U75.7 Preview - Loot

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Lotoc

Well-known member
Shields really need the Shield Bashing effect.
We always get tank-oriented shields, and Shield Bashing tends to be forgotten.
Even when a shield has some offensive bonus, it’s usually just extra damage like this time.
IoD shields don’t have Shield Bashing either, so they weren’t really useful.
There are also very few shields with Bashing effects that Swashbucklers can use.
Vanguard builds definitely need Shield Bashing too.

Also, none of the shields have Guardbreaking.
For players who love the classic Sword & Board style, I really hope both Shield Bashing and Guardbreaking will be added.

Suggestion:
Add Shield Bashing and Guardbreaking effects to the Melancholic and Dolorous slots.
Or, please consider adding Miserable and Woeful slots to shields so they can use Shield Bashing and Guardbreaking.

Revel in Blood (shield) includes 23% shield bash chance.
Thing is shield bash chance falls off in value as your attack speed gets higher or your bash chance gets higher as your shield bashes are capped at 1 per second so if you're around 60-70% it's quite reasonable you'd get more dps out of something besides bash chance.
 

nenetteblackmoor

Well-known member
Revel in Blood (shield) includes 23% shield bash chance.
Thing is shield bash chance falls off in value as your attack speed gets higher or your bash chance gets higher as your shield bashes are capped at 1 per second so if you're around 60-70% it's quite reasonable you'd get more dps out of something besides bash chance.

Thanks for the reply.
Tower Shields and Large Shields that were added as named items do have Bashing, but other types like bucklers haven’t been added, so Swashbucklers can’t increase their Bashing chance.
 

Shear-buckler

Master of reactions
On a recent build for a charisma caster I ended up scrapping the idea of using a set augment because the 3 things I would have to give up were Int, Insightful Int and Festive Con. In addition to int giving spellpower I took insightful reflexes as well and dumped dexterity so this put reflex save to a solid # with reaper save bonuses.

So no, I don't 100% always choose set augments over other augments because it's not always the better choice, but sometimes it is and I like having more options.

As it stands today I already have alot of augment sets and they are already are part of many gear sets - so the notion that it's taking away choices doesn't resonate with me. The new set augments would not only compete with regular augments, but other set augments that already exist today.

So why not add some new set augments to the newer raids so there is a reason to run those once I have the base items I need? The set augments from older raids are going to continue to be used and the older raids will continue to be run to get those. Shouldn't we be making those for the newest raids so people have more reason to run those?

To make it clear to other readers that this poster is not really engaging in an honest debate, here you can see what he said on the topic a few weeks ago in a different thread:

You can definitely improve many - if not all builds - by adding Lamordia gear, but optimizing typically includes 4 augments sets from raids and rare items/augments.

Not quite the same tune :)
 

Neain

Well-known member
Gem of Many Facets completes (or can complete) two artifact sets. So that means it gives (in a certain sense) half of those bonuses while the other piece (or pieces). They range from 2 to 4 bonuses, so let’s just simplify it and say 3. So if you Cannith crafted three attributes on a specific item out of the raid—maybe a ring or trinket slot—then wouldn’t that be on par with the GoMF? Both are from raids and due to the flexibility, the specific gear piece would be sought after.
I suggest a ring so as to eliminate the sun/moon system from the flexibilty of it, but it would help immensely with the gear tetris. I find the strength of Vik crafting is in its flexibility; the raid could offer a great piece for it.

edit: to add, the raid gear has no other qualities often (unless Steelstar keeps adding the stuff he posted), unlike the regular stuff out of Lamordian quests.

Ofc they need to update CC too. Even in its current form, it would still be beneficial for crafting absorptions or some other missing elements.

true, but gem of many facets doesnt come with slots to gain thoes bonuses. the person im quoting was asking for full cannith crafting on top of dolorus and etc slots. it also comes with a large cost of threads to get the sets right for legendary
 

saekee

long live ROGUE
true, but gem of many facets doesnt come with slots to gain thoes bonuses. the person im quoting was asking for full cannith crafting on top of dolorus and etc slots. it also comes with a large cost of threads to get the sets right for legendary
yes—but it is in the realm of possible balance—perhaps have the item only have melancholic and dolorous, for example, instead of the third or whatever
 

ChickenMobile

Well-known member
skipped isle of dread?
What made the weapons better (other than the raid die dmg) was they had a set bonus!
Sure you can still put a Augment set in, but then you are sacrificing a Red/Orange/Purple augment slot.
They were also made of bone - so no druid oath breaky.

Regardless if it's good or not, but why create an item effect for casters that arbitrarily excludes bards, warlocks, alchemists?
Having an effect specialized for certain classes isn't a bad thing. In fact some raid items should specialize to make certain builds or abilities cooler. I'm not sure if you are talking about Shield Bashing or Spell Augmentation here, but I think you meant the Augmentation neck*.

Augmentation is quite buggy and has been for years but augmentation items don't exclude whole class spell lists, only specific spells.
Thanks to @Underflow for testing out this recently
  • If you have a Arcane Augmentation item and a Divine Augmentation item on at the same time they can cancel each other out. I think Arcane takes preference and disables Divine.
  • Bard's Song of Arcane Might doesn't stack with Augmentation items. Probably not intentional.
  • Many spells cannot be affected by Augmentation at all and are (probably unintentionally) tagged wrong. Even if they appear on the Cleric or Wizard spell list or is an elemental spell.
    • e.g. Ki Explosion is affected by Arcane Augmentation but not Divine, despite being a Sacred Fist spell. See this pic for proof.
      Ki Bolt is not affected by any Augmentation but Incinerating Wave is affected by Fire.... ???
  • Divine Augmentation doesn't apply to all Cleric/FvS/Paladin spells, only the ones seen here (list may not be complete). If these spells exist on other spell lists they are also affected by Divine Augmentation.
    i.e. Divine aug will affect Bard heals but not Druid Vigor spells etc.
    • Despite spells like Break Enchantment being on Paladin or Cleric spell lists, they aren't a Divine spell.
      Break Enchantment is only affected by Arcane Augmentation.
  • Arcane Augmentation applies to most Wizard/Sorcerer/Alchemist spells. See here for list.
    Again, as long as the spell generally exists on the Sorc/Wiz spell list, Arcane Augmentation will also affect Warlock or Bard spells. Unique warlock spells such as Edvard's Tentacles have no Augmentation.
  • Elemental Augmentation is generally what you want to use for druid or sorc elemental damaging spells. It's why I think Cold of Night was actually a great addition (it also doesn't break oath).
In summary: this effect should have a major overhaul or a dev should comb over the whole spell list and fix the tags.
There is also the problem of Caster Level caps, so Augmentation items in Epics/Legendary would not do anything anyway.
If it upped the max CL by 1 as well (for example), this would be a much more enticing effect!
 
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Underflow

Know-Nothing Know-It-All
What made the weapons better (other than the raid die dmg) was they had a set bonus!
Sure you can still put a Augment set in, but then you are sacrificing a Red/Orange/Purple augment slot.
They were also made of bone - so no druid oath breaky.


Having an effect specialized for certain classes isn't a bad thing. In fact some raid items should specialize to make certain builds or abilities cooler. I'm not sure if you are talking about Shield Bashing or Spell Augmentation here, but I think you meant the Augmentation neck*.

Augmentation is quite buggy and has been for years but augmentation items don't exclude whole class spell lists, only specific spells.
Thanks to @Underflow for testing out this recently
  • If you have a Arcane Augmentation item and a Divine Augmentation item on at the same time they can cancel each other out. I think Arcane takes preference and disables Divine.
  • Bard's Song of Arcane Might doesn't stack with Augmentation items. Probably not intentional.
  • Many spells cannot be affected by Augmentation at all and are (probably unintentionally) tagged wrong. Even if they appear on the Cleric or Wizard spell list or is an elemental spell.
    • e.g. Ki Explosion is affected by Arcane Augmentation but not Divine, despite being a Sacred Fist spell. See this pic for proof.
      Ki Bolt is not affected by any Augmentation but Incinerating Wave is affected by Fire.... ???
  • Divine Augmentation doesn't apply to all Cleric/FvS/Paladin spells, only the ones seen here (list may not be complete). If these spells exist on other spell lists they are also affected by Divine Augmentation.
    i.e. Divine aug will affect Bard heals but not Druid Vigor spells etc.
    • Despite spells like Break Enchantment being on Paladin or Cleric spell lists, they aren't a Divine spell.
      Break Enchantment is only affected by Arcane Augmentation.
  • Arcane Augmentation applies to most Wizard/Sorcerer/Alchemist spells. See here for list.
    Again, as long as the spell generally exists on the Sorc/Wiz spell list, Arcane Augmentation will also affect Warlock or Bard spells. Unique warlock spells such as Edvard's Tentacles have no Augmentation.
  • Elemental Augmentation is generally what you want to use for druid or sorc elemental damaging spells. It's why I think Cold of Night was actually a great addition (it also doesn't break oath).
In summary: this effect should have a major overhaul or a dev should comb over the whole spell list and fix the tags.
There is also the problem of Caster Level caps, so Augmentation items in Epics/Legendary would not do anything anyway.
If it upped the max CL by 1 as well (for example), this would be a much more enticing effect!
Correcting you about the Augmentation cancelling: It doesn't have priority based on type, it's the last source of Augmentation that takes priority.

There's effectively only a single slot for Spell Augmentation effects, and it only remembers the last effect you gain access to. Removing that item will recalculate your items, but the specific order you equip items seems to make a difference.

It's confusing as heck, but in summary, only equip one Spell Augmentation item. It's not worth the headache using multiple.

Equipping any sort of augmentation will disable all other forms of it and replace it with your current one. Logging on with multiple Augmentation items on leads to wonky results, because equipment is initialized in a specific order. It's always a good idea to unequip and re-equip your Augmentation items upon logging in.

That's why the Signet Ring from Planar Eyes is bugged: It resolves the Arcane Augmentation first, then the Divine Augmentation (as Divine is lower on the effect list), therefore only providing Divine Augmentation.

As for the arbitrary effects of Augmentation: I have no idea. My summary from what I've seen so far:

Wizard/Sorcerer Spells: Arcane, 99% of the time
Cleric/Fvs Spells: Offensive and healing spells are Divine, everything else is either Arcane or nothing. Certain "Holy" spells are Divine but not all of them (Prayer is Divine Aug, but Recitation is not)
Druid Spells: No Augmentation, ever, except for spells on other spell lists
Alchemist Spells: Buffs and healing/inflict admixtures are Arcane, but other damaging spells are nothing.

Basically, Divine Augmentation is really not that impressive, as the big things it hits are buff spells or healing. It does hit the Divine damaging spells, but considering how those ones run into MCL caps relatively easily anyway, they don't need bonus MCL.

Meanwhile Arcane tremendously boosts the damage of almost all Wizard/Sorcerer spells during levelling (Save for Thunderstroke/Iceberg), making the affix far more powerful. During epics though, it loses its use for everything except Negative Alchemist, or very, very rarely for the few spells without Caster Level caps (Cold Light of the Moon is the only example I can think of)
 
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Rull

Well-known member
Meanwhile Arcane tremendously boosts the damage of almost all Wizard/Sorcerer spells (Save for Thunderstroke/Iceberg), making the affix far more powerful.

Uhm no? They are capped by MCL so Arcane Augmentation doesn't do anything for them.

The Signet Ring is some sort of double joke, because it doesn't work and even if it did it doesn't.

Why they'd put something so extremely bugged on new loot still is beyond my comprehension.
 

Underflow

Know-Nothing Know-It-All
Uhm no? They are capped by MCL so Arcane Augmentation doesn't do anything for them.

The Signet Ring is some sort of double joke, because it doesn't work and even if it did it doesn't.

Why they'd put something so extremely bugged on new loot still is beyond my comprehension.
phrased it wrong on my part. It's mostly useful during levelling, where it helps you hit 20 CL on Sorcerer faster.

Unironically the best user of Augmentation is Negative Alchemist, because they have MCL +50 from Apothecary T5.
 

Shear-buckler

Master of reactions
Bug: The value for the force absorption crafted augment is too low, it gives the level 4 value instead of the level 34 value.
It should be 17% and not 11%.

Miserable Force Absorption
Slotted Effect: +11% Enhancement Bonus to Force Absorption.
 
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