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Template talk:Dmg

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Do to an page/server error at the time, which I couldn't rollback or undo the changes of this template, the original Template information and Discussion was move here Bladedge (ContributionsMessage) 18:09, April 1, 2014 (EDT)


A while back, Tech commented out the categorization (here). What's wrong with having 230 wanted categories? Many categories used to exist and function correctly. Some topics used to refer to these categories, for example Deception. So, what's the plan? --Cru121 (ContributionsMessage) 03:48, July 14, 2014 (EDT)

  • I've been meaning to finish my project of overhauling the template. I am coding it externally, so only some of the changes appear in my template sandbox right now. I hope to get back to it soon (maybe this week). Categories could be re-enabled before then, but there might be a bug in the code for some of the categories. — Zav(C·T·E) 07:12, July 14, 2014 (EDT)
    • Any progress? C:Deception items is still empty. DDO Forums --Cru121 (ContributionsMessage) 07:38, July 30, 2014 (EDT)
      • I haven't quite finished it yet. I have a few enchantments to add/fix before I copy it from my sandbox, hopefully by 07/31 or 08/01. I will fix the examples/categorization table and add any extra missing enchantments later so as to get the working categorization rolled out. Sorry I've been slow with this. — Zav(C·T·E) 22:08, July 30, 2014 (EDT)
        • T:Dmg has been updated, and Categorization has been enabled. — Zav(C·T·E) 19:07, August 1, 2014 (EDT)

ToEE Updates[edit]

Could we have the "Greater <foos>" introduced with ToEE crafting added to the template? SysteRn (ContributionsMessage) 11:35, April 28, 2015 (EDT)

  • Hrmmm. This template has changed so much since I was last working on it, and with all of the system changes that have happened (and all the ones I foresee coming in the future), I'm of the mindset it is time to either break this beast down some into sub-templates or come up with another method (perhaps adding the Scribunto extension to the wiki and Luaifying it). Let me think about this for a bit. It's currently finals week(s), so poke me in 4 or 5 weeks if I haven't been back with my thoughts on it. ShoeMaker (Contributions Message) 14:35, April 28, 2015 (EDT)
    • I don't know much about mw:Extension:Scribunto or Lua, but I could look into it. In the meantime, I can add new damage effects if there are named items on the wiki with them or you have screenshots of the item descriptions that are uploaded externally. — Zav(T·E·C) 16:39, April 28, 2015 (EDT)

I'd like permission to add the new weapon modifiers to this page[edit]

Right now, the DMG template lacks compatibility with the new "Weapon's Acid effect IV" or "Critical piercing II" or similar. If possible, could I be either given access to the template page (so I can add them myself)? If we do add these effects to the table, new loot will be much easier to categorize. --Byeshklord (ContribsMessage) 11:02, April 13, 2016 (EDT)

KK. I'll start throwing together a template, using copied code from the current DMG template. Weapon effect and CritDamage seems ideal. --Byeshklord (ContribsMessage) 12:32, April 13, 2016 (EDT)

Help with Quality Deadly 2[edit]

I've updated T:Dmg to support bonus type for Deadly and Accuracy. However, it does not work for some values. Compare the following:

As a workaround, Quality Deadly IIIcon tooltip.pngQuality Deadly II: Passive: +2 Quality bonus to Melee and Ranged damage. works. --Cru121 (ContribsMessage) 05:36, June 29, 2016 (EDT)

Bumping this to attract someone to fix this. --Cru121 (ContribsMessage) 14:07, December 13, 2016 (EST)
  • Because it thinks that Deadly +2/3 is deadlyblast/deadlyburst → User:Technical 13/test. ShoeMaker (Contribs • Message) 19:26, December 13, 2016 (EST)
  • I want someone else to fix it somehow. For example you. Easiest would be to go back to T:Deadly I guess --Cru121

Help with Crushing/Blazing/Smashing/Gashing[edit]

This has probably been fixed somewhere else, but I am trying to correctly code the U39 weapons, and I am not finding a way to do it. Is the template built for these types of damage, and if so, what are the correct ways to indicate for it? -- GMTrojan 22Jul2018 01:15 (PDT)

I Noticed that blazing is included but there is an issue. It is set with 'Blazing' to work correctly and display as damage as 2d6 but other values don't display correctly. For example Blazing 5 only displays as 'Blazing' the tool tip describes it correctly as 5d6 damage so only a tweak to display 'x' for blazing 'x' is needed. Some call me Tim (ContribsMessage) 01:54, July 26, 2018 (EDT)