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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 25 posts ] 

Do you think the epic loot should be updated?
Yes 80%  80%  [ 20 ]
No 12%  12%  [ 3 ]
No opinion 8%  8%  [ 2 ]
Total votes : 25
Holydeath
 
PostPosted: Sat, Jan 24 2015, 17:09 PM 

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Before i even start this probably wont ever happen but for FUN sakes how would you Update the epic loot should you have the power?

Me and some others were talking about this last night how the last Epic lootbin update attracted allot of players to actually play again giving them another reason to make that new toon, hunt bosses make groups and yes even eventually sticking around to RP
I personally know two players who returned thanks to that one update and there bothe still here.
Again i understand the Epics are already powerful.

Thanks for reading!

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Moormoor
 
PostPosted: Sat, Jan 24 2015, 18:08 PM 



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I was dragged to the so called 'epic' areas and while i see some things for warriors, rangers, etc. i don't think i hear much about 'epic' spellcaster stuff, course i could be wrong since im new and all that but from all i see on the forums and ig is epic rings with bonuses to stats and thats it. seems most spellcaster 'epic' stuff is in places i probably will never get to .. someplace called the abyss shop? apparently is so hard to get to id most likely get oneshot by everything.


 
      
Mahtan
 
PostPosted: Sat, Jan 24 2015, 18:16 PM 

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I'd love to return to the many unique epic loot items we used to have. Not generalized Wonderforge, True Forge, etc. weapons we have so much of. Like I would love to recover special named unique stuff that indeed are epic. Like a +5 Sword/weapon that can Flame Weapon itself with CL 15-20. Or indeed epic mage items like a magic staff with spell slots or normally inaccessible spells such as Evil Blight, there is a way to make them truely useable only by mages too and reject UMD so they can be balanced to mages and not the everyday UMD dumper.

The way are system is too we can have as many items as we want in those loot rolls and not ruin server palette space. We just need those items and have them approved. More items however means it will make finding an exact item even more rare. Which is <3

My first Epic loot was a Dwarven War Axe called Mage Death >.> a +5 DWA Keen with Greater Dispel on hit. And I was a Sorcerer :lol: I kept it so it may never fall into the wrong hands. <.<

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corypx
 
PostPosted: Sat, Jan 24 2015, 18:29 PM 

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Yeah I wish the epic loot bin was "epic" like it used to be instead of just random weapon type Wonderforge or True Forge.

Its why I wished Disco was around to have done more with the yellow loot system, focus and expand it so we really do get rare and unique objects, but you never really get them to drop.... I'm excited when I see yellow stuff drop more then anything else.

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Holydeath
 
PostPosted: Sat, Jan 24 2015, 18:37 PM 

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Mahtan Tasadur wrote:
I'd love to return to the many unique epic loot items we used to have. Not generalized Wonderforge, True Forge, etc. weapons we have so much of. Like I would love to recover special named unique stuff that indeed are epic. Like a +5 Sword/weapon that can Flame Weapon itself with CL 15-20. Or indeed epic mage items like a magic staff with spell slots or normally inaccessible spells such as Evil Blight, there is a way to make them truely useable only by mages too and reject UMD so they can be balanced to mages and not the everyday UMD dumper.

The way are system is too we can have as many items as we want in those loot rolls and not ruin server palette space. We just need those items and have them approved. More items however means it will make finding an exact item even more rare. Which is <3

My first Epic loot was a Dwarven War Axe called Mage Death >.> a +5 DWA Keen with Greater Dispel on hit. And I was a Sorcerer :lol: I kept it so it may never fall into the wrong hands. <<


I actually remember Brognar having one of those ,good old times and it would indeed be fun if we had something simulair again.
The only thing i can think of that alteast to me is truly epic are the SR plates

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Holydeath
 
PostPosted: Sat, Jan 24 2015, 18:40 PM 

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Moormoor wrote:
I was dragged to the so called 'epic' areas and while i see some things for warriors, rangers, etc. i don't think i hear much about 'epic' spellcaster stuff, course i could be wrong since im new and all that but from all i see on the forums and ig is epic rings with bonuses to stats and thats it. seems most spellcaster 'epic' stuff is in places i probably will never get to .. someplace called the abyss shop? apparently is so hard to get to id most likely get oneshot by everything.


It is true that my Batlecleric only need 2-3 epic items as he gets the rest from spells where say a Weapon master would need double or more
And the Abyss shop is allot easier to get to then you may think

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Rigela
 
PostPosted: Sat, Jan 24 2015, 18:48 PM 

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There's also the Djinn merchant who makes occasional appearances for nice stuff, if you catch him!

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Yossarin
 
PostPosted: Sat, Jan 24 2015, 18:52 PM 



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You will notice that to date I have updated the first 2 lootbins. I am doing them in sequential order, building from the bottom up. The epic bin will be the final bin to be addressed. So, any feedback on the mods I have done to the first two is appreciated, because I allow time to pass on that before starting on another.


 
      
NinjaClarinet
 
PostPosted: Sat, Jan 24 2015, 19:15 PM 



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Rigela wrote:
There's also the Djinn merchant who makes occasional appearances for nice stuff, if you catch him!


Dat magical Euro Djinn :P


 
      
corypx
 
PostPosted: Sat, Jan 24 2015, 19:59 PM 

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Yossarin wrote:
You will notice that to date I have updated the first 2 lootbins. I am doing them in sequential order, building from the bottom up. The epic bin will be the final bin to be addressed. So, any feedback on the mods I have done to the first two is appreciated, because I allow time to pass on that before starting on another.


The lowers loot bins are great, but you are limited by the numbers of items you can create.

Its why I have all ways liked the diablo style type of drop systems, even more so for NWN with the yellow loot as a well coded one could produce near limitless items that are all different.

The loot bin it drops from would base the number of powers/strength of said powers, but lets assume its the +4/4.5 bin. as Rigela said the Djinn lets use their loot as a base for it with a single handed weapon (//1d8 Elecricity, Keen, 1d8 Mass Crits, +4 Enhancement, +3 concentration))

Roll item type (be it weapon, armor, magical object....this case lets say one handed weapon, longsword)
Roll one Attack bonus or Enhancement ( with a sub chance of them being racial type with a increase of 1 above standard loot bin)
Roll damage the coding here could get extra fancy as you could have it do things like 1d2 + 1d6, or 1d8, 1d4 + 1d4
Roll mods (could be things like mass crit, keen ...ect)
Roll skill bonus ( skills from spot, listen, concentration ...ect)
Roll magical spell (would be once or afew times per day from a pre approved list, like I have a sword can use burning hand (2) and Ice dagger (2) each once per day) power wise they are nothing but fun added flavor on the weapon.

Now again it does not have to roll all of the things it could fail to roll a added magical spell and or skill bonus or what ever. some might also have higher chances to roll, say AB 66% over Enhancement 33% (as AB is the weaker of the two so more common) 1d6 75% against say a 1d8 at 25% (the team would balance that all)
With yellow loot selling for about 25-50% of normal loot bin stuff, I would increase the drop rate a bit and have more PCs trading as someone like a paladin might want a undead focused weapon, or someone who deals with animals or what ever random item they might have found could have value... to someone.

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Naivatkal
 
PostPosted: Sat, Jan 24 2015, 20:35 PM 

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NinjaClarinet wrote:
Rigela wrote:
There's also the Djinn merchant who makes occasional appearances for nice stuff, if you catch him!


Dat magical Euro Djinn :P

Sadly certain time slots don't work for everyone, so people get left out.

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Richard_Edmund
 
PostPosted: Sat, Jan 24 2015, 20:37 PM 

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Another DM was catering to other time zones with the Djinn, but I am not sure what they're doing now.

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Yossarin
 
PostPosted: Sat, Jan 24 2015, 20:44 PM 



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Cory, when you say you are limited by the number of items you can create, how do you mean? I was under the impression that the mythal system gave you nearly total freedom to modify or completely recreate anything that drops from the lootbins.


 
      
corypx
 
PostPosted: Sat, Jan 24 2015, 21:33 PM 

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Yossarin wrote:
Cory, when you say you are limited by the number of items you can create, how do you mean? I was under the impression that the mythal system gave you nearly total freedom to modify or completely recreate anything that drops from the lootbins.


Well in the context I was speak of you, yourself are limited by the confines of person time and space in the game I assume to pre make 50-100 different items where say the yellow loot could make hundreds of thousands by chance that the balance team could pre code into its limits so items have a lot more variation, where 1d8 fire damage might be fine but not for magic, instead it rolls a 1d4 magic, or divine...ect

Where the Mythal system you don't have a lot of options, you cant pick racial type for a reduced power cost or some select types of damage (again racial type), regeneration is over priced so a lot of items with that one could not reproduce phoenix plate comes to mind, limited spell options on the uses per day effect, no damage immunity and limited damage resistance...ect


Variety is the spice of life, that's all I'm saying the random yellow loot has over a pre coded loot bin items, you could get 1000 drops from the same area and none of them be the same.

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Yossarin
 
PostPosted: Sat, Jan 24 2015, 21:41 PM 



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Ah I see what you mean. Those we will keep, though they may have a few slight modifications. But overall the yellow loot is popular and useful and does not appear to need much changing. But it should not be the only lootbin because so much of it would wind up as gold fodder.


 
      
Glim
 
PostPosted: Sun, Jan 25 2015, 0:32 AM 

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As Yoss has pointed out, the regular loot bins are being worked on. That is our foundation and is needed first and foremost.

The Mythal Crafting System and the RNG Yellow Loot are also both due for updates/fixes/modifications, but not until we have that foundation laid out.


 
      
MightNMagic
 
PostPosted: Sun, Jan 25 2015, 1:05 AM 

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If I were updating the epic lootbin....

First thing to do is fill in the missing gaps. There are several wierdly missing pieces that don't exist, like +5 AC/+3 wis boots or Amulets of Vitality +5.

Second thing I'd do is focus on adding more items to the catagories that have few or almost none in them. (Like shields.)

Third thing is rebalancing the drop system to roll roughly equal catagories of item types, then a specific item within those catagories. Nothing is more tedious than getting a hugely disproportionate number of weapons just because there's 100 different weapon types that each gets equal billing against everything else when all you want is a bloody cloak.

And finally, this would be my crowning achievement: rebalancing weapon types. I'd love to "fix" weapon types. One way to do it is with epic weapons. I'd create 1 epic weapon of each type. The power of the weapon would be directly proportional to the mechanical advantage of it's base stats. For example, a weapon that is very advantageous to use (like say, scimitars with their large crit-range) would have it's epic weapon only be slightly better than it's sureforged version, but a weapon that's mechanically sub-par (as, say, a mace is) would have an epic weapon that's very attractive in power, so much so that it would make up for not having that scimitar crit-range.

Ideally, to get such weapons, you'd need to first get ahold of the x-forged version, then take it to a quest-giver who'd send you on some fun, tough quest to reforge the weapon into a masterpiece.

Then I'd add weapon-style feats to make choosing combat-styles using machanically disadvanted weapons attractive, but that isn't lootbin related, obviously.

Oh and for goodness sakes, monk gloves are a crappy joke as they are right now.

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TheCortroy
 
PostPosted: Sun, Jan 25 2015, 1:12 AM 

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MightNMagic wrote:

Ideally, to get such weapons, you'd need to first get ahold of the x-forged version, then take it to a quest-giver who'd send you on some fun, tough quest to reforge the weapon into a masterpiece.


This would be a great way to reintroduce Divine Spark weapons back into the server or something else.


 
      
MightNMagic
 
PostPosted: Sun, Jan 25 2015, 2:02 AM 

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Well, the idea is incentive to balance out weapons. The guy who chose mace or crossbow should feel just as strong as the guy who chose scimitar or longbow. Making capstone weapons who's strengths are proportional to their mechanics is a good way to fix weapon balance.

A great weapon like scimitar or rapier should only be a little better than sureforged, while a weapon so bad it's only chosen by people bad at math or for RP should be impressive. Enough so that people might choose it.

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Glim
 
PostPosted: Sun, Jan 25 2015, 3:28 AM 

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People will still choose the more beneficial weapon type to build around, and just use mythals to upgrade the epic weapon to be on par as far as item properties go.


 
      
Murex
 
PostPosted: Sun, Jan 25 2015, 4:47 AM 

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We need epic helmets.

Also, the monk gloves do suck. Maybe +6 with +3d6 magic damage on them. Also, only one pair would need to exist.

I hate having weapons in the epic lootbin, and I think they should be removed entirely. Epic weapons could instead be crafted using Flawless and Perfect Mythal.

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HorkTheOrk
 
PostPosted: Sun, Jan 25 2015, 4:49 AM 

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Murex wrote:
We need epic helmets.

Also, the monk gloves do suck. Maybe +6 with +3d6 magic damage on them. Also, only one pair would need to exist.

I hate having weapons in the epic lootbin, and I think they should be removed entirely. Epic weapons could instead be crafted using Flawless and Perfect Mythal.


+Anything Magical damage wise I believe requires a DC Request. That's just to powerful to give to any class.

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Murex
 
PostPosted: Sun, Jan 25 2015, 5:13 AM 

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Nymph69 wrote:
Murex wrote:
We need epic helmets.

Also, the monk gloves do suck. Maybe +6 with +3d6 magic damage on them. Also, only one pair would need to exist.

I hate having weapons in the epic lootbin, and I think they should be removed entirely. Epic weapons could instead be crafted using Flawless and Perfect Mythal.


+Anything Magical damage wise I believe requires a DC Request. That's just to powerful to give to any class.


I think monks should have +magic damage since other types can often be reduced to nothing. Monks just don't deal enough damage to be dangerous.

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HorkTheOrk
 
PostPosted: Sun, Jan 25 2015, 5:14 AM 

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Monks aren't about dealing damage in great quantities, they're about dealing damage in greater speed. A Weapon master can do a Crit of 100 in one good roll, a Monk can do 100 damage in one round with enough attack rounds.

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Glim
 
PostPosted: Sun, Jan 25 2015, 5:33 AM 

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Yossarin wrote:
You will notice that to date I have updated the first 2 lootbins. I am doing them in sequential order, building from the bottom up. The epic bin will be the final bin to be addressed. So, any feedback on the mods I have done to the first two is appreciated, because I allow time to pass on that before starting on another.

This is where to start folks, if you want to help with the loot bins.

We aren't going to even look at the epic bin until the other bins before it our done.


 
      
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