSG if the omission is intentional or not. Thank you.
    DPS solves all problems. R10 or bust. Khyber: Ying-1, Kobeyashi

  5. #205
    Community Member
    Join Date
    Nov 2016
    Posts
    179

    Default And they can be [I]any[/I] three items

    Quote Originally Posted by Carpone View Post
    Correct. You need three of the same set bonus augment in three different items to benefit from the bonus.
    They don't need to belong to any set? For example, they could be three Cannith Crafted items?

  6. #206
    Community Member C-Dog's Avatar
    Join Date
    Dec 2011
    Location
    Lacalifusa
    Posts
    5,876

    Default

    Quote Originally Posted by Erokir View Post
    They don't need to belong to any set? For example, they could be three Cannith Crafted items?
    That's not what he said, you're quoting him out of context. (Read the original post for the quote to set the context of the response.)

    Afaiu, the 3 items need to be "set items", just that they don't need to belong to the same set. CC items are not "set" items.
    The Basics of DDO / "Select Adventure Pack" Sales & "How to choose an Adventure Pack"

    "It's hard to win an argument with a smart person, but it's near impossible to win an argument with a stupid person." Bill Murray

  7. #207

    Default

    Quote Originally Posted by Erokir View Post
    They don't need to belong to any set? For example, they could be three Cannith Crafted items?
    Say you want the Cruel Cut set bonus (+15% damage vs helpless). You create three of the Cruel Cut augments. You slot each augment into three different items. If the item you slotted the augment into had a set bonus before, it gets overridden by the Cruel Cut augment set bonus. Cannith Crafted items don't have an existing set bonus, so you could slot a Cruel Cut augment into three different Cannith Crafted items to get the Cruel Cut bonus (assuming those items had a colorless augment slot).
    DPS solves all problems. R10 or bust. Khyber: Ying-1, Kobeyashi

  8. #208
    Community Member Dragavon's Avatar
    Join Date
    Sep 2006
    Posts
    3,509

    Default

    Quote Originally Posted by Erokir View Post
    They don't need to belong to any set? For example, they could be three Cannith Crafted items?
    The items can be any items. You just do not want to the set augments in items with a set bonus on them.

  9. #209
    Community Member C-Dog's Avatar
    Join Date
    Dec 2011
    Location
    Lacalifusa
    Posts
    5,876

    Default

    Quote Originally Posted by Dragavon View Post
    The items can be any items. You just do not want to the set augments in items with a set bonus on them.
    Really? Because that's exactly the opposite of how it's written.
    The Basics of DDO / "Select Adventure Pack" Sales & "How to choose an Adventure Pack"

    "It's hard to win an argument with a smart person, but it's near impossible to win an argument with a stupid person." Bill Murray

  10. #210
    Community Member Iriale's Avatar
    Join Date
    Aug 2012
    Posts
    2,016

    Default

    Quote Originally Posted by C-Dog View Post
    Really? Because that's exactly the opposite of how it's written.
    Really, yes. The description is a bit confusing, but it works that way. Three equal augments (aka, from the same set) on three different items (it doesn't matter if they are CC or named, but if they have a previous set, they will lose it)
    English is not my native language. Sorry for the mistakes.

  11. #211
    Community Member
    Join Date
    Jul 2018
    Posts
    318

    Default

    Quote Originally Posted by Hawkwier View Post
    How does this help? At all?

    Really?

    TBH I think those that keep score on this kind of stuff are so petty they're probably not worth grouping with in any case. I doubt this would be their only behavioural hang up.

    I've never seen that sort of behaviour (blocking folks because they don't pass loot) in many years of riaiding. Maybe I've just been lucky with those I happen to group with. Maybe the notion is just some fantasy though (no pun intended!).

    If SSG insist on driving such stimulus into the game, it's not the players fault. We are only human.
    I don't think they are saying people will keep track of you if you never roll away your items, and I mean, if the item drops in the chest for you then it's your item to do with what you will; most people won't get upset over that. What they are saying is that people will notice if you roll on every single item that is put up for roll, and possibly squelch you for it. This doesn't require someone to be paying a ton of attention, it is actually rather attention catching if someone rolls on every item across multiple quests. It's kinda understandable that some people would then squelch someone who does that or to simply say "roll d123 except [person]" or ignore their roll or whatever, since at its base, this is just annoying to quest with. At worst, it might be enraging to some because the person clearly has no use whatsoever for that item now and clearly has no intention of using it for anything except hoarding in case a new augment that uses it comes out.

    While I cannot fault people for hating the hoarders and squelching them, I also cannot really fault people for trying to hoard like this so that if a crucial augment to have comes out, then they don't need to spend weeks or months trying to get it just to be viable. It's just a really difficult situation all around.

    Quote Originally Posted by C-Dog View Post
    Really? Because that's exactly the opposite of how it's written.
    No it's not the opposite, the way it's written does not explicitly state that you must put it in an item with a preexisting set. It just states that if you put it in an item with a set, then the set will be replaced by the augment's set. Also there is a note saying that it doesn't need to be a set item, not sure if that was there when you commented this though or if it was added because of the confusion here.



    Overall I love the augment changes, but while the idea of needing to farm a lot of the same item for a set is cool, it is highly impractical. Both the fact that it's inanely expensive, as has been mentioned, and the fact that Feywild added a bunch of set items we can use in conjunction with sharn--which is great, gearwise, but it also means that the set augments could potentially be meh even if you actually get them because you might have to overrule some other set bonuses to use them. Also the Improved Deconstruction augment sucks, the idea of needing those 3 items for it is actually pretty cool imo but as pointed out, the Deconstructor augment from Brothers of the Forge is basically the same but better. It applies the exact same debuff (I think), just 3 times slower, and on top of that gives adamantine bypass, while being vastly easier to obtain.

  12. #212
    Community Member ycheese123's Avatar
    Join Date
    May 2010
    Location
    Pittsburgh, PA
    Posts
    377

    Default

    Quote Originally Posted by Cocomajobo View Post
    This whole post is new to preview 2

    New Regular Augments
    Each of the following is a new non-named augment that will start being found in the same places that other non-named augments are found.

    Sapphire of of Accuracy
    • Minimum Level: 1/4/8/12/16/20/24/28
    • Binding: Unbound
    • Color: Blue
    • Effect: Accuracy +2/+5/+8/+10/+12/+15/+17/+20
    Where are these new augments found? Checked Gianthold, The Twelve, the Monster Hunter, and DDO Store.
    *;~ Klorox of Orien ~;*

  13. #213
    Community Member
    Join Date
    May 2010
    Location
    Las Vegas
    Posts
    574

    Default

    Non-named augments are found randomly in chests.
    My main Orien Bozos - Mozenrath, Messam, Yashamaru, Quackerjack

    Hardcore bozos - Koganei, Hoid

  14. #214
    Community Member Souless's Avatar
    Join Date
    Feb 2006
    Posts
    341

    Default Meh

    Quote Originally Posted by therobb View Post
    I tested one of these on the live server this week. Testing confirmed a 30 save prevents the death, and between 1% and 5% proc rate. So it appears it is the same old 30 DC Slay Living - which is pretty useless at level 28+ (roughly 1 in 400 chance to slay something that isn't death warded).

    This augment should be upgraded with a much higher DC. Maybe at 100 DC it might be worth consideration for players, while still fairly weak. The same goes for the level 28+ weapons that have Slay Living on them (Legendary Wave of Sorrow and Legendary Wave of Despair) which have a very weak effect on them but cost a lot to acquire.
    This discussion is solely for the new *named* augments (ie Life Taker). For the *new* augments it seems as if the promise of shiny new stuff far outweighs the actual item. This is imo terrible implementation/introduction of augments. Several negative responses have been pointed out in this thread.

    therobb I think only has it partly correct. For the augment to warrant a ML 28/30 (and I also don't agree with setting of ML 30..max should be 29 imo).

    Life Taker: Adding the save component at all greatly reduces the practicality of this augment. The proc rate set @ roughly 2% is a kick in the gut to anyone who put any time and effort into farming this augment. Forget about the fact that we actually paid for this as well with the purchase of the feywild expansion. I think the proc rate should be on hit which is more like 90% AND there should be no save for a non-death warded mob. Additionally, for mobs that are death warded (ie reapers and other champs) have this augment act like an improved endless night and reduce their level by something like 4-24 levels. That would make this augment something that everyone would like to use.

    Sumoning Augment: This item seems to be useless in its current form. NO ONE uses summoned pets/monsters to get through content. The way to fix this item: make so that u can summon a variable heir-ling that is represented by the ML of the item the augment is slotted in. ie: if in a ML 20 item the player could summon a level 20 healer if needed (also this summoned creature would NOT take up a party member slot). If that player needed a Rogue a level 20 Rogue could be summoned. Have a 1 use/rest set on the augment. If slotted into a ML 29 item: you could have it summon Level 29 stuff. Again, this would make this augment better and desirable.

    Greater Heroism: This is another augment that falls far short of gear that is already farmable/purchasable from a vendor even. That fact that it doesn't provide FULL greater heroism make the augment as it is severely limited, maybe even as far as useless. Fix: make the augment actually provide GH.

    The other named augments all seem to fall far short of what they could be as well. knockdown immunity to ONLY air elements is a waste of my time...This augment wouldn't even get to occupy a slot in my ML 1 gear. I'm not even sure how to fix this.

    As it stands now, the new named augments are a big Meh as far as I'm concerned.

    Hopefully the soul vessel ones will pan out better, but I'm not holding my breath.

    The Bytcher~

    Souless/Spectyr/Xbow/Valice/Tazzor/Xindao
    Ascent
    Last edited by Souless; 12-05-2020 at 12:31 AM.

  15. #215
    Community Member
    Join Date
    Jul 2010
    Location
    York, UK
    Posts
    26

    Default Jewellers toolkit

    So in general you now have to buy a Legacy Augment Unslotter to remove a Augment from an item cost 2cp not bad, but what happens to all the Jewellers toolkits I have in inventory are they useless, will they be upgraded/converted/traded or are they now superfluous, it wasn't that long ago that they were a redeemable item code.

  16. #216

    Default

    Quote Originally Posted by anndurill View Post
    So in general you now have to buy a Legacy Augment Unslotter to remove a Augment from an item cost 2cp not bad, but what happens to all the Jewellers toolkits I have in inventory are they useless, will they be upgraded/converted/traded or are they now superfluous, it wasn't that long ago that they were a redeemable item code.
    Your existing Jeweler's Toolkits work on all the items that the Legacy Jeweler's Toolkits do not.
    DPS solves all problems. R10 or bust. Khyber: Ying-1, Kobeyashi

  17. #217
    Community Member
    Join Date
    Feb 2006
    Posts
    446

    Default

    Quote Originally Posted by anndurill View Post
    So in general you now have to buy a Legacy Augment Unslotter to remove a Augment from an item cost 2cp not bad, but what happens to all the Jewellers toolkits I have in inventory are they useless, will they be upgraded/converted/traded or are they now superfluous, it wasn't that long ago that they were a redeemable item code.
    You'll need them if you ever want to unslot an augment from a "new" slot.
    Got complaints about the in-game hirelings?
    That's nothing compared to what they say about YOU

    The Sister Contract: A DDO Hirelings tale on YouTube

  18. #218
    Community Member irnimnode's Avatar
    Join Date
    Oct 2011
    Location
    Cuyahoga Falls Ohio
    Posts
    291

    Default

    Quote Originally Posted by Cocomajobo View Post
    Colorless "Set Bonus" Augments
    Each of the following is a Colorless augment. Slotting one of these augments into an item that already has a set bonus will cause that set bonus to be suppressed and replaced (so long as this augment remains slotted in that item) with the set bonus listed on the augment. (Note: These can be slotted into items that don't have set bonuses as well)

    Perfect Silence
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Vestments of Ravenloft
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +3 Artifact Bonus to Sneak Attack Dice


    Arcane Barrier
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Mantle of Escher
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +20 Magical Resistance Rating Cap


    Paragon Guard
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Platemail of Strahd
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +10% Artifact Bonus to Armor Class


    Dusk Raider
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Coat of Van Richten
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +20 Artifact Bonus to Melee and Ranged Power


    Piercing Mind
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Staggershockers
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact bonus to Intelligence


    Touch of Power
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Attunement's Gaze
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +50 Artifact bonus to Universal Spell Power


    Alluring Elocution
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, Tattered Scrolls of the Broken One
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact Bonus to Charisma


    Arcane Guardian
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Citadel's Gaze
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +25 Artifact bonus to MRR


    Visions of the Future
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Crystalline Gauntlets
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact bonus to Wisdom


    Cruel Cut
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 The Family's Blessing
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +15% Artifact bonus to damage vs the Helpless


    Truthful Blow
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Helm of the Final Watcher
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +25% Artifact bonus to Fortification Bypass


    Tough Shields
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Dumathoin's Bracers
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +25 Artifact bonus to Physical Resistance Rating


    Esoterica
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Cloak of the Mountain
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact Bonus to all Spell DCs


    Quickblade
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Guided Sight
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +15% Artifact bonus to Doublestrike and Doubleshot


    Brutal Blows
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Mail of the Mronanon
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact bonus to Strength


    Cunning Impact
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Strange Tidings
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact bonus to Dexterity


    Wild Fortitude
    • Ingredients Required to Craft: 50 Threads of Fate, 1 Empty Soul Vessel, 1 Quori-Infused Core
    • Minimum Level: 30
    • Binding: Bound to Account
    • 3-Piece Set Bonus: +4 Artifact bonus to Constitution
    Does Lamannia sill exist?

  19. #219
    Community Member
    Join Date
    Apr 2017
    Posts
    287

    Default

    Slotted Con augment into Kindred Spirit (pet armor). When equipped on the pet the item shows as having no augment and the pet gains no benefit from it, when removed it shows the augment is indeed slotted. I don't think I've ever tried slotting pet gear before so I don't know if this is as it has always been or if it is an issue with the new system.

  20. #220
    Community Member
    Join Date
    Dec 2009
    Posts
    327

    Default

    think this would be a good one
    crunch an: Antipode, Fist of the Horizon to get: a red augment- Antipodal

Page 11 of 11 FirstFirst ... 7891011

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload