Update 69 Preview 2: Items

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Sarlona Raiding

Well-known member
Look further back. Steelstar said the bonus is intentional to be the same for heroic and legendary.

He is clearly indicating that the bonus type is intended for heroic and legendary. I don't see that he explicitly states that the bonus % is meant to be identical. If that is the case, why is the augment half?
 

nenetteblackmoor

Well-known member
Steelstar explained this in Fridays at Four with Cordovan. He said it was a possibility these augments could be introduced to other Heroic/Epic/Legendary loot. Therefore a level 30 item with a Sun Slot will simply just 'work' with the current legendary gems and scale correctly.
(The video @12:04)
I think that, like with Meteoric Star Ruby and Canith Craft, if the values were adjusted based on the level, a single augment could be adapted to items of any level in the future.

So why does the development team create many augments separated by level?
It’s ridiculous to deliberately use low-level augments due to development circumstances.

To the developers of DDO.
If you intend to continue using this system in the future, please make it so that the stats are automatically determined when the augment is attached to an item, rather than creating augments for each level.

This would be simpler.
You just need to reuse the code from Cannith Craft or Curse Card.
 

sssssnake

New member
I think that, like with Meteoric Star Ruby and Canith Craft, if the values were adjusted based on the level, a single augment could be adapted to items of any level in the future.

So why does the development team create many augments separated by level?
It’s ridiculous to deliberately use low-level augments due to development circumstances.

To the developers of DDO.
If you intend to continue using this system in the future, please make it so that the stats are automatically determined when the augment is attached to an item, rather than creating augments for each level.

This would be simpler.
You just need to reuse the code from Cannith Craft or Curse Card.
I completely agree with this one,
Steelstar you can make the sun and moon augments scale with the level of the item,for example your sun augment for +30hamp is ML30, make it +34 on a level 34 item or +10 on a level 10 item.
this makes so much more sense and it would solve your issue of balancing stats so you can focus on instead creating new item effects
 

Epicsoul

Lava Divers Assistant to the Regional Manager
I think that, like with Meteoric Star Ruby and Canith Craft, if the values were adjusted based on the level, a single augment could be adapted to items of any level in the future.

So why does the development team create many augments separated by level?
It’s ridiculous to deliberately use low-level augments due to development circumstances.

To the developers of DDO.
If you intend to continue using this system in the future, please make it so that the stats are automatically determined when the augment is attached to an item, rather than creating augments for each level.

This would be simpler.
You just need to reuse the code from Cannith Craft or Curse Card.
Increasing the Moon and Sun augment ML's will grant us ZERO additional power. The numbers would stay the same.

So no, keep them where they are in case we have ML30 gear with sun and moon slots introduced in the future.
 

axel15810

Well-known member
It is intended on both Heroic and Legendary for that item. (This is true for the Shields as well).
Are legendary HP bonuses going to be added retroactively to any other heroic/epic gear? Kind of an outlier that ML 13 items/shields have a big unique stacking HP bonus only replicated in LGS and end game sets (unless I am forgetting something else that has it). I know ya'll are also adding a leg HP feat - is that feat able to be taken at heroic levels or is it an end game feat?
 
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SteelStar

Senior Systems Designer
He is clearly indicating that the bonus type is intended for heroic and legendary. I don't see that he explicitly states that the bonus % is meant to be identical. If that is the case, why is the augment half?
The bonus % is meant to be identical.

The augment is meant to be less than the maximum you can get from certain items. This is for balance reasons. It isn't the first time we've had a bonus on an augment appear in the same type at different values on gear for balance reasons, and it will not be the last either.

Are legendary HP bonuses going to be added retroactively to any other heroic/epic gear? Kind of an outlier that ML 13 items/shields have a big unique stacking HP bonus only replicated in LGS and end game sets (unless I am forgetting something else that has it). I know ya'll are also adding a leg HP feat - is that feat able to be taken at heroic levels or is it an end game feat?
We are not adding it retroactively to other gear at this time.
The feat has a minimum level of 34.
 

ChickenMobile

Well-known member
You just need to reuse the code from Cannith Craft or Curse Card.
As a programmer myself... it is never quite as simple as you think :LOL:
If you intend to continue using this system in the future, please make it so that the stats are automatically determined when the augment is attached to an item, rather than creating augments for each level.
It would definitely free up a lot of space in augment bags and a nice-to-have for good levelling set bonuses. However it would still be limited by the minimum-level of gear they release with this Aug slots. Some people were wondering if random or craftable loot would emerge with these slots, and I doubt it will. Would be cool though! I'm still hoping for an Epic/Legendary Mysterious Ring.

Also, if the augments completely scaled with gear level, I would just farm them in heroic quests. Probably not something they want tbh - seeing as they want to keep them unbound.
 

Sarlona Raiding

Well-known member
The bonus % is meant to be identical.

The augment is meant to be less than the maximum you can get from certain items. This is for balance reasons. It isn't the first time we've had a bonus on an augment appear in the same type at different values on gear for balance reasons, and it will not be the last either.


We are not adding it retroactively to other gear at this time.
The feat has a minimum level of 34.

Thanks for the clarification.

There are many people that solo for questing and join pug or even private raids.

My concern is that some soloers are going to use that 15% cloak because threat is mostly a neutral thing when soloing unless using hirelings for agro - which I don't think many people do. In raids, it would be helpful to know if someone is wearing one of these threat-generating hp bonus items (by inspecting their bar) so we can ask them to remove any threat generating items for raids. This issue exists with defense stance, but we can tell who has it on by inspecting. In general, I think think threat generation should be a public stat as hp and sp are so raid leaders can help educate people that don't understand threat.

The concept of threat is confusing to many people, but everyone understands hp is good.
 
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Kitty2Meow

Well-known member
Hi SteelStar and Dev Team,

This may be off topic, but since there is no new quiver for many years now, is it possible to at least let us to upgrade the "Epic Quiver of Alacrity" to Legendary and remove the "Concentration -50" ?

And perhaps give the Legendary one a "Lesser Sun or Moon slot"; a Lesser slot that only has 50% of the Augment effect? so it would not be overpower.

Give us, the players, more flexibility for gearing will be greatly appreciated.


Thanks.
 
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VinoeWhines

Well-known member
I would like an Lesser Minor Artifact Quiver.
One Fillagree and One Clear Augment.
At Least a Quiver with a Colorless Augment for starters.

Craftable Gear like Sharn gear adding +Quality Stat/Enhancement/Quickdraw/Point Blank Shot-Sneak Attack Meters/Shot On the Run Feat/Rapid Shot...
Cannith Crafting type granular choices would be great.

This would save time on having to Pinboard decisions on what ability to add in the future gear and would open up, to just be brainstorming maybe new D&D abilities on gear as oppose to just Stats and Protections.

I agree that making more augments to add to Sun/Moon: (or gear for that matter)
Insightful Stat/Quality Stat/Quality Tactics(Assassinate)
+3 Artifact All Stat
+4 Artifact One Stat
15% Cooldown Reduction to Tactical-Assassinate abilities
+3 Artifact All DC's
+4 Artifact One DC
+3 Profane All Stat
+4 Profane One Stat
Feats like Quickdraw are already available as an Augment, how about Sap Augment or an Exhaustion proc Augment, Wind through Trees Augment.
Improve Deception Augment

This would free up devs to focus on Dungeon and Game development; as Stats/Feats/Enhancements can be easier to revisit fine tune, as it would be a separate focus.
Players would not have to complain about gearing choices so much, as they would be able to focus on gameplay and build improvements.

Right now there are 3 set bonus' one can get or even more possibly.
New expansions need to build on that idea. Maybe 2 Set bonus' can open up a Twist ability for those that are interested in Multi-Class builds.

I always liked the idea of an Assassin Rogue-Caster.(Trickster). Since there are those that do the opposite Caster-Rogue.
Shadow Dancer should of taken advantage of this by adding Assassinate to the DC's of illusion for Phantasmal Killer(Executioner). That's what Consume use to be before it got removed. Executioner Strike/Shot was removed when it should of stayed(could of been Tier V).
Slight of Hand should of been opening up Scrolls and Wands to be used with Disable Device as a DC along or at least making it Mechanic Tree Improved Traps 1/2/3 and decrease cooldown.
 
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Sarlona Raiding

Well-known member
Did anyone test if 3-piece augment sets worked when slotted on an item with a sun or moon augment? In other words do sun and moon augments prevent 3-piece augment sets from working on those items? I didn't think to test this, but a guildy was asking about this.
 

rabidfox

The People's Champion
Did anyone test if 3-piece augment sets worked when slotted on an item with a sun or moon augment? In other words do sun and moon augments prevent 3-piece augment sets from working on those items? I didn't think to test this, but a guildy was asking about this.
Works great when I tried it. Confirmed by Steelstar as WAI as the sun/moon aren't sets; they just provide the same type bonuses previously seen on sets but in a single aug with dedicated slots.
 

SteelStar

Senior Systems Designer
Works great when I tried it. Confirmed by Steelstar as WAI as the sun/moon aren't sets; they just provide the same type bonuses previously seen on sets but in a single aug with dedicated slots.
It's also specifically mentioned in the OP!
  • 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.
 

Sarlona Raiding

Well-known member
Works great when I tried it. Confirmed by Steelstar as WAI as the sun/moon aren't sets; they just provide the same type bonuses previously seen on sets but in a single aug with dedicated slots.
Thanks for the confirmation!
It's also specifically mentioned in the OP!
Thank you. The post said old loot with set bonuses would work, but there was no mention of old set augments working on new loot with sun/moon augments. I didn't think to test that specifically - was concerned the set augment would overwrite the sun/moon effect like it does with set bonuses.
 
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Ahpuch

Well-known member
These aren't the exact weights within the "new roll", and there isn't an "ultra" within rare, but the structure is more or less correct.

Rerolling works exactly like it always has. You reroll the entire chest and you land where you land.
Gonna say again: if you are allowing rerolls for $ (and AS should be considered $) you should clearly document the weights of the items that people are rerolling for. Not doing so is like taking some cards out of the black jack deck but not telling the players which cards are missing. You should also show the rolls so people can see them. I for one will not spend AS on rerolls without more clarity.

This is gambling adjacent, at the very least, and clarity should be provided. "those aren't the exact weights" should not be as much info as you are willing to share.
 
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