U81 Preview 2 - Loot

Zvdegor

Melee Artificer Freak
Why no devs put items for robots ever? Auto repair, cannith combat infusion, anything which supports robot life. Always repair lore and crit chance. That is a bit booooooooring. Repair skill, repair spell power are only for self heals whic reapers supresses. Can robots get robot specific items and also crafting systems can have options for robots????
 

Ratatoskr_Mikew

Well-known member
Why no devs put items for robots ever? Auto repair, cannith combat infusion, anything which supports robot life. Always repair lore and crit chance. That is a bit booooooooring. Repair skill, repair spell power are only for self heals whic reapers supresses. Can robots get robot specific items and also crafting systems can have options for robots????
They gave us "Legendary Karazikar's Cube" in which contains Repair lore and repair intensity in which are both covered by the minor artifact called The Life for the Lifeless through the effect called Memory of Animated Objects.

In other words, Legendary Karazikar's Cube is total garbage
 

Ratatoskr_Mikew

Well-known member




  1. [*]
    rNV64YR.png
    rBOKP9p.png
    cHaQiy4.png
    DUhEG5q.png
    ehgbk8L.png
    xOS2I0W.png
    V6gTlAU.png
    mYFhktg.png
    GdLLi7I.png
    gR3ORd5.png
    sIRsOOE.png
    xdYaIrQ.png
Notice how none are from this expansion?



Legendary Tinkering Grips (Gloves)
Insightful Astute Skills
Quality Astute Skills
Greater Auto Repair
Insightful Repair Amplification

Green Augment Slot
Colorless Augment Slot
Moon Augment Slot


Legendary Tinkering lenses (Goggles)
Astute Skills (Competence bonus)
Prudent Skills (Competence bonus)
Nothing is Hidden
Eversight

Green Augment Slot
Colorless Augment Slot
Sun Augment Slot

Legendary Tinkerer-Made Boots (Boots)
Jet Propulsion
Freedom of Movement
Unstoppable Staggering Blow
Legendary Air Guard
Green Augment Slot
Colorless Augment Slot
Moon Augment Slot

Legendary Modron Remains (Trinket)
Legendary Repair Systems
Sheltering +40
Runearm Focus +13
Insightful Reconstruction +85

Green Augment Slot
Colorless Augment Slot
Sun Augment Slot

Legendary Ring of the Hunter (Ring)
Vulkoor's Bite
Essence Crafting prefix slot
Essence crafting extra slot

Green Augment Slot
Colorless Augment Slot
 
Last edited:

Epicsoul

Lava Divers Assistant to the Regional Manager
A few comments on the loot:

1) Catalyst Loot - I'm not sure what makes some of the gear "rare," specifically the weapons. There's nothing uniquely powerful from what I can tell to warrant chasing the weapons. If time allows, I'd suggest adding a unique effect to the weapons:

Catalyst Reaction: When you attack with a weapon or spell, you have a small chance to trigger a random Catalyst Reaction. This effect can occur once every 60 seconds.
- Abyssal Reaction: For the next 20 seconds, gain a +2 Psionic bonus to all attributes.
- Deep Reaction: For the next 20 seconds, gain a +3 Psionic bonus to damage and +15 universal spellpower.

2) Profane Universal Spell Critical Chance Augment - I would love to see a Lunar Augment for 6% spell critical chance and subsequently nuking the universal spell critical chance items from orbit. Please. Free me from this old gear. If not for the expansion, please consider for the planned caster pass.
 

f1b041b3

Well-known member
Baphomet's Reign - Can we make this 20% hitpoints and call it a day? This is an artifact after all.

I'm not happy about the crafting stations not working for the new items.
The devs probably think that they're already being generous by putting legendary conditioning on a ring, which is maybe why it's the only artifact with a penalizing affix attached to it.
 

Celtic

Well-known member
Same feedback for bucklers as previous - if you intend for bucklers to be used for shield bashing then we need some way of getting dex/cha to hit/damage with them as there is currently no way to do so (that I am aware of - except different tack which gives cha to damage for bucklers) unless the bucklers themselves are coded for it. Can't think of anyone bar casters (to avoid spell casting penalties, and eldritch knight's eldritch accuracy gives int to hit both weapons and shields) and swashbuckling bards who would use a buckler over one of the other shield types, and swashbucking bards would tend to be dex or cha focused.
 
Last edited:

drjoans

kinda-known member
now would have been a great time to add the tome of legends weapon update.... I was so sad when you updated orchard but didn't make Epic versions of the weapons/shields from turn ins. Those are some of the coolest weapons in the game!
 

Dielzen

Well-known member
On a spellcaster focused look I noticed some oddities

  1. There are zero items with Spellpower (beyond Potency which is mostly useless) in the expansion unless you do one of the rare item catalyst things.
  2. Even including those you have zero items with Cold or Radiance spellpower
  3. The one Power In Pact item locks you out of Sonic Intensity/Lore (you *can* get lore with the greatclub, but not intensity) which is decent-sized penalty to Feylocks
  4. Only one flavor of damage gets an "all-in-one" item, the Muck which becomes an Acid Stick with catalysts.
  5. As a bard mainliner I also noticed that I can't get Illusion Focus at the same time as Sonic Intensity, as they're both on Trinkets
I may have missed an item or three (there's a ton) but these things all stood out to me.
 

Lazuli

Well-known member
Please could we have a Universal Spell Critical Chance Solar augment so we don't have to keep using Dread / Vecna Sets
This, a thousand of times.

Casters shouldn't necessarily be tied to old sets, especially since you've just made the spell DC numbers on those sets so useless.

If you could also change Solar Arcane Endurance to Lunar to alleviate the bloat of solar gems that casters have, please. Replacing our LGS sets with a solar gem that we don't have room for has been truly punishing for casters.

Although EpicSoul's proposal to give us this spell critical chance as a lunar gem (not rare!) would be even better. Although change the old sets to profane in order to prevent stacking... otherwise, we'll never get rid of those old sets.



I still insist: we need to combine the effects of various spellpowers/lores on our gear, and the same needs to be done with school spell DC. When I started designing new gear for my casters, I found myself in such a maddening Tetris-like situation that I gave up. The bloat of the fear caster is excessive. Come on, devs, what do we do, give up on spell crit damage to fit in your new spell focus effects? You know that worsens the caster's condition, right?

Use the affixes you already have, like Power of the Thunderstorm, etc., and extend them to spell critical damage as well. Create new combined affixes for the spell schools.

I'm begging you. Reduce the bloat stat on the caster's equipment. The system is crashing.
 
Last edited:

Lazuli

Well-known member
2) Profane Universal Spell Critical Chance Augment - I would love to see a Lunar Augment for 6% spell critical chance and subsequently nuking the universal spell critical chance items from orbit. Please. Free me from this old gear. If not for the expansion, please consider for the planned caster pass.
This is even better than creating a solar universal spell critical chance! Reduce a bit the serious bloat on solar gems, and give us the gem we need it.

Do it, please, devs!
 

Rockcrusher

Well-known member
Nearly Completed Items
Many items in this expansion drop with a "Nearly Completed" effect for their 4th effect. If you're familiar with Nearly Finished in previous content, this is a very similar (and Forgotten Realms-friendly) system. There are six kinds of Nearly Completed present on items in this expansion:
  • Spell School: This allows you to craft on an Equipment bonus to your choice of Spell School.
  • Skill: This allows you to craft on an Exceptional Bonus to a group of skills based on an ability score of your choice (STR skills, INT skills, etc)
  • Healing Amplification: This allows you to craft on your choice of Competence Bonus to Positive Amp, Enhancement Bonus to Repair Amp, or Profane Bonus to Negative Amp (the normal bonus types for those amps found on named items)
  • Ability Score: This allows you to craft on your choice of Enhancement Bonus to Ability Score.
  • Insightful Ability Score: This allows you to craft on your choice of Insight Bonus to Ability Score.
  • Quality Ability Score: This allows you to craft on your choice of Quality Bonus to Ability Score.
To do so, you will collect Abyssal Gems (BtA) from chests, then use those with these items in a crafting station.

If items have only one available Nearly Completed slot choice (Spell School, for example), won't that make the gear way too limited? Can't it support multiple (2-3) options per item?

For example, If I want a Flamewhip belt it only allows me a Spell Focus option. That's going to make gear-tetris even more difficult as choices are more limited.
 

Epicsoul

Lava Divers Assistant to the Regional Manager
Reading is hard, yea...
It is confusing language.

+6% Artifact bonus to Universal Spell Critical Chance compared to +6% Artifact Bonus to Spell Critical Chance.

Is, quite simply, DUMB. Not as dumb as not just giving us Profane Spell Critical Chance though.
 
Top