Update 69 Preview 2: Items

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SteelStar

Senior Systems Designer
Hey, everyone! Welcome to your first preview for loot found in Myth Drannor! There's a lot of loot in this expansion pack, and all of it is present in this preview! Loot in this update is Minimum Level 13 in Heroic, and Minimum Level 33 in Legendary.

Let's take a look at what can be found in chests:
  • Weapons from the Weapon Suite
    • Like previous expansion packs, most chests (including optionals) have a chance to drop weapons from the Weapon Suite - In this case, the Fallen Age weapons.
    • Chance at Weapons from the Rare Weapon Suite
      • In rare cases, when the Weapon Suite table is rolled, you will receive a weapon from the Golden Age suite instead.

  • Generation 3 Filigree
    • On Legendary difficulties, end reward chests may drop Generation 3 Filigree. This is the same table and the same odds as Gen3 Filigree used in Saltmarsh. (These aren't on the regular Dojo Loot Guy in this Preview, as they are not new.)

  • The Named Loot Table
    • The named loot table for each dungeon's end chest includes:
      • Named Items
        • Unique to each dungeon, as usual.
      • Sun and/or Moon Augments
        • These are also unique to each dungeon; see below for details on these new kinds of Augments!
      • Chance at that chest's Rare Loot Table
        • In rare cases, instead of pulling something else from the Named Loot Table, you will receive something from that dungeon's Rare Loot Table instead. This table includes a mix of exclusive Named Items and Sun/Moon Augments that are unique to that chest. In Legendary, Minor Artifacts may also drop from this list in certain dungeons.
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Sun and Moon Augments / Set Bonuses:
In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots!
  • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
  • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Boot slot items.
    • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place. Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments. The Sun and Moon Augments in this pack are currently intended to be unbound, though this may change before release. Sun and Moon Augment Slots can (and do!) appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).
  • Sun Augments replace Primary sets in this pack, meaning their Effect Bonus Type is usually Artifact.
  • Moon Augments replace Secondary sets in this pack, meaning their Effect Bonus Type is usually Profane.
This means their effects do not stack with similar Set Bonuses from previous packs, though if you had a combination of loot with an old Set and Myth Drannor Loot with Sun/Moon Augments that provided bonuses to different stats, they would work together. Most Artifact and Profane bonuses from recent sets have a corresponding Sun or Moon Augment somewhere in Myth Drannor. There may be some not represented here yet, and others that people may want to see - We'd like to continue using this system in the future if possible, and that will be a good opportunity to add more Augments to the system.

Sun/Moon Augments that drop in Legendary Dungeons in Myth Drannor are ML30. Most Sun/Moon Augments that drop in Heroic Dungeons in Myth Drannor are ML1, though some have higher minimum levels. This isn't especially relevant in Myth Drannor, as the only items with slots will be ML13 and ML33, but it may be relevant if this system is used beyond this pack.

The Myth Drannor suite of Sun and Moon Augments are in the test dojo this preview, and relevant items from this pack have their intended slots, so please go try it out!

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Known Issues This Preview:
  • Flavor Text reads "TBD" on every item. I'm working on that right now!
  • Some items seem to have older packs' Set Bonuses lingering on them. This is unintended, and will be removed.
  • Cloak of the Forest's Arrow has Doublestrike effects on it. It is intended to have Doubleshot effects instead.
  • Some Robes, Outfits, and many of the armors involving skirts are not showing their correct base layer yet (or sometimes none at all).
  • Some armors are appearing as white when they will have unique colors on release (matching their swords).
  • The three Echo swords do not have their unique art yet.
  • None of the Goggles have correct art yet, we are getting some new goggle art in.
  • The Solar Gem of Enduring (Sun Augment) should be Legendary typed, not Artifact.
  • Not an issue, per se, but I'd like to acknowledge that we know there are no Orbs in the loot as of this preview. Open to suggestions on those.

We're interested to hear your feedback on individual items in this pack as well as on the Sun/Moon Augment System, so let us know what you think!
 
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QuantumFX

Well-known member
RE: Heroic Shields - Is the Rough Hide enchantment supposed to scale that high? (+7) IIRC, it's an appropriate value for Natural Armor, but not Rough Hide.
 

Khurse

Well-known member
Cloak of the Forest's Blade and Cloak of the Forest's Arrow and Legendary versions have exactly the same enhancements. I assume one is supposed to be Doubleshot instead of Doublestrike.
 

SteelStar

Senior Systems Designer
Cloak of the Forest's Blade and Cloak of the Forest's Arrow and Legendary versions have exactly the same enhancements. I assume one is supposed to be Doubleshot instead of Doublestrike.
Correct, thank you. Will update Known Issues above.
 

rabidfox

The People's Champion
Generation 3 Filigree
  • On Legendary difficulties, end reward chests may drop Generation 3 Filigree. This is the same table and the same odds as Gen3 Filigree used in Saltmarsh. (These aren't on the regular Dojo Loot Guy in this Preview, as they are not new.)
Obviously we're not seeing raid gear yet, but I hope that means we might see gen 3 raid filigrees.
 

Wisefreelancer

Active member
The Legendary Sun augment states it gives 10% Artifact HP. On Lam it appears to not give anything at all (bug) but unless you intend to open up a new source of % HP, should this be Legendary like other typical set bonuses?

Really like the direction on set bonus augments - now with any 3 of 5 you can build your own set equivalent in power to what you used to get from a fixed three piece set. Very friendly towards one-off items without set bonuses, which is great. Not much power creep in the available set bonuses either - looks like versatility is the benefit rather than raw stats, which I approve of. Hope this sticks until the next patch.

Quite a few legendary items appear to be missing their fourth effect. I think the rare named swords are missing all of them?

Love the inclusion of Gen 3 filigrees here - they needed to be available more widely and first filigrees in a pack for a while.

The new augments cover most typical set bonuses. Couldn't see a +MRR Cap option which is disappointing - that would be really great to see.
 

SteelStar

Senior Systems Designer
The Legendary Sun augment states it gives 10% Artifact HP. On Lam it appears to not give anything at all (bug) but unless you intend to open up a new source of % HP, should this be Legendary like other typical set bonuses?

Really like the direction on set bonus augments - now with any 3 of 5 you can build your own set equivalent in power to what you used to get from a fixed three piece set. Very friendly towards one-off items without set bonuses, which is great. Not much power creep in the available set bonuses either - looks like versatility is the benefit rather than raw stats, which I approve of. Hope this sticks until the next patch.

Quite a few legendary items appear to be missing their fourth effect. I think the rare named swords are missing all of them?

Love the inclusion of Gen 3 filigrees here - they needed to be available more widely and first filigrees in a pack for a while.

The new augments cover most typical set bonuses. Couldn't see a +MRR Cap option which is disappointing - that would be really great to see.
  • The 10% Artifact HP Sun Augment should indeed be Legendary. Will add to Known Issues above.
  • Investigating why some of the items aren't appearing with four effects. That is not intended; please let us know which items don't have them as you find them.
  • While we tried to include most effects that have appeared in recent Set Bonuses, we don't have MRR Cap in Sun or Moon Augments at this time. If this system continues beyond Myth Drannor, (and we'd like it if it did), MRR Cap is a good potential future Augment.
 

PsychoBlonde

Cartographer Extraordinary
Please post gear/items here including any cosmetics... for the 95% of the population without access to Lam... you know, so I can determine if I want to buy Myth or not.

Don't know why you think 95% of the population doesn't have access to Lam. If you can download and run DDO, you can download and run Lam. It's not restricted or VIP-only or anything like that. The only reason someone *can't* access Lam would be if they are in a situation where they can't control what gets downloaded, like if they live in a country where internet access is only allowed through government-controlled internet locations or something like that, and the VAST majority of the playerbase for this game is in the U.S. and Europe.

Now, if you meant that 95% of the playerbase is lazy and can't be bothered to download the preview client, yeah, that's plausible. But they still have ACCESS to it.
 

Lobfist

New member
Sun and Moon Augments / Set Bonuses:
In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots!
  • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
  • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Boot slot items.
    • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place. Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments. The Sun and Moon Augments in this pack are currently intended to be unbound, though this may change before release. Sun and Moon Augment Slots can (and do!) appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).

Is it possible to find RNG loot with a Sun/Moon aug on a different slot than the 2 lists? So I could make a Sun set out of a named Armor and Cloak with a Cannith Crafted Belt?

Sun/Moon aug slots won't appear on RNG ring/weapon/shield, or was that reffering to named items? What about Orbs?

Sun/Moon Augments that drop in Legendary Dungeons in Myth Drannor are ML30. Most Sun/Moon Augments that drop in Heroic Dungeons in Myth Drannor are ML1, though some have higher minimum levels. This isn't especially relevant in Myth Drannor, as the only items with slots will be ML13 and ML33, but it may be relevant if this system is used beyond this pack.

Min level 1/30 augs are relevant! if you get RNG with the augs slots you can cannith craft and have gear at any level with the set bonuses
 

ACJ97F

Well-known member
Any chance you'll eventually fix FIRST generation filigree? The Purity set hasn't worked since U37 came out, and Mummy Rot still randomly
hits you regardless of having the set. If you need a reminder, there's bug reports dating back 6 years you can probably find in the basement. ?
 

Epicsoul

Lava Divers Assistant to the Regional Manager
I wanted to bring up the tower shield with the 20% Legendary Hitpoint effect. While seemingly helpful, it doesn't fully address the underlying problem of restrictive gearing for tanks.

For years now, tanks have had to wear 5 to 7 pieces of LGS gear to achieve a total of 24% Legendary HP. However, since then, all other set bonuses have been capped at 10%, which has severely limited our gear options. I believe the reasoning for this was stated as "balance".

Now, a single Tower Shield with a 20% Legendary HP effect is proposed. At first glance, this seems like a great addition—it boosts gearing flexibility by removing the mandatory nature of LGS pieces; and, to be clear, I consider this an improvement. However, this change only shifts the problem. Now, tanks will feel compelled to wear this new shield until another similarly powerful item is introduced, completing locking the shield slot.

We need more sustainable and diverse solutions to truly free up our gearing choices for tanks.
  1. Introduce a Legendary Feat: Create a feat that offers a similar HP boost, allowing tanks to diversify their gear without sacrificing survivability. The feat could require the shield mastery line and base the percentage off the type of shield worn.
  2. Increase Existing Set Bonuses: Adjust the set bonuses of current and future gear to be more competitive with LGS.
  3. Others?
 

Nickodeamous

Well-known member
I have a clarification question:

"This means their effects do not stack with similar Set Bonuses from previous packs, though if you had a combination of loot with an old Set and Myth Drannor Loot with Sun/Moon Augments that provided bonuses to different stats, they would work together. Most Artifact and Profane bonuses from recent sets have a corresponding Sun or Moon Augment somewhere in Myth Drannor."

so, what if I have a 3 piece MRR cap augment set that I need to jam in here. Can I, or can I not put one of the augments in the same piece of gear that has either a moon or a sun augment already slotted. Right now, iof you do this, it supersedes the existing set on said item. I ask this because at the moment, I don't see anything that would boost MRR cap set-wise.

Thanks!
Nic
 
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