U75 Preview 2: Chill of Ravenloft Loot

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VinoeWhines

Well-known member
Hello, everyone! We have a new Lamannia today with your first look at items for Update 75: The Chill of Ravenloft. For those of you familiar with the Isle of Dread and the Dino Bone crafting system, you should find this system to be very similar - Named items have a number of Lamordia Augment Slots in place of base effects. Using ingredients you find in every chest in the expansion, you create Augments that can fit in those slots. We'll get into more specifics below!

Quick Overview on Feedback:
  • This is the first look! It's very likely there are places where an item isn't great, or has a static effect that overlaps with the crafting system. Just let us know, and we'll make adjustments as needed.
  • Feedback that actually tested on Lamannia is infinitely more valuable than feedback that didn't. Let us know if you got on the server to take things for a test drive!
  • The feedback we're most likely to act on:
    • Tells us what you want to see. Just telling us you don't like something is fine, but we're more likely to act when knowing what you DO want to see.
    • Isn't hyperbolic or overly generalized. Feedback that takes the time to discuss specifics of what you do and don't like is more likely to be acted on than "this is trash" or "this is the best/worst thing ever" with no elaboration.
    • Any posts with personal attacks will be entirely ignored and the post dealt with per the forum rules.
Quick Overview on the Test Dojo:
  • Most new items can be found on the vendor in the Test Dojo
  • Crafted Lamordia augments are made using the crafting devices behind the Loot Guy or in the
  • Weapon bases are made using the crafting devices behind the Loot Guy
Loot System Overview:
Items in The Chill of Ravenloft use the Viktranium Experiment Crafting System! While playing in Lamordia, you will find Named Items with Lamordia Augment Slots. Additionally you will find Bleak Parts, which can be used to make Lamordia Augments, as well as Calamitous Weapon Bases. In Ludendorf Town Hall (and the Test Dojo in this preview), you will find crafting devices, use your Bleak Parts to make Augments, which you can slot into your items!

As we've said above, this system is very similar to Dino Bone Crafting - We'll be listing comparisons below to help with understanding the system. One more important note before we get started: Unlike Dino Bone, this system exists in BOTH Legendary AND Heroic. Crafting systems in Heroic aren't usually worth sticking at a particular level for, but we're hoping to adjust numbers and rates as needed until making an item or two when playing through this content during a leveling pass becomes manageable.

Ingredients:
Ingredients have a 100% to drop in every chest in the expansion pack. Ingredient types are:
  • Bleak Conductors (These are analogous to Fossilized Ankylosaur Ribs)
  • Bleak Insulators (These are analogous to Fossilized Pteranodon Vertebrae)
  • Bleak Alternators (These are analogous to Fossilized Raptor Claws)
  • Bleak Resistors (These are analogous to Fossilized Triceratops Horns)
In the Wilderness, you can find Bleak Wires. (These are analogous to Fossilized Tyrannosaurus Teeth).

Certain special encounters will also drop Bleak Transformers. (These are analogous to Black Pearls. You can also eventually expect to find them in the Raid.)

Lamordia Augment Slots
There are four Slot Types in this crafting system:
  • Melancholic (This is analogous to Scale slots)
  • Dolorous (This is analogous to Fang slots)
  • Miserable (This is analogous to Claw slots)
  • Woeful (This is analogous to Horn slots)
These can come in multiple variants: Armor, Weapon, and Accessory. (i.e. Melancholic (Armor), etc).

Unlike Dino Bone, there are no Set Bonus Slots in this system - like the past few Updates, loot in The Chill of Ravenloft has Sun/Moon Augment Slots (see below).

Sun/Moon Augment Slots
Sun and Moon Augment Slots make their return here, appearing on the same item slots they have appeared in since Myth Drannor. (We do not plan to make changes to which slots go on which item types at this time).

There are thirty-two new Sun and Moon Augments in this expansion, as well as new drop locations for many of the existing ones! Check out the new Augments in the Test Dojo.

Lamordia Crafted Augments
The Augments for the above slots are all crafted. Check the Test Dojo for the full list, but as a guideline:
  • Almost all recipes that existed in Dino Bone have an analogue here.
    • Most of those analogues have higher numbers than the Dino Bone version. Some remain the same.
    • Ingredient costs are 1:1 what they cost in Isle of Dread, just with Lamordia ingredients.
    • There's a fair few new recipes that weren't present in Dino Bone. We may have room for more, so let us know what you'd like to see!
    • Some recipes are modified for Heroic for balance, or do not exist in Heroic (because the thing they did just does not have a balanced way to exist at this level).
  • Augments are ML8 on Heroic, and ML34 in Legendary, just like the items. If you put a ML34 Augment into one of the Heroic items, it will adjust the ML of the item.
Typical Items
  • Standard Named Items typically have:
    • 2 Static Effects (regular effects like most items have)
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Sun or Moon Augment Slot if their item type typically has one
    • Typical number of Chromatic Augment Slots (red, blue, etc - This is usually 1 on Heroic and 2 on Legendary)
  • Rare Named Items typically have:
    • 1 Static Effect
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Miserable Slot
    • 1 Sun or Moon Augment Slot if their item type typically has one
    • Typical number of Chromatic Augment Slots (red, blue, etc - This is usually 1 on Heroic and 2 on Legendary)
  • Artifacts (which aren't on the rare list this time) typically have:
    • 1 Static Effect
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Miserable Slot
    • 1 Sun or Moon Augment Slot if their item type typically has one
    • Typical number of Chromatic Augment Slots (red, blue, etc - This is usually 1 on Heroic and 2 on Legendary)
      • Artifacts drop as Standard Named Items in specific dungeons in this Preview - There aren't many of them right now, we may add more before release.
  • Calamitous Weapon Bases have:
    • 1 Melancholic Slot
    • 1 Dolorous Slot
    • 1 Miserable Slot
    • 1 Woeful Slot (Legendary Only - In Heroic, this is replaced with a static effect).

Treasure Tables:
  • When opening a Quest End Chest:
    • You have a 100% chance of getting Lamordia-specific crafting ingredients
      • These are used to make Lamordia's weapons and Lamordia-specific Augments that go into the weapons and named/rare loot. See below.
      • You get 1d4+1/2/3 (on Normal/Hard/Elite) ingredients.
        • The ingredient you get is Bleak Conductors, Bleak Insulators, Bleak Alternators, or Bleak Resistors, randomly determined when the chest is rolled.
        • (This ingredient distribution is identical to Isle of Dread).
    • Additionally, You have a 10/16/33% chance (on Normal/Hard Elite) to get something from the Named Item Table.
      • Once you have reached the Named Item Table, you have a chance to get one of the following:
        • Standard Named Item A
        • Standard Named Item B
        • Standard Named Item C
        • Standard Named Item D
        • Sun/Moon Augment 1 (Sun/Moon Augments have a lower chance of appearing than the Named Items above.)
        • Sun/Moon Augment 2
        • Sun/Moon Augment 3
        • Small chance to upgrade to the Rare Item Table. (The odds of reaching this table are higher than in past content).
          • Standard Named Items listed above are unique to that dungeon, like most end chest items in the game.
          • Sun/Moon Augments listed above are a mix of brand-new Sun/Moon Augments (see below) and ones introduced previously (giving access beyond the packs they were introduced in).
          • Once you have reached the Rare Item Table, you have a chance to get one of the following:
            • Rare Named Item A
            • Rare Sun/Moon Augment 1 (In a few dungeons, this may be Rare Named Item B)
            • Rare Sun/Moon Augment 2

  • When opening a Quest Optional Chest (from a significant optional objective in a quest)
    • You have a 100% chance of getting Lamordia-specific crafting ingredients
      • These are used to make Lamordia's weapons and Lamordia-specific Augments that go into the weapons and named/rare loot. See below.
      • You get 1d4+1/2/3 (on Normal/Hard/Elite) ingredients.
        • The ingredient you get is Bleak Conductors, Bleak Insulators, Bleak Alternators, or Bleak Resistors, randomly determined when the chest is rolled.
        • (This ingredient distribution is identical to Isle of Dread).
    • Additionally, You have a 10/16/33% chance (on Normal/Hard Elite) to get something from the Named Item Table.
      • Once you have reached the Named Item Table, you have a chance to get one of the following:
        • Standard Named Item A (unique to that optional)
        • Sun/Moon Augment A
        • Sun/Moon Augment B
        • Sun/Moon Augment C
          • There are no Rare tables for Optional Chests.

  • When opening any other chest in a The Chill of Ravenloft quest:
    • You have a 100% chance of getting Lamordia-specific crafting ingredients
      • These are used to make Lamordia's weapons and Lamordia-specific Augments that go into the weapons and named/rare loot. See below.
      • You get 1d4+1/2/3 (on Normal/Hard/Elite) ingredients.
        • The ingredient you get is Bleak Conductors, Bleak Insulators, Bleak Alternators, or Bleak Resistors, randomly determined when the chest is rolled.
        • (This ingredient distribution is identical to Isle of Dread).

  • Wilderness Chests and Wilderness Purple-Name Boss Chests are still being worked on, but they will not have Rare tables.



First and Foremost:

Thank you Steelstar and crew for putting on the gear and going to work each day on a Thankless Job that is always based on "What Have You Done For Me Lately" attitude. You are not forgotten and you are appreciated by us few.

I know it isn't easy supporting Code and trying to be "The New initiative Bells and Whistles crew" with the legacy-state platform being supported currently. (sometimes people ask for the Stars and Moon)
The Server mergers are ForReal.... the StormHorns of Lag shall pass....keep chipping away....Ahoy Matey!
 

Kronovere

New member
I'm going to remove the Divination ones, and likely replace them with:
- Solar Gem of Elemental Absorption: Slotted Effect: +[3/10]% Artifact Bonus to Fire, Cold, Electric, and Acid Absorption.
- Solar Gem of Critical Confirmation: Slotted Effect: +[2/4] Artifact Bonus to Critical Confirmation and Damage.
Elemental Absorption would be much appreciated here, it's a very useful effect for tanks and currently is only found on the Sharn set. I would love to have a solar augment option to obtain this bonus on my tank.
 

rabidfox

The People's Champion
I posted this on discord the other day, but I'll post it here too:

Casters can currently get 6% artifact spell crit by using a solar augment; this lets us replace old gearsets like flamecleansed, oasis, feydark etc. But we also get another 6% crit via artifact univeral spell crit (stacks with artifact spell crit) from elders/vol/dread/autumn gear sets. It's a bit confusing that there's both artifact spell crit and artifact universal spell crit in the game that stack, but it's what us caster use & do for gearing.

So I personally think they should change the "artifact universal spell crit" (on elders/vol/dread/autumn) to profane spell crit (it'd be the same difference when it comes to stacking) and add a new lunar augment in for that. That'd open up tetris a ton and let us move on from the old gear to the newer stuff. Without a change like this, we're stuck using old gear to keep our spell crit values and can't fully adopt the sun/moon system.

(Alternatively, they could just add an artifact universal spell crit solar or lunar augment, but renaming it to profane would make the stacking aspect a lot less confusing for players.)
 

Weslok

Well-known member
I have been farming MD since it came out and have a grand total of 2 rare items dropped in the whole timeframe. We run at r4 with a full party. Not buying the new expansion . The grind is just too much. You have too many rare items in the end chests and the augments on the same table as standard named items makes the drop rate for desired item too low again more grindy no thanks.
 

Sillyturtle

Member
I will not buy this expansion unless the loot system is changed.

Make named loot and augments roll on separate tables. Do not make them compete against each other.

OR

Have more than one chest. Named loot in one, augments in the other.


There are plenty of other MMO's for me to play that do not require such an egregious grind. That is not fun anymore and I simply wont do it.
 

Oliphant

Well-known member
Anybody have an automated DDO gear tetris program that is working well right now? Something that goes through combinations to goal seek, not something like Maetrim's which is the best or one of the best at representing gear sets but is not an automated search type of program.

Program I used in the past was good but had no automated way to think about augments or even sets. Thinking the whole progress system going forward is putting items with basically the same stuff but in a blender in another blender to see what blends of blends of the same stuff is the best happen-to-be-blend.
 

Oliphant

Well-known member
DDO Gear Planner is also great. DDO Gear Planner and Maetrim's DDO Builder are the two tools I'm using lately. There was a pretty nice automated gear planner someone made a few years ago and posted it on the old forums but I don't think it has been kept up.
 

Jack Jarvis Esquire

Well-known member
So I've had a look at the loot.

There doesn't seem to be that much that would be an issue for rare loot, as most of it seems pretty generic and flexible.

The augments are all a bit meh too. Nothing I'd grind for.

So, ironically, the fact that there isn't likely to be any really good stuff locked away, because there doesn't appear to be much good stuff anyway, might actually help keep me playing and buy the lowest tier of the expansion.

I'm gonna wait for a couple of weeks after it's release though. Not jumping in early. No need. And if anything horrible does surface, I'll do a few TRs and then take that break. 👍
 

Lichcrak

Well-known member
Rare loot aside even pulling a standard named item is pretty abysmal. Let alone multiple copies to curse/mythic/reaper it.
 

Kitty2Meow

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.
Wonder if dataminers can confirm if running on Elite will actually give 33% (as mentioned/advertised by SS) chance to get something from the Named Item Table.
 

l_remmie

Well-known member
MD was datamined to be 25% at best with reaper lootfind bonus halved too.

They did actually made a legit mod post say 33% this time though. Would be sad if they are actively lying.
 

Kitty2Meow

Well-known member
MD was datamined to be 25% at best with reaper lootfind bonus halved too.

They did actually made a legit mod post say 33% this time though. Would be sad if they are actively lying.
That is what I worry; hopefully, they will keep their words for the 33% chance on Elite.
But then, there are quite a few named junks in the named loot table.
 

Sillyturtle

Member
At this point I'm just waiting for SteelStar to reply to the feedback since his other post to see if we're being listened to.
 

DBZ

Well-known member
Why heroic level 8 who is going to replace iod 7 gear for this almost no one and already lots of 8 xp gets skipped also not needed

Now 14 almost perfect for xp and itrs could be interesting for those on racial trains
 

SpardaX

Well-known member
- Heroic Weapons : 1d2 Vampirism can be good : BUT I would like to see options to have standard 3d6 elemental damage instead for lvl 8 weapons

-Lamordia Augments ;
- Weapon : Melancholic ; only 1d6 damage when the standard is 3d6 for lvl 8

Just throwing this out here, 3d6 is standard at level 8 for augments, yes, but weapons actually tick over to 3d6 at level 9. ML 8 weapons only do 2d6.
 

SpardaX

Well-known member
This doesnt involve the new loot, but please make a ML 28 Mysterious Remnants Cloak / Bracers.
 
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