U75 Preview 2: Chill of Ravenloft Loot

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Ying

5000+ hours played
The Profane +3 DC augs to specific schools don't stack with the +3 DC augs to all schools. There's no choice for a player to make there.

The Legendary offhand items are incomplete. They only have 1 or 2 effects on them and don't have any of the new crafting aug slots.

Where are the spell lore % items for each school? Where are the insightful spellpower items? Players are gonna continue to lean on Gem of Many Facets to craft the effects they want if you don't provide them.

Adding Divination DC augments aren't desired. It just pisses players off when you add bloat to loot tables. There are 9 Divination spells in the game. It's not even clear that Find Traps and Detect Secret Doors even benefit from improving DCs. Assuming they're coded like Knock, which seems likely given when they were introduced to the game, they aren't affected by boosting DCs.

Elemental damage absorption augment is conspicuously missing from the loot guy.
 

Christhemiss

Maker of Builds
ok this post will be all the bugged items
Heroic
Arcane contraption is missing 2 effects or slots for crafting
Death's Anchor is missing 2 effects or slots for crafting
Flickering Divinity is missing 2 effects or slots for crafting
Frostforged Buckler is missing 3 effects or slots for crafting
Frostforged Large Shield is missing 3 effects or slots for crafting
Frostforged Small Shield is missing 3 effects or slots for crafting
Frostforged Tower Shield is missing 2 effects or slots for crafting
Frostwell is missing 3 effects or slots for crafting
All the TBD shields
Buckle of secrets is missing 2 effects or slots for crafting
Baron's Bandolier is missing 2 effects or slots for crafting
Baron Aubrecker's Family Amulet is missing 1 effect or slots for crafting
Heartshard is missing 1 effect or slots for crafting
Mining Sights is missing 2 effects or slots for crafting
Souvenir Coin is missing 2 effects or slots for crafting
Tiny Brain in a Jar should have higher exceptional skills
Viktra's Experiment is missing 2 effects or slots for crafting
Climber's Rememberance is missing 1 effect or slots for crafting
Contraption Keyring is missing 1 effect or slots for crafting
Deadmonger's Gang Signet is missing 1 effect or slots for crafting
Golden Souvenir Coin is missing 1 effect or slots for crafting
Frozen Contraption is level 18 with level 18 stats, heroic forb knowledge set, and 3 aug slots with 2 static effects
Unbridled Power is level 18 with level 18 stats, heroic forb knowledge set, and 3 aug slots with 2 static effects

Overall Bugs
im unclear what the armors are supposed to have. some of them have 2 static effects and 4 aug slots while others have 1 static effect and 3 aug slots and others have 2 static effects and 2 aug slots. what is it supposed to be?
The docent/robe doesnt have increased AC like the other armors
some items are missing art while others are not
 

Treefolk

Member
I'm going to echo many people upthread from me, the named items, augments, and rare item chance really should be split into separate rolls (or channels). I can say from (painful) prior farming experience, that having a dilute pool is extremely demotivating when the item you want, does not deign to roll. From the example, if you want Standard Named Item A, you have to win a 33% initial chance for the slot, then win a further 1/7 (~14.4%) chance for that item specifically (which is under 5% per pull without accounting for the rare item roll which dilutes the chances further). Even with only three named items in the pool (~11% chance per pull), getting the one you want can take *weeks* of dedicated farming. With the saturation of the table with augments (and the rare chance), we're under half of the chances of a three item chest, which is going to be misery to farm.

At a minimum, I would like to see a return of the prior bad luck protection mechanics that used to be common, run the saga three times, pick your item out of the rewards list. It gives a concrete end goal, it leaves the "ideal chase" with mythic / reaper bonuses available, and allows sweat effort to get the initial item for the gear tetris.

As an aside, if the rare items are suppose to be chase items, why aren't they just rolling on their own slot? That way they never obscure any other loot or roll, they just show up when RNG deigns it (or the feytwisted chests that could drop any of the twisted items, I was always hyped when those chests showed up).
 

Ying

5000+ hours played
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.
 

Spyderwolf

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.
that probably illustrates why they didnt disclose the rates themselves. adding an additional 1% drop chance to rare loot is meaningless to most people id imagine. i recently had to loot booking burning over 700 times to get a golden age buckler. im currently in the process of farming a heavy crownblade armor from voices of the dead. im over 360 pulls from it atm this week. 1% feels inconsequential when compared to those numbers imo. more casual players who dont multibox and dont farm as hard still dont have items from MD after all this time. id really love to have someone from the dev team give a frank, concise reasoning behind the decision to go to rare loot tables.
 

Dom

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.
They sure heard us loud and clear with MD! Can't wait for all the Rare items in chill of ravenloft to be broken for months cause players cant do SSG's QA job until they finally pull the items
 

IanMoon8

Well-known member
Others have already made this argument but without providing actual meaningful figures for how "rare" rare loot is, it will just be MD 2: Electric Boogaloo.
 

Dazling

Well-known member
Well looking through the gear on Lammania, I have to say I wasn't expecting it to be quite so exactly a copy paste from Isle of Dread. Like I know there's this line in the original post encouraging you to share actual playtest experience:
  • 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!
But to be honest, I just don't really know what I would be test driving - it's pretty much strictly just "numbers go up, slightly". I don't really even mean that as a criticism, I legitimately just don't really know how testing running around with gear that gives me an extra 20 damage per hit and 2 extra main stat would be a meaningfully new experience, especially because as far as I know the quests aren't even available to run around in?

(Theoretically) Actionable Feedback:

Constructive:
- I really don't like that a lot of the items, especially in heroics, have quality/insight bonuses on them to things like absorption. I get trying to give different types of stats to stack and things, but like, I just can't get excited over a cloak where 7% quality absorption (or like, 3% in heroics) to one element is something it gives. I'd much rather see this type of stuff just be enhancement - examples include quality absorption, quality spellpower on the orbs, and quality save bonuses (+3 just doesn't feel good). Getting enhancement absorption that is actually significant or something other than +3 to a single save or +38 spellpower would feel a lot better.

- The shields seem really, really bad? Nothing but insightful PRR, and like a tiny bit of threat on the tower. And several say TBD. Hopefully more stats coming on those, or ideally it would be very neat and unlikely to be OP if they just got some socketing of their own.

- Some of the Sun and Moon Augments don't seem ever worth it. I just can't imagine taking +4 to two skills. The numbers could be +5 in heroic and +10 in legendary instead of +2/+4 and I would maybe occasionally consider one. +10/+20 and I'd actually probably put in occasional ones for builds. But they're competing for set bonuses, it just can't be that low.

- The warlock tax is way too high, this makes it worse. Warlocks have to spend an epic feat, epic destiny feat, and now 2 sun and 2 moon augments to max out their eldritch blast and pact dice. Not even including the 5 piece filigree. Honestly I'd just straight up make the augments "+3 pact and blast dice" for both sun and moon for now to avoid making it just completely terrible for warlocks.

- The crafted stuff being 100% copy pasted just doesn't feel good at all, I really don't like that. I'd like to see some more effects - even stuff like "Lets make this light damage instead of fire", "Lets borrow this from Thunderholme", "Lets borrow this from Slave Lords" since I'm assuming fully new effects would be out of scope this close to release. But like, a 100% copy paste just makes me want to stick with the dino bone weapons or the other good stuff that has come out since them, not a fan of just straight number go up itemization. Den of Vipers was a good example of taking some effects that weren't necessarily all that new, but tweaking stuff around to make them feel different and work with different builds.


Positive:
- I like the +20% HP trinket, I like the Power in Pact Necklace, I like the Sound in Silence Goggles. All 3 very powerful effects (Power in Pact perhaps a bit more limited in scope), but requires itemizing towards them so there's still a place for other items in those slots or other sources of those effects.

- Some of the sun and moon augments are welcome additions. Excited by +10% spellpoints and I like the dodge cap one.
 

Monkey_Archer

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 in other words, a full party of 6 will pull less than one rare item on average after fully ransacking the chest. So if everyone in the party needs a specific item, we're looking at ~12+ weeks of non stop ransacking. Wonderful.
 

Spyderwolf

Member
If your going to continue with rare mechanics at least make it trade able on ahs or more will boycott
or do like some other games. content can drop a content specific currency that is only used to buy named loot from a vendor from. giving a parallel path to loot acquisition, its a pity mechanic. you loot x number of the currency, you buy the item you didnt get lucky enough to pull. they already have a form of it in raid runes. you get 1 per chest you loot in the pack, after 50 or 100 or whatever arbitrary number they decide on , you buy an item .
 

Mindos

CHAOTIC EVIL
Can't wait for all the Rare items in chill of ravenloft to be broken for months cause players cant do SSG's QA job until they finally pull the items
Have they commented at all on the broken rare crown of summer MD item? Bad form to release new expansion when old has glaring bugs.
 

Spyderwolf

Member
or do like some other games. content can drop a content specific currency that is only used to buy named loot from a vendor from. giving a parallel path to loot acquisition, its a pity mechanic. you loot x number of the currency, you buy the item you didnt get lucky enough to pull. they already have a form of it in raid runes. you get 1 per chest you loot in the pack, after 50 or 100 or whatever arbitrary number they decide on , you buy an item .
additional idea, let us treat named items like reaper items. let us crunch named items for 1 frag and rare items for 5 frags , then use said frags to buy named items from that content pack.
 

Shall

Well-known member
I'm going to echo that having sun/moon augments on the same loot table as the gear itself is too much items and makes gearing just obnoxious. I don't know how difficult making barter npcs are and would be surprised if I am the first to suggest this, but maybe instead of having sun moon augments themselves drop every quest could just drop generic uncut solar/lunar gems you use to buy sun/moon augments (with the rare ones costing more I guess, although I don't really like the idea of rare augments), both cutting down on the number of competing items in the loot pools and cutting down the double rng of getting the equipment and correct augments required for a specific build.
 

Dom

Well-known member
Have they commented at all on the broken rare crown of summer MD item? Bad form to release new expansion when old has glaring bugs.
I haven't seen any comments around them fixing any of the rare MD items that were broken, nor have I seen any indication of fixes through release notes to date.
 

peng

Well-known member
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
Mats: please increase drop rates or lower crafting requirements such that you can make an item with one run through the quests.

Item/augment drop rates <big breath> oookay, here we go:

Old style loot tables:

In sharn xpack for example, cogs quests have 3 items each, chain 1 except just business have 5 items each, and just business and chain 2 have 6 items each.
So the chances of finding any particular item on elite are:
3 named items (.33/3)5 named items (.33/5)6 named items (.33/6)
chance of specific item11%6.6%5.5%
average runs to get specific item~9.09~15.15~18.18

In this proposed Lamordia system, we still don't have full numbers, so I'll pull some out of my... donkey: 4% rare augment, 6% rare item, 25% regular augment, 65% regular item. With 4 regular items, 3 regular augments, 1 rare item and 2 rare augments, that gets us:
regular item (.33x.65/4)rare item (.33x.06)regular augment (.33x.25/3)rare augment (.33x.04/2)
chance of specific item~5.36%1.98%2.75%0.66%
avg runs to get item~18.65~50.51~36.36~151.51

These numbers are all made up, but the point is, the more you split the pie, the smaller each slice gets.

Ideally, the average number of runs to find a specific non-rare item should be less than 2 full solo ransacks, and rare items no more than twice that. You can do that by fiddling with the numbers, or rolling on each list separately (eg if you succeeded on all rolls, you could theoretically pull a regular named item, a rare, an augment, and a rare augment), but the actual chance to find a *specific* item is the important number, not the chance of finding any regular item vs any regular augment vs any rare item vs any rare augment.
 

Rusty_helmet

Teh_troll’s Fluffer
I don’t often look at preview loot because I am always disappointed.

My post is to remind the devs to not skimp out on augments. Legendary spellpoint increase +10%-20% was missed in MD (to follow hp) for instance.

Also if you do individual saves and DCs, they need to be one point HIGHER than overall dc bonuses (ie, artifact necro +4 as there already is a +3 to all).

Lastly, mind your abilities that don’t work. Helm of the warblade was never fixed. It had the wrong seeker and the melee power and healing amp have never worked. Don’t fall into that trap again.

Things melees need for offense:
Doublestrike (regular, insightful, quality, artifact)
Deadly (regular and quality, don’t bother with insightful as it doesn’t stack with a trance)
Seeker (regular, quality, insightful)
Enhanced bloodrage
Deception (regular, quality, insightful)
Improved deception
Accuracy (regular, insightful, quality)
Relentless Fury

Added things you should have: profane doublestrike, artifact/profane deadly (I know there is a damage one already for artifact)
Artifact/profane seeker
Artifact/profane deception
 
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