U75 Preview 2: Chill of Ravenloft Loot

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Oliphant

Well-known member
Yeah the named items and augments should be on separate loot tables. 7+ named items per chest is way too high of a percentage to get the items you want, especially with rares being involved.
Consider the low value devs seem to put on lamm feedback and then consider your feedback is infinitely worth less than that (unless you swear you read over the specs while logged onto lamm or something).
 

Glorgm

Member
“3 rare augments” represents 300 to 1000 chest pulls, so trashing them seems like an unpopular idea.
Fair enough!

I’m assuming the rare augments will drop from the end reward of the saga, similar to Myth Drannor. As someone who primarily plays a caster at cap, I really only use a few of the rare augments — like Cruelty, Spell Crit Chance, and occasionally Enduring (since that bonus overlaps with a few other sources). The other 6–7 rare augments aren’t useful to me, so I’d love the option to break them down to trade them toward the ones I actually need.
 

Kitty2Meow

Well-known member
The calculation is correct but only for overall averages.

50% of the time you’ll get your item after 104 pulls.

10% of the time it will take almost 350 pulls.

1 in 100 times in t will take almost 700 pulls for a specific named item.

If you need to farm up 14 items and 2 augments each, it’s just objectively worse than all pre-MD content.

And if you need 3 rare items and 2 rare augments, those 5 items will require 750 chest pulls on average. (And if you are even a little bit unlucky it could be 2000 pulls.)

This is no longer a game. Something has gone terribly wrong here.
But I bet, there are still many people unknowingly reroll every single end-chest and think they still have a good 33% chance.
And that's most likely the reason why SSG still keeps this Rare-Loot system for their advantage, because re-rolling does drive up revenue quite a bit in compare to just selling the xpack itself.
Of course there maybe other ways to improve revenue, but they've decided this maybe the best or fastest way for them to get players' money.

Everyone values things differently, I vote with my wallet :)
 

Galamoth

Since 2010
I would like named items in chain end rewards, at least you know you will get something when you finish a bunch of quests...

I won't farm again for materials like in Isle of Dread.... Is a cool crafting system, but having to grind again after getting the Dino bone weapon?? Is too much... at least make the bonuses from the new crafting augments original and different...
Why is there an obsession with rare items? the named items are already rare for me.. Why make items more unobtainable? The only benefactor is SSG by the astral shards rerolls

Also.. I played some quests and not every chest in it drops materials so... that will be fixed?

I'm dissapointed... Why can't we have something like in Mist of Ravenloft?
 
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Jack Jarvis Esquire

Well-known member
Thanks to dataminers for providing the below info. You provide a much appreciated service to the community.

Once you get it to the Named Item Table:

56% chance to get a named item
38% chance to get an augment
06% chance to move to the Rare Item Table.

For comparison, Myth Drannor and Night Brigade is 5% to get to the rare table.
So the expectation of getting any rare item on elite is 2% per chest, rising to 2.4% on r10, and for a specific rare is 0.66% rising to 0.8% on r10.

That's 125 runs R10 or 150 runs in elite for that item on average. Unless you cut the odds using multibox and/or reroll, or have some good friends.

This seems uncomfortably close to MD.🙁

Is there a list of items and those designated rare anywhere?

I need to decide whether or not just to sit this one out and take an extended break.
 

_fully_carroted_

Well-known member
But I bet, there are still many people unknowingly reroll every single end-chest and think they still have a good 33% chance.
And that's most likely the reason why SSG still keeps this Rare-Loot system for their advantage, because re-rolling does drive up revenue quite a bit in compare to just selling the xpack itself.
Of course there maybe other ways to improve revenue, but they've decided this maybe the best or fastest way for them to get players' money.

Everyone values things differently, I vote with my wallet :)
My VIP hasn’t run out yet.

But when it does, either rare loot is improved or I’ll vote with steam’s “Uninstall” option.

I know they won’t change it so I’m already planning my next long-term MMO. I’ll never find one like DDO used to be… but staying here won’t be like that either.
 

woq

Well-known member
My VIP hasn’t run out yet.

But when it does, either rare loot is improved or I’ll vote with steam’s “Uninstall” option.

I know they won’t change it so I’m already planning my next long-term MMO. I’ll never find one like DDO used to be… but staying here won’t be like that either.
I'll stay for the companionship, the friends, and if the raids and quests are fun/cool enough then maybe i'll consider the expansion.

But honestly, the loot itself? The very obviously straight up unfun looting is just not going to be it for a loot enthusiast. For now, it'll be a no on the Chill of Ravenloft expansion unless the quests really wow my friends. That'd make me wanna run it with them regardless of godawful itemization.
 

Ashellia

Member
I love the flexibility of the gear, it should make planning out sets in that range much easier!

A few effects that I'd love to see on this gear would be Cannith Combat Infusion (Or more fittingly, Lamordia Combat Infusion in this case) and Bloodrage/Enhanced Bloodrage. Woeful (Accessory) slots look like the most fitting options with Relentless Fury already being on there and would give martials a couple of extra effects to pick from.

Another thematically fitting one from what I've seen would be Fleshmaker (+20 Enhancement bonus to Healing Amplification), but not sure what slot would be the best fit for it.
 

mikarddo

Well-known member
None of the loot seems truly compelling - and there are no longer set bonusses.
Even if some of the some is designated as "rare" and I never see it - it wont make much of a difference to me. We can mix and match MD and Chill gear so there should be options.

I still think it rather silly to make non-special loot that rare though - but those players spending literally 1000s of shard on rerolls are easily as much to blame. Being obsessive and then complaining about it is a bad combination.
 

waxinglyrical

Well-known member
It has been 2 days, since no official has responded (or countered) to those datamined % chances, it is pretty safe to assume those numbers are real.

If this is the case, 33% (on Elite) chance to get into Named Item Table, and 6% to get into Rare Item Table, then the chance will be 33/100 x 6/100 = 1.98% chance to get into Rare Item Table.

There are 3 Rare Items in the Rare Item Table, if assuming an equal 33.33% per item, then the chance of getting the Rare Item that I wanted will be 1.98/100 x 33.33/100 = ~0.66% chance to get the Rare item I wanted.

If I run the quest once a day, and if I am lucky enough, it may take me 151 days (100/0.66) to get the Raid Item I wanted.

But wait, since this is just a probability calculation, there is no guarantee that the Raid Item will drop within 151 days.

*** The calculation may not be accurate, but it gives an idea of the "so-call" improved chance of getting the Rare Item.
yes, you end up with a bell curve of distribution where 50% of the population will be 'luckier', on the downside there will also be 50% who are unluckier than a median 0.66% chance which tapers down towards zero. It would be interesting if SSG could publish the outright number of such rares which exist in each world.
 

Jack Jarvis Esquire

Well-known member
Any links to the loot folks?

In particular what's on the rare item table?

That's the last data point I need to make a decision here. If I see stuff I need locked behind rare loot, I reckon I'm done here.

There should be a MAXIMUM of half a dozen rare loot chase items accessible from ALL end chest loot tables in a given expansion. More than that, and making them specific quest related only, is egregious to me, and I won't tolerate it again. Simple as that. 🤬

Running the same quest 150 times on average to get a particular item just as isn't going to fly for me, and I refuse to spend a single shard chasing it either. Was happy to do so on normal items. Ironic, eh? 😞
 

Jack Jarvis Esquire

Well-known member
None of the loot seems truly compelling - and there are no longer set bonusses.
Even if some of the some is designated as "rare" and I never see it - it wont make much of a difference to me. We can mix and match MD and Chill gear so there should be options.

I still think it rather silly to make non-special loot that rare though - but those players spending literally 1000s of shard on rerolls are easily as much to blame. Being obsessive and then complaining about it is a bad combination.
I agree. I was one of them. I'm sorry I did that. Both because it ultimately brought me no joy, even when successful, and because I thoughtlessly contributed to the problem in making this business model work for them (even though I've never ever actually spent a penny/ point directly on shards). I'm sorry. 😞 Never again. 👍
 

Anurakh

Little Nixie
Any links to the loot folks?

In particular what's on the rare item table?

That's the last data point I need to make a decision here. If I see stuff I need locked behind rare loot, I reckon I'm done here.

There should be a MAXIMUM of half a dozen rare loot chase items accessible from ALL end chest loot tables in a given expansion. More than that, and making them specific quest related only, is egregious to me, and I won't tolerate it again. Simple as that. 🤬

Running the same quest 150 times on average to get a particular item just as isn't going to fly for me, and I refuse to spend a single shard chasing it either. Was happy to do so on normal items. Ironic, eh? 😞


Thanks to dataminers for providing the below info. You provide a much appreciated service to the community.

Once you get it to the Named Item Table:

56% chance to get a named item
38% chance to get an augment
06% chance to move to the Rare Item Table.

For comparison, Myth Drannor and Night Brigade is 5% to get to the rare table.
 

Anurakh

Little Nixie
Thanks Anu. I'll take a look. 👍

(Might be one way to get rid of me on the caster Vs melee debates for many months! 🤣👍)
Well, you have something to complain about. The improvements to the rare loot are cosmetic, to put it mildly. And the loot... oh well.

I realize the devs haven't had much time due to all the work on the transfers. But this expansion should be delayed until they can dedicate the time it deserves.
 

J1NG

I can do things others can't...
There is one thing I'd like to ask from the Devs if possible; given there's no way to copy characters over, is it possible we can have one of the Item Holders/Vendors in the Dojo on Lam to provide access to Reaper Shard Fragments? That way, when Lam is up, players can test for their Reaper designed goals as well. And if there's anything off with the buffs, it'll be easier to track than going to Lam with a character without the Fragments on hand, or the Reaper Experience to use the Reaper Trade In option.

:: edit ::
Actually, there was that request from before too, I forgot, but want to put it up in case it can be considered; the Ransack Potions, since they're not in the store yet, is it possible for us to obtain them in the Lamannia Dojo for testing? It's likely useless for most players, but for the few like myself who won't mind spending a lot of time just ransacking one chest to check (manually) if there might be a drop rate issue (that drop rates alone might not show).

Not a major thing, but helpful if available.

J1NG
 

VinoeWhines

Well-known member
Someone brought it up earlier in this thread:

Make the Dungeons have more than one Chest:

End Chest can drop the rare*.
Optional Chests can drop name items(and ingredients).
Champ Chests drop ingredients.
Saga Chests drop can drop whatever needs to be balanced in getting named item/artifact/Solar-Lunar augments.


*If rare item doesn't drop on end chest then roll to what Optional Chest drop(Double% chance of Optional chest) and guaranteed ingredients.


I've only seen one Vecna augment that has Assassinate(Enhancement) and still haven't been able to get one. Could use an Insightful and Quality Assassinate(augment) value added to that in this expansion.

Sheltering should be consolidated PRR/MRR, also as multi-TR builds can expand that more as many have complained in the Gap between newer players that have just started playing within the year as they see people with 140+ past lives and feel, like they will never catch up.

Sheltering PRR/MRR would at least raise their FLOOR to a decent level, than have to split hairs on an already weaker Floor starting point.(Not even including all the Reaper XP PRR/MRR bonus' that are applied to Veteran Players) This would also help with Alts to raise their Defensive Floor as viable builds.



------------------------------------------------


RINGS:

  • Mind and Matter:
+30 Artifact bonus to Physical and Magical Resistance Rating
+30 Artifact bonus to MRR Cap

Legendary Tumbleweed

Legendary Ring of Thelis

Legendary Omniscience

ALL HAVE SET BONUS' with Green and Yellow Augments.



  • Legendary Perfected Wrath:
+3 Artifact bonus to all Ability Scores
+15% Artifact bonus to Helplessness Damage

Legendary Katra's Razor Wit
Part of a Set Bonus with Green and Yellow Augments.


  • Isle of Dread:
+15 Profane bonus to Melee and Ranged Power
+25 Profane bonus to Universal Spellpower
+30 Profane bonus to Physical Resistance Rating
+2 Profane bonus to Spell DCs
+2 Profane bonus to all Ability Scores
+4 Profane bonus to Attack and Damage

Dinosaur Bone Ring

Isle of Dread Set Bonus(and Artifact) with Green and Yellow Augments.


  • Temple of Elemental Evil Set Bonus:
+15 Artifact Bonus to Melee and Ranged Power
+30 Artifact Bonus to Fire Spell Power
+15% Artifact Bonus to Helplessness Damage
(Other Set Bonus' can be obtained)

Legendary The Earth and the Sky

Legendary The Flame and the Frost


ALL these rings are a part of a Set Bonus. Having Solar/Lunar augments wouldn't change up the balance in the game as this already exists from previous expansions.

I might have to go back to these sets as the Gear Tetris in the new items don't offer the FLEXIBILITY that can easily be matched if Rings had Solar/Lunar augments in them.

The new % chance of getting new gear in the new expansion is already a Very High Hurdle to achieve; with now having to start over and get again new compelling gear(which is great but a chop at the legs).

Adding Solar/Lunar augment slots to RINGS would go a long way in BOOSTING interest in the new expansion, as this was a Quality of Life(that use to be available)Removal to the Gear Tetris that we had before and now has made it more difficult to justify, by removing that ability, to complete a Set Bonus by limiting it even more; of which even then (not including the extreme high difficutly) to actually completing, a comparable Named Set Bonus, of 4 Benefits on 3 items(Helm/Cloak/Armor).
Trinkets(as should be Rings) are included in Set Bonus' prior.

Now you could be Dastardly Devils and stealth slip in a surprise-mystery Named Quivers (nay I say augments!) in the expansion, to really flip people over and scream in good will(whispers of Artifact ability....perhaps of Pangolin inner material...with a Turtle exoskeleton)....hmmm


Short story Long:
1. Solar/Lunar Augs in Rings.
2. Enhancement/Insightful/Quality Tactics/Lores-Spells(DC's) slottables(Assassinate as an example)
3. Multi-Chests Drop chances in quests.

4. Add +3 Artifact/Profane Bonus to All Stats augments(Lunar/Solar)

and quibberss...
 
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VinoeWhines

Well-known member
Lets consolidate some of these things to make life easier for the Devs and the Players as we sail through the High Seas of Lag Storms coming our way. Lets not weigh ourselves down with choosing between +12 Reflex or Will or Fort, let alone +2 Quality Reflex/Will/Fort....(also make it a striaight +14 insightful absorption elemental with the +18 insightful Sheltering PRR/MRR)

If not then It makes for MOAR MATH...more calculations to check for(we did away with the unfortunate removal of Double Strike and Double Shot to make it ONE ACTION! and clear the "Paging effects" of calculations on the Server........why swim away from that with Defenses....
 
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