DDO Loadout Optimizer: Your best-in-slot gear, *proven by math*

ShawnVW

Well-known member
I'd agree that auto-including AC is uh, bad. I include for VERY low builds (like L1~10), but that's it. It's pretty much meaningless L20+.

Even my raid tanks don't bother. AC at cap is only for VERY special tank builds that go out of their way to stack it.

Why does everyone who posts think that only characters at cap matter?
You say "I include for VERY low builds". Well, yeah. If we TR, we're going to be there.
If we start a new non-iconic, we're going to be there.
If we're a new player, we're going to be there.

I'm not just talking about Sook's tool. Adding AC to the bundle is up to him now. But it's like everyone on the forums and Discord play the same way -- raiding, repeated TRing, and racing through Heroic like it's something to quickly get behind them. You want to play that way? Fine.

But have some respect for the rest of us! We're here!
(And if you say players like this are in the minority: So what? Who does it inconvenience to address the things we like?)

<Breathes rapidly into a paper bag>
 
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ShawnVW

Well-known member
NEW UPDATE:

✨ New: Augment Set support

That's great, but can you do something similar for ordinary augments?
As I mentioned before, Trove doesn't list augments that are in bags or slotted into gear. A feature like this would be useful.
You could have checkboxes for augments that come in different level varieties (e.g. check boxes for "Corrosion" and "+144").

As a possible workaround:
- Before exporting from Trove, what if I moved every augment out of its bag? Then it could be captured in the export for the Optimizer to see, right?
 

mikarddo

Well-known member
Much better this time and it did a ranged repeater gnome build pretty well. It left off anything in the boots slot and one ring slot though. Kinda odd. I do think it needs to consider you class some.... might be really hard to program but there is a pretty big difference between pure artificer and the standard Arti Rogue Kensei warr build

edit: also LOL what is this on a ranged character -
Belt

Legendary Buckle of Secrets

ML 34
  • Efficient Metamagic - Empower +2
Augments
  • Lunar Gem of Ranged Power (Legendary)Ranged Power +15 Profane
  • open Green slot
  • open Colorless slot
CraftSlot Dolorous Viktranium augment: Accuracy +5 Quality

I believe you may simply have added too few stats to optimize for. I had similar issues and was wondering why but the Optimizer simply gets as much of the stats you ask for and stop there.

So, if it can optimize those stats without using all items slots or augment slots it does just that because thats what you asked for! It does not start guessing what else you might want.

Try adding more stats to your list and see what happens.
 

mikarddo

Well-known member
Why does everyone who posts think that only characters at cap matter?
You say "I include for VERY low builds". Well, yeah. If we TR, we're going to be there.
If we start a new non-iconic, we're going to be there.
If we're a new player, we're going to be there.

I'm not just talking about Sook's tool. Adding AC to the bundle is up to him now. But it's like everyone on the forums and Discord play the same way -- raiding, repeated TRing, and racing through Heroic like it's something to quickly get behind them. You want to play that way? Fine.

But have some respect for the rest of us! We're here!
(And if you say players like this are in the minority: So what? Who does it inconvenience to address the things we like?)

<Breathes rapidly into a paper bag>

There is no disrespect meant here, so please breathy freely.

We are only debating bundles and hence what the majority of users are likely to want.

Thats not even the same as what most people play but only what they are likely to use the Optimizer for.

And I am pretty sure that will be end game builds. Not because I dont care about the other level ranges, I certainly do, but I dont bother optimizing gear for those in the same way.
 

Sook

Well-known member

Just shipped: dual-wielding actually works now​

TWF support was technically in the optimizer before, but it was hidden behind some pretty unintuitive behavior. Most people never found it, and honestly, I do not blame them. *shrug*

Here is what changed:
  • There is now a Two Weapon Fighting toggle on the character step, right next to race and armor. No more figuring out that you needed to add a second weapon type to the off-hand list.
  • TWF builds now get an off-hand weapon. Before this, the optimizer would often hand you a shield or rune arm because those usually carry more raw stats. The solver understood the numbers, but not what your build was actually trying to do.
  • Weapons can now be pinned to the correct hand. Search for a one-handed weapon and you will see separate Main Hand and Off Hand buttons. Previously, every weapon pin quietly went into the main hand.
  • You can still force a shield. Pinning one will override the TWF setting, and the tool will tell you that it did. If you pin an off-hand weapon without enabling TWF, the optimizer flags it and leaves it out instead of breaking the solve.
  • The TWF setting stays with your character. Changing combat styles will not wipe it. If you switch to something that cannot dual-wield, like THF, bow, or sword and board, the setting stays saved and explains why it is not currently being used.
  • Old characters still work. If you were using the old off-hand weapon trick, loading that character will automatically enable TWF and give you the option to re-solve. Otherwise, the optimizer might have quietly replaced your weapon with a shield.
  • Results now explain what changed. TWF builds will tell you that shields, orbs, and rune arms were removed from off-hand consideration. It will also remind you that the optimizer is not scoring the TWF attack penalty itself.
 

Sook

Well-known member
Let me know when you have a settled output format, and I can handle parsing it on my end as an option also. Can chose by file/clipboard etc.
As a note, I would prefer to have the item names be exact matches to those used in the wiki else its a massive look up table to convert from one to the other.

Ready to get this done. I can export a specific JSON for the DDOBuilder. Do you have a preference for the schema or data format?
 
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Spook

Ghostly Troll
Ready to get this done. I can export a specific JSON for the DDOBuilder. Do you have a preference for the schema or data format?
I cant answer for Maetrim but from what ive seen he will probably prefer xml over JSON and you can already output a gearset from DDOBuilder to see the structure

On a side note its only really Trance and bugs stopping me from using this now
 

Maetrim of Cannith

DDOBuilder Creator
I cant answer for Maetrim but from what ive seen he will probably prefer xml over JSON and you can already output a gearset from DDOBuilder to see the structure

On a side note its only really Trance and bugs stopping me from using this now
Actually, as long as it is readable text with things reasonably delimited then I can work with anything.
 

Pineapple

Well-known member
Thank you for the two weapon fighting changes!

A couple of things I'm having difficult with, and are likely due to bonus types?

Legendary Conditioning: does not seem to consider the Bulwark 3 piece set for the 10% HP bonus, I think technically it isn't "Legendary conditioning" so maybe if the filter could be Legendary % bonus to hit points or something like that.

Artifact (potency) bonus to spell critical chance. I.e. the solar spell crit gem
I have each of fire lore, radiance lore, kinetic lore, and universal spell lore all ranked higher than wisdom, and yet the solver is slotting solar wisdom +4 instead of the solar spell crit gem.
 

Gimp

Well-known member
Why does everyone who posts think that only characters at cap matter?
You say "I include for VERY low builds". Well, yeah. If we TR, we're going to be there.
If we start a new non-iconic, we're going to be there.
If we're a new player, we're going to be there.

I'm not just talking about Sook's tool. Adding AC to the bundle is up to him now. But it's like everyone on the forums and Discord play the same way -- raiding, repeated TRing, and racing through Heroic like it's something to quickly get behind them. You want to play that way? Fine.

But have some respect for the rest of us! We're here!
(And if you say players like this are in the minority: So what? Who does it inconvenience to address the things we like?)

<Breathes rapidly into a paper bag>
Well one reason is that the amount of time spent at low level is very short due to lower xp requirements. Also gear tetris down low is way easier because of the vastly fewer options.

<keep breathing into the bag...nobodies hating on lowbies...sooner or later we are all low again>
 

VinoeWhines

Well-known member
At one time... we were All low bees.

images
 

VinoeWhines

Well-known member
I was wondering if there was a way to adjust with Set Bonus from Gear and then go from there.
This way, those slots get prioritized as the base.
I didn't see a way to add it in build or adjust to add the set bonus.
For reference:
Legendary Enders Set as the start of set bonus, then add possibly a second/third bonus (quickblade/Cruel Cut) with augments
 

Spook

Ghostly Troll
I was wondering if there was a way to adjust with Set Bonus from Gear and then go from there.
This way, those slots get prioritized as the base.
I didn't see a way to add it in build or adjust to add the set bonus.
For reference:
Legendary Enders Set as the start of set bonus, then add possibly a second/third bonus (quickblade/Cruel Cut) with augments
You can pin the items eg Helm and Trinket or Neck and go from there
 

Sook

Well-known member
UPDATE!!!

The bug

DDO has two enchantments that both make you run faster, and they are not the same thing:
- Striding — you run faster. That's it.
- Speed — you run faster and you swing faster.

The optimizer's item data came from a source that filed both under one label. The running-speed half survived. The attack-speed half fell off.

So if you ranked Melee Alacrity, the optimizer searched 33 items — when 174 items in the game actually give it. Every pair of boots with "Speed XI" on it was invisible to that search. If you were building for attack speed, the optimizer was quietly hiding most of your options.

The second bug nobody had noticed

There was a further problem underneath, and it was worse.

DDO writes the Speed enchantment as a rank — "Speed XI", "Speed XV" — not as a percentage. The optimizer had been reading that Roman numeral as if it were the run speed percentage. So an item granting 30% run speed and +11% attack speed was stored as 11% run speed and nothing else.

Both numbers were wrong. Nobody had reported this half, because on the surface it just looked like a slightly weak pair of boots.

What you'll notice now

Alacrity builds actually work. Rank Melee or Ranged Alacrity and you'll see items you've never seen the optimizer suggest... Blackfeather Boots, Bloodbark Bracers, Boots of Blessed Travels, Legendary Brazenband, and about 140 more.

Run speed numbers are right. Anything with a Roman numeral Speed enchantment was under reporting its movement bonus. Those are corrected.

"Speed" is no longer in the priority list. This one might look like something was taken away, so it's worth explaining. "Speed" isn't a stat — it's the name of an enchantment that grants three separate stats. Ranking it meant asking for one thing and getting a third of it. Type "Speed" now and the optimizer tells you: rank Movement Speed, Melee Alacrity, or Ranged Alacrity instead. Typing "Striding" takes you straight to Movement Speed, since that's the same stat under the wiki's name.

Twelve items deliberately grant no alacrity. The DDO wiki itself admits it doesn't know the attack speed value for certain Speed magnitudes.... its template fills in "5%" as a placeholder when nobody has recorded the real figure. Those twelve items keep their movement bonus and contribute nothing to alacrity, rather than the optimizer treating a placeholder as a real number. Topaz of Swiftness 15% falls in a similar bucket: the wiki doesn't list Melee Alacrity for it, so nothing was invented. (No practical loss.... the 10% version gives the same movement, does give alacrity, and needs a lower level.)

What it prepares

Two things, both invisible today.

A tripwire on the data source. The root cause was an upstream file quietly merging two mechanics. That file is now pinned, and the build refuses to run if it ever changes.....so the next time something gets folded together, it stops the build with a name instead of silently producing wrong gear for months.

The groundwork for druid shield support. The bigger open gap is that the optimizer can't tell a steel shield from a wooden one, so druids can't be properly restricted from metal gear. The current druid setting is a rough approximation that just bans medium and heavy armor outright — which wrongly excludes non-metal options like Darkleaf and Dragonhide that druids can actually wear.

The tooling to fix that shipped in this update. The remaining work is the data collection itself....roughly 1,170 item pages of shield and armor material. When that lands, druids get a real metal restriction instead of a blunt one, and gain back armor they should have had all along.

More to be done!! =)
 

Sook

Well-known member
Actually, as long as it is readable text with things reasonably delimited then I can work with anything.

Let me know if this works... We can do anything we want, so if I can do something on my end to make it more conveneient to maintain for you, let me know.

file name: Loadout.gearset

Eye:Legendary Goggles of the Archer{artifact doubleshot 15}
Head:Legendary Duergarcraft Cowl{vitality false life 48}{artifact deadly 4}
Neck:Legendary Pendant of Subtle Pain{competence healing amplification 57}
Trinket:Bauble of Draconic Resistance{festive intelligence 2}{artifact armor-piercing 30}
Body:Chain Shirt of Toppling (level 36){enhancement physical sheltering 36}{exceptional strength 1}{artifact constitution 4}
Back:Cloak of Summer's End (level 36){artifact intelligence 4}
Wrist:Legendary Bracers of Baphomet{profane deadly 4}
Waist:Legendary Buckle of Secrets{profane constitution 4}
Finger1:Legendary Ring of Unnatural Accuracy
Feet:Legendary Coldlight Runners{profane ranged power 15}
Hand:Legendary Burrowing Claws{profane intelligence 4}
Finger2:Legendary The Earth and the Sky{festive constitution 2}
Weapon:Legendary Calamitous Light Crossbow{enhancement fortification 100}{enhancement ranged power 12}
Offhand:Dinosaur Bone Rune Arm

# Loadout — DDO Loadout Optimizer
# Everything below this point is ignored by DDOBuilderV2's importer.
#
# Solve inputs
# ML 36 (floor 31)
# Race: Aasimar
# Alignment: Chaotic Neutral
# Armor: Light
# Weapon: Crossbow + Rune Arm: Light Crossbows
# Off hand: Rune Arms
# Gear pool: All gear
#
# Ranked priorities and achieved values
# 1. Intelligence 37
# 2. Ranged Power 42
# 3. Doubleshot 36
# 4. Deadly 29
# 5. Armor-Piercing 75
# 6. Ranged Alacrity 20
# 7. Constitution 36
# 8. Dodge 22 (capped at 25)
# 9. Healing Amplification 57
# 10. Physical Sheltering 83
# 11. Magical Sheltering 45
# 12. Accuracy 29
# 13. Fortification 100
# 14. False Life 105
# 15. Legendary Salt 1
#
# Augments (also emitted above; re-enter by hand if one did not import)
# Armor (Chain Shirt of Toppling (level 36)) — Sapphire of Defense +36: Physical Sheltering +36, Magical Sheltering +36
# Armor (Chain Shirt of Toppling (level 36)) — Globe of True Imperial Blood: Strength +1 Exceptional, Dexterity +1 Exceptional, Constitution +1 Exceptional, Intelligence +1 Exceptional, Wisdom +1 Exceptional, Charisma +1 Exceptional
# Armor (Chain Shirt of Toppling (level 36)) — Solar Gem of Constitution (Legendary): Constitution +4 Artifact
# Helmet (Legendary Duergarcraft Cowl) — Ravil's Book of Legendary Recipes: False Life +48 Vitality
# Helmet (Legendary Duergarcraft Cowl) — Solar Gem of Damage (Legendary): Deadly +4 Artifact
# Goggles (Legendary Goggles of the Archer) — Solar Gem of Doubleshot (Legendary): Doubleshot +15 Artifact
# Necklace (Legendary Pendant of Subtle Pain) — Sapphire of Healing Amplification +57: Healing Amplification +57 Competence
# Trinket (Bauble of Draconic Resistance) — Diamond of Festive Intelligence +2: Intelligence +2 Festive
# Trinket (Bauble of Draconic Resistance) — Solar Gem of Fortification Bypass (Legendary): Armor-Piercing +30 Artifact
# Cloak (Cloak of Summer's End (level 36)) — Solar Gem of Intelligence (Legendary): Intelligence +4 Artifact
# Belt (Legendary Buckle of Secrets) — Lunar Gem of Constitution (Legendary): Constitution +4 Profane
# Ring (Legendary The Earth and the Sky) — Diamond of Festive Constitution +2: Constitution +2 Festive
# Gloves (Legendary Burrowing Claws) — Lunar Gem of Intelligence (Legendary): Intelligence +4 Profane
# Boots (Legendary Coldlight Runners) — Lunar Gem of Ranged Power (Legendary): Ranged Power +15 Profane
# Bracers (Legendary Bracers of Baphomet) — Lunar Gem of Weapon Damage (Legendary): Deadly +4 Profane
# Main Hand (Legendary Calamitous Light Crossbow) — Sapphire of Heavy Fortification: Fortification +100
# Main Hand (Legendary Calamitous Light Crossbow) — Topaz of Ranged Power +12: Ranged Power +12
#
# Crafting (not importable — apply these by hand)
# Helmet (Legendary Duergarcraft Cowl) — Nearly Completed: Constitution +3 Quality
# Trinket (Bauble of Draconic Resistance) — Sealed in Undeath: Intelligence +7 Insight
# Belt (Legendary Buckle of Secrets) — Slot Dolorous Viktranium augment: Deadly +12 Competence
# Belt (Legendary Buckle of Secrets) — Slot Melancholic Viktranium augment: Intelligence +15
# Belt (Legendary Buckle of Secrets) — Slot Miserable Viktranium augment: Armor-Piercing +5 Legendary
# Gloves (Legendary Burrowing Claws) — Nearly Completed: Constitution +15
# Boots (Legendary Coldlight Runners) — Slot Dolorous Viktranium augment: Deadly +4 Quality
# Boots (Legendary Coldlight Runners) — Slot Melancholic Viktranium augment: False Life +57
# Bracers (Legendary Bracers of Baphomet) — Nearly Completed: Intelligence +3 Quality
# Main Hand (Legendary Calamitous Light Crossbow) — Slot Miserable Viktranium augment: Intelligence +2 Exceptional
# Main Hand (Legendary Calamitous Light Crossbow) — Slot Woeful Viktranium augment: Legendary Salt +1 Bool
# Off Hand (Dinosaur Bone Rune Arm) — Scale: Fragment of Extraplanar Shadow, Doublestrike +3 Profane, Doubleshot +3 Profane, Melee Alacrity +15, Ranged Alacrity +20
#
# Set bonuses active
# Legendary Temple's Monolith (2 pieces): Melee Power +15 Artifact, Ranged Power +15 Artifact, Corrosion +30 Artifact, Physical Sheltering +30 Artifact
 

Spook

Ghostly Troll
Topaz of Swiftness 15% falls in a similar bucket: the wiki doesn't list Melee Alacrity for it, so nothing was invented. (No practical loss.... the 10% version gives the same movement, does give alacrity, and needs a lower level.)
This is wrong

10% gives 10% Melee Alacrity which is inferior to the top end speed items
15% gives 15% Melee Alactrity which is equal to the top end speed items so can be used as an alternative
 

Sook

Well-known member
Optimizer Update: Attack Speed Fix

TL;DR:
If you've used the optimizer for Melee Alacrity or Ranged Alacrity at ML 20+, run your solve again.

The tool was wrong here. It's fixed now.

What was broken

The Topaz of Swiftness 15% was being read by the optimizer as movement speed only. It wasn't getting credit for its attack speed at all.

Here's what these augments actually give (the experts can validate this):
  • Topaz of Swiftness 5% = +30% movement speed, 5% Melee Alacrity
  • Topaz of Swiftness 10% = +30% movement speed, 10% Melee Alacrity
  • Topaz of Swiftness 15% = +30% movement speed, 15% Melee Alacrity and 15% Ranged Alacrity
That last one is the important part.

Because the optimizer understood the 10% version but not the attack speed on the 15%, it could happily recommend the 10% augment and tell you it was optimal.

It also completely missed the 15% Ranged Alacrity on the top augment.

Who should re-run their build?

If you had Melee Alacrity or Ranged Alacrity anywhere in your priorities with an ML cap of 20 or higher, I'd re-run it.

Your old result may have:
  • used the 10% augment where the 15% should have gone
  • used a different item or slot because it didn't know the 15% option existed
  • missed the augment entirely on a ranged build
Ranged builds were hit the hardest because, as far as the solver knew, none of these augments gave Ranged Alacrity.

Fortunately, re-running a solve takes basically no time.

Why did this one survive multiple reports?

Worth explaining this one because a couple of people tried to point it out. The wiki entry visibly shows Speed +30%. The attack-speed part is buried in the tooltip, which explains that the augment also gives a 15% bonus to attack speed. The optimizer was reading the visible effect and not the tooltip when it farmed the data. This actually got reported twice before and both times I checked the visible data, saw "Speed +30%," and concluded the tool was behaving correctly. The third report made me dig deeper and finally exposed it.

So... good catch, and thank you for continuing to poke at it.

What changed so this doesn't happen again

I don't want the fix to just be "change this number and move on." The optimizer now keeps the wiki tooltip data for these effects and validates the numbers against it when the site rebuilds. If the optimizer's value disagrees with the source value, the validation fails instead of quietly publishing the bad data.

The goal is that when someone finds one of these problems, we don't just fix that item. We add a check that makes the same type of mistake harder to introduce again.

Also fixed while I was in there:

Belt of the Ram
had a bad data record saying it didn't have a speed enchantment.

This wasn't affecting builds because its movement bonus was already being picked up elsewhere, but the underlying record was still wrong. That's fixed too.

One other thing worth knowing

Green Steel and Thunder-Forged crafting are still not available in the optimizer.


The recipes are in the data, but the actual craftable host items aren't in the usable item roster yet. Without those, the solver can't properly offer them as build options.

I've been a little vague about that before with "not yet." That's the actual reason.

Found something wrong?

Please keep reporting it.
 

Spook

Ghostly Troll
Ranged builds were hit the hardest because, as far as the solver knew, none of these augments gave Ranged Alacrity.
Not really as ranged can get +20% ranged alacrity elsewhere but glad its fixed anyway.

Still need a Trance fix otherwise the optimiser is not going to be usable for most top end builds.
 
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