Update 69 Preview 3: Items

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SteelStar

Senior Systems Designer
Welcome to Preview 3! We've made quite a few updates and fixes to loot from Preview 2. If you weren't around for Preview 1, below the changelist is a thread describing the loot structure in Myth Drannor! As before, all the loot can be found in the Test Dojo, so please head there to see individual items!

Important Note: There was no Character Wipe between Preview 2 and Preview 3. If you have items from Preview 2 lingering in your inventory, they will not have been updated with the changes below. This does not mean they're bugged, just outdated. Toss them out, and look at new copies!

Changes from Preview 1:

(Assume that changes apply to both the Heroic and Legendary versions of the item unless specifically mentioned otherwise)
  • Goggle-slot named items in Myth Drannor now have brand-new Goggle/Glasses art.
  • Armor-slot items should now have the correct appearances. (If there's any stragglers that still look wrong, let us know!)
  • Items that had fewer than four effects in Preview 2 now have four effects. Some of these are brand-new stacking effects.
  • Fixed an issue where new Shields and Rune Arms had some sets from previous updates on them.
  • Armors and Shields in this pack have had their Armor Class adjusted to more competitive numbers.
  • The new shields in this update now have their intended bonuses to Legendary Hit Point %.
  • The Cloak of Nature's Arrow now has Doubleshot, as intended (was Doublestrike in Preview 2).
  • Boots of Fleet and Fortune no longer have two copies of Exceptional Nimble Skills, and now has even more Nimble Skills.
  • Helm of the Warblade now has Profane Life Force instead of Exceptional Seeker.
  • Legendary weapons that had Vorpal in Preview 2 now have Sovereign Vorpal instead.
  • Bludgeoning weapons in this pack now have Impact/Sovereign Impact where their non-bludgeoning counterparts have Vorpal/Sovereign Vorpal.
  • Periapt of Dexterity has had its Exceptional Dexterity Skills (which is covered by another item) replaced with Insightful Seeker.
  • Goggles of the Warrior has had its Insightful Seeker (which is covered by another item) replaced with Kick Em While They're Down.
  • Heroic Glasses of the Meditative Mind now have regular Reinforced Fists (was Sovereign in Preview 2).
  • Sun Augments now properly apply their described effects.
  • The Solar Gem of Enduring is now Legendary-typed, as intended.
  • The Solar Gem of Spell Critical Damage is now Legendary-typed, as intended.
  • The Lunar Gem of Accuracy now has the correct name.
  • The Lunar Gem of Negative Amplification now grants an Enhancement bonus. (The basic item effect for Negative Amp is Profane typed, and Enhancement is much less common).
  • Eight new items were added after Preview 2, and can be found in some Landscape chests:
    • A series of six (more) Rings, each featuring a different Quality Ability Score
    • Solar Gem of Sneak Attack Dice
    • Solar Gem of MRR Cap


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:


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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Dom

Well-known member
The shield giving 20% legendary bonus to hps does not function. Only the profane lifeforce is applying and false life 54 is being applied rather than the 20% legendary bonus to hps.
 
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PraetorPlato

Well-known member
Cloak of moonlight, cloak of the art blade, and the golden age shields are all still on 3 affixes. Also curious if it's possible to change the con ring to an artifact, because right now, all the artifacts are DPS focused. That's an issue because it means tanks and DC casters, which really want 5 filigree slots, are going to end up equipping artifacts that are either completely useless or actively harmful to them just for an extra filigree slot.
 

QuantumFX

Well-known member
Are all the Ring of Mystic <Stat> items supposed to be the same except for the quality stat? It feels like a cut and paste error.
 

Wisefreelancer

Well-known member
Some really nice tweaks all round!

MMR Cap augment is super helpful, very welcome after preview one. Qual stat rings give the pack some options.

One thing I didn't feed back on from Preview 1: Buckler attack stats. Recent packs have had bucklers using STR for attack/damage, but many historic packs had DEX. For certain builds, such as swashbucklers, there are advantages to going Dex but no way to gain Dex to attack.

Could the bucklers be DEX instead of STR? Or perhaps as a compromise option, could Weapon Finesse be made to work with bucklers so dex-based buckler users have some route to making it work?
 

Preacher

New member
  • Eight new items were added after Preview 2, and can be found in some Landscape chests:
    • A series of six (more) Rings, each featuring a different Quality Ability Score
    • Solar Gem of Sneak Attack Dice
    • Solar Gem of MRR Cap
Yes! Thank you for adding an MRR Cap gem!
 

Dragxon

Well-known member
Some feedback I have on some of the items.

Legendary Items:
Cloak of Moonlight: Is missing an effect and the current 3 are really underwhelming.
Cloak of Forest’s Arrow: Tendon Slice and Wind Through the Trees are both just pretty bad. I would replace the Wind Through the Trees with literally anything.
Cloak of Forest’s Blade: Same as above though Tendon Slice is even worse on a melee than a ranged so please replace both on this cloak.
Helm of Sun’s Wrath: Can you update crown of summer to have equivalent melee/ranged power of the same level augments. So that would mean 12 ranged power and if you ever let us have 12 melee power augments that would be nice as well.
Band of Acrobatics: This is a pointless ring. It doesn’t even have the moon/sun slot. If you want a ring like this add the 5 minute propulsion wings effect to it.
Band of Faith and Fortress: This ring is close to good but rings are going to be competitive slots. Can you change the quality prr into temperance of spirit and that would really solidify its niche.
Band of Manifest Magic: This ring is underwhelming with 4 augment slottable effects where the wizardry is just a little better. It needs more to be good.
Band of Mental Magic: Same as above. Don’t be afraid to wrap the foci into 1 or 2 effects slots instead of 3 to make room for 1 or 2 more effects.
Band of Holy Way: Turning stuff and smite evil stuff shouldn’t be on the same item. One is for a cleric and one is for a paladin. Also can we start wrapping hallowed and sacred into 1 effect to have a little more good stuff on these items. The extra turns are also underwhelming, most pure clerics have 30-40 that recharge at endgame and 4 extras are just not needed.
Bracelets of Flourishing Fauna: Fantastic item. This is how you make a great item by taking unique effects targeted for one build and putting them together.
Goggles of the Archer: Another great item.
Pendant of Crippling Strikes: Combat Mastery is a pretty bad effect and insightful combat mastery would be much better.
Pendant of Hardy Presence: Strength of Purpose is just worse than the undying affix in all meaningful content.
Ring of Mystic X: Its really weird that all these rings have the same effects and the combination just makes them kinda weak overall.

Legendary Armors:
Why do the medium, heavy, and docent have quality deadly while the light and outfit have legendary accuracy? Quality deadly is just better is you had to choose between the two and its just really weird that you are making the armors very similar but not on the most important part.

Rare Legendary Items:
Echo of the Artblade: I think this is the only item with sacred spell focus mastery 3 and will be the best in slot for any DC caster because it is unique. I am wondering why sacred spell focus mastery went up to +3 while quality spell focus mastery is still at +2.

Artifacts:
Autumn Equinox is just better than Spring Equinox in 99% of situations. Alchemical Earth Attunement is just the best one and Bloody Thorns can be good depending on if you have primal lore feats while Thorn of the Rose is just pointless.

Legendary Augments:
I dont like that profane attack and damage have been split up.
There is no artifact attack and damage or seeker only 3 sneak attack damage which is really bad by itself. Without these augments raven’s eye/(vulkoor’s might for ranged) stay mandatory for most dps builds.


Legendary Accuracy: Is there a reason this is being added? Will AC be going up by 5 to match this increase so that everyone is expected to have it? I don’t think it will help people catch up in to hit versus widen the gap between people with good to hit versus people without good to hit.
Crown of Summer: This should be updated. Give it 12 ranged power to match the current best ranged power augment and then maybe give 12 melee power and let us loot 12 melee power augments please.
Crippling Vs Tendon Slice: Crippling is just better than tendon slice and even then crippling isnt great. So please dont use tendon slice please.
Will, Fortitude, and Reflex: Why are the saves being split up? You dont need to do that, you can just use resistance for the items and also the artifact bonuses.
 

AMess

What, me worry?
Can we please get some trade-in mechanism for the rare pulls?

My account seems to never acquire the rare or even semi-rare pulls...after years of trying for a jibs I've given up. :(
 

Neain

Well-known member
Just to note that all the heavy armors are metal, as are all the shields. Any druids wanting to use them without being deep in the bear tree are very sad.
Is there any way some of it could be some other material since other things seem... druidy in the expansion?
(I have been told that's a tiny subset of druid players, almost exclusively me and only a few others, but I still want to complain)
 

Ratatoskr_Mikew

Well-known member
It's great that you have a repair based item, but you really suck at making these and don't even seem to consult those who use them! I am the biggest user that I know of for reconstruction spellpower items, these boots could be absolutely amazing, but as they are they are a completely mockery of what they should be!

Please replace repair amplification with insightful repair amplification!

Please replace Repair +21 with either Astute Skills +22 (As per legendary Greensteel), or even better replace the Repair +21 with insightful reconstruction spellpower!
 

Eme

Well-known member
  • 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.)
uninspired and extremely dissapointing. There should be new filigrees themed for the zone
 

Ratatoskr_Mikew

Well-known member
Please consider removing profane well rounded and healing amp from the belts, it would be nice if the stat themed belts had skill bonuses instead.

Profane well rounded stat bonus will not stack with profane stats on a set bonus this also includes making the profane stat augments useless if a belt is equipped, meanwhile not all players use positive healing as their main.

For example: Nimble skills for dexterity belt, and Astute skills for intelligence belt.
Instead, skillset associated with stat on belt and Freedom Of Movement!
 
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Taleisin

Well-known member
Please consider splitting up the rolls similar to the Filigree as only getting one or another is going to be a real feel bad especially with a lot of toons. I don't mind farming, but in this case, sounds like I would never get enough of anything and it would just be a hodge podge of gear and new augments. There is a longer thread/explanation in the Lamannia general forums. Thanks and I hope you would consider this!
 

rabidfox

The People's Champion
Please consider removing profane well rounded and healing amp from the belts, it would be nice if the stat themed belts had skill bonuses instead.

Profane well rounded stat bonus will not stack with profane stats on a set bonus this also includes making the profane stat augments useless if a belt is equipped, meanwhile not all players use positive healing as their main.
I like the profane well rounded on the belt. It's what makes them something I might use. And I can slot 1 more to stats I want via profane augments. It's one of the few items in this entire loot pack that's desirable for myself and many people I've chatted with.
 

Spook

Ghostly Troll
... sigh artifacts and quality stats on ring slots at this point I assume you are actively trying to make this new system as unattractive as possible.
 
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Grundable

Active member
"Armors and Shields in this pack have had their Armor Class adjusted to more competitive numbers." Did we mean to make these so much better than existing shields and armor that are 1 level lower? Is 57 ac for level 33 heavy armor and 40 ac for level 33 tower legit scaling vs 40 ac for level 30 heavy armor and 30 ac for level 29 tower? Are the new monster hit tables expected to be much higher than existing ones?

I really like the secondary stats on both the tower shields for tanks but it's unclear what the rare versions will have as the final stats, also the 20% hp isn't working. Shield bash % or extra bash damage on the rare one might be a nice stat along with mithril as a chase item that's alternative to the base shield.

If it's not too much trouble could you please add Insightful sheltering to the +3 quality con ring since this isn't available on any new pieces?

Thank you for giving tanks some love where it counts! The artwork on the new shields is very nice, so kudos to the graphics team on those since it's very thematic.
 
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