U72 Preview 1: Raid Loot

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Alternative

Sarcasm elemental
Encourage casters to use orbs more.

Then add caster great axe to troll them.


Also I bet this 1d6 non-sunblade is bugged and doesn't even strikethrough. Not like anyone uses 90% of those garbage raid items you keep releasing.
 
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dozensnakes

Well-known member
I'd been holding out hope that people would eventually figure out that Finality, the Fall of the Sun is a Sunblade, given its name and flavor text and general vibe, but nobody seems to have. It does Piercing instead of Slashing, but absolutely allows for Strikethrough like other Sunblades. Now you know!
On the topic of that weapon, have you considered reworking the mechanics of Legendary Negation/Vulkoor's Bite?
It currently only affects one enemy, and has an unlisted 30 second cooldown, which make the effect very niche. I'm kind of curious why it was designed that way considering the existing nerfs on negative levels in epic/legendary content.
 

dozensnakes

Well-known member
Is bitter frostbite or lingering acid burn renamed alchemical water/earth attunement or new effects?
If they are renamed alchemical attunements that don't stack, I would like to state I am not a fan of the practice.
 

Marshal_Lannes

Well-known member
A draft sexy spell DC-focused weapon would be nice in one of these raids. Quality Spell Focus Mastery +2 gets slapped on things as an afterthought now. We have it covered. Remember, this was available on a L26 item way back in Defilier of the Just! Let's accept Wither is the "Necromancer" item. Void Lore is on dozens of things as is Quality SF 2. Grip of Venom, alright, I guess a new casting dot although poison has quite a few limitations. This should be Quality SF +3 and Insightful or Quality Void Lore.
 

Monkey_Archer

Well-known member
The hardest (for me) to tetris caster stats are:
+5% Quality bonus to X Spell Crit Damage.
+10% Insight bonus to X Spell Crit Damage.
+20% Enhancement bonus to X Spell Crit Damage.
There's limited options to get all 3 effectively (especially for anyone who does dual/multiple elements like warlocks with blast/pact damage or fire/light on FvS, etc.).


I'd love to see a piece of gear with a generalist version of those doing a potency type boost like:
+3% Quality bonus to Spell Crit Damage.
+6% Insight bonus to Spell Crit Damage.
+12% Enhancement bonus to Spell Crit Damage.
Where it's be lower then the type specific gear, but a way to give a good chunk of that crit damage to multiple elements.
The problem with having lower values for universal crit damage is that they multiply with the already lower crit chance and lower spell power values, resulting in much less overall damage then the ~30% lower values suggest. For example, having 700 universal spell power 60% crit chance and 60% multiplier vs 1000 spell power with 70% crit chance 100% multiplier in single element looks like it would be pretty close in damage at first glance, but its actually less than 60%. (ie not viable at all)

If generalist/hybrid casters are ever going to be viable endgame they will need nearly identical spell crit/multiplier values to make up for all the single element specialist spell power that is unavailable to them.
 

Anurakh

Little Nixie
The problem with having lower values for universal crit damage is that they multiply with the already lower crit chance and lower spell power values, resulting in much less overall damage then the ~30% lower values suggest. For example, having 700 universal spell power 60% crit chance and 60% multiplier vs 1000 spell power with 70% crit chance 100% multiplier in single element looks like it would be pretty close in damage at first glance, but its actually less than 60%. (ie not viable at all)

If generalist/hybrid casters are ever going to be viable endgame they will need nearly identical spell crit/multiplier values to make up for all the single element specialist spell power that is unavailable to them.
Exactly, this is what I said before.

The current values of half of a specialist value are not viable, because the overall efficiency ends up being much lower than 50% (and 50% is already too punitive). And we are not talking about just one stat, but many, all with half the value. It should also be noted that equipment is the last differentiation between this type of character and specialists: they already come with lower values due to feats (a hybrid necessarily has to split their feats between weapon and spellcasting) and enhancements and EDs (specialists will always have higher values in their element thanks to this).

A paradigm shift is needed if hybrids or generalists are to be viable.

-Either devs raise the value of generalist stats from 50% to 85-90% (which already makes a considerable difference, consider that it's multiple stats below the specialist value)

-Either devs add enhancements that allow the highest value to be used for multiple elements at once.

-Either devs start designing gear specifically for specific archetypes, and forget about their industrial, random, and rigidly patterned production model of magic items.

Or some other solution that I can't think of right now.

And devs, sentience is a big, big problem for hybrids to stay competitive. Sentience is essential to get a competitive spell DC. But if hybrids use it for this, their DPS plummets. You have to do something about this.
 
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Elminster

Sage of Shadowdale
so dripping with magma stacks with “dripping with acid/cold” etc.?

Kinda sucks that two sources of drip mag don’t stack.
 

Ratman

Well-known member
"One of the main reasons that people don't generally use quarterstaves at endgame is the amount of enchantments you have to give up in comparison to dual wielding sceptres, or something of the kind. This quarterstaff is even worse on that front than usual. It can have a maximum of four effects, and one of those is a presumably expensive upgrade."

This is very true. devs had started down the path of adressing staves and were, as far as i am concerned, at least, on a right path. The Dino bone staff effects were exceptionally (pun intended) well done and a great start.

In general though... Two handed Weapons of any kind - but especially for casters - need to have the equivalent of TWO one handed items (because no one and I mean NO ONE cares about damage per swing). That means FOUR augments and double the affixes. There is not a big advantage to using a staff vs two items.

So a couple of potential suggestions:

1. Staff enhancement tree. "Path of the Magi" that further enhances staff use. At least 2 Augment Effects at Capstone. Things like USP, a multiselector that enhances one type of spell power & spell lore. Perhaps a capstone "retributive strike" where you can expend something very expensive like 250 spell points and a fearsome blast of your chosen damage type affects an area.

2. Staff Destiny Path: "Runeking" where phantom runes are added to a staff you wield in ADDITION TO enhancement tree that can, for example, in tiers 3/4/5 let you pick one spell (open to suggestion) that is NOT a "mass" spell and turn it into a mass spell, such as a buff (stoneskin, shield), or a debuff (power word blind, ray of enfeeblement) instead have an AOE or party effect. or, that adds a caster level per core.

Anyway, that is just a couple of ideas, but the gist is to perhaps make staves more competitive with dual wield. Thanks!
 

saekee

long live ROGUE
I'd been holding out hope that people would eventually figure out that Finality, the Fall of the Sun is a Sunblade, given its name and flavor text and general vibe, but nobody seems to have. It does Piercing instead of Slashing, but absolutely allows for Strikethrough like other Sunblades. Now you know!
Steel what class do you expect to use short swords? Only bards can make them decent outside some named ones for heroic and early epics.

The current iteration of ninja spy still does not make them competitive with other weapons.
 

DBZ

Well-known member
A draft sexy spell DC-focused weapon would be nice in one of these raids. Quality Spell Focus Mastery +2 gets slapped on things as an afterthought now. We have it covered. Remember, this was available on a L26 item way back in Defilier of the Just! Let's accept Wither is the "Necromancer" item. Void Lore is on dozens of things as is Quality SF 2. Grip of Venom, alright, I guess a new casting dot although poison has quite a few limitations. This should be Quality SF +3 and Insightful or Quality Void Lore.
This is a level 34 raid it should have level 34 effects

4 sf mastery, with level 34 insightful crits, and 34 quality crits now that does sound like a nice pm club

do the same for sonic and bards
 

Sylvanush

Well-known member
Welcome to the arti and inquisitive era of Four Crossbows in the raid. Tiffany Gaunlets of Grace, a cheap copy of Legendary Night Brigade Necklace, has the same abilities, and the necklace can add a diamond of stats, enchantment, and insight. The only difference is a +3 quality crafting on it. Mehh. At least you can change one of them for quality double shots. There are not many options. Can you explain why you don't want to put a quiver and why it costs so much to put a quiver named in a raid loot?
 

woq

Well-known member
The artifacts look very weak compared to MD rings and the Threats artifacts unfortunately - so they (to me) seem like lukewarm "there, there - don't feel so bad that you didn't loot the rare rings to this day - here is a much worse option for you to dry your tears on".

Would've liked to see Stormreaver's thunderclap -type effect, or acid/sonic related alchemical effects to compete with the rings in non-ring slots. The "bard" goggles work decently for this purpose but not as good as the rings + other goggles, imo - but I could be wrong here.

The gloves in particular are a downer - why would you ever use those gloves when those stats are easier and better gained elsewhere (ring/goggle/amulet)? Not raid-artifact worthy whatsoever.

---------
But I really like some of the weapons, even if I think the caster melee weapons - especially two handed ones - seem a to lack purpose in existence beyond loot bloat.
 

Grundable

Active member
Please add Temperance of Spirit, Temperance of Belief, Insightful Sheltering (MRR and PRR) and Quality Sheltering (MRR and PRR) to the buff suite.
 

jacko

Well-known member
so dripping with magma stacks with “dripping with acid/cold” etc.?

Kinda sucks that two sources of drip mag don’t stack.
I don't usually comment too much on loot, but yeah, that's nuts. Folks will farm these weapons and switch/stack them as the new meta.

I love the look of that cold GAxe. But allowing it to stack with my fire Threats one, or any other, is gonna be just waaay too OP.

If you can get these on TWF it will be doubled down nuts. 🤪
 
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