Year of the Dragon: Through May 28th, claim free Expansion Pack (excluding Vecna Unleashed) or a Greater Elixir of Discovery! Speak to Xatheral in the Hall of Heroes.
Known Issue: Xatheral has been temporarily disabled while we investigate a bug with Year of the Dragon gift delivery.DDO Forums edit

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

User:Yoko5000/U14-15 drop rates

From DDO wiki
Jump to navigation Jump to search

Another piece of info from a retired player who knew how to access the in-game loot tables (says "haven't played the game after they introduced new epic difficulties"). As of 2012 August, around Update 14-15.

Bauble/Torc[edit]

In any case, nothing changed for both items. Bauble was always 2% in the end chest, it's still the same. I have no idea if the extra chests you get on hard/elite can drop bauble too (in that case, the chance is the same for each chest), as at some point it was a bit buggy and only dropped optional chest's loot ie. the stupid lute. Some people claim that it's fixed and randomly drops either extra end chests or extra optional chests. I haven't been there for over a year, so can't say if it's true.

No changes for Torc either. Raid loot chance for heroic n/h/e is 16/18/20% and 6% for the torc in the 2nd roll. On epic it's 25/15/20/25% for base raid item (without shards/seals/explore area items. and yeah, seems EC gives the same chance as EE. not for long I guess) but only 2% for the torc on the 2nd roll. So if you are hunting only for the torc, heroic elite is the best. For the 20th end reward, you have 6% per item roll to get the torc, but as mentioned before, 20th end rewards items must be unique, so your chance is higher than that as duplicates will be rerolled.

Epic Seals/Shards[edit]

DQ[edit]

It depends where. Some drop rates were definitely reduced with the launch of U14 for example ADQ1 seals are 4% now from 11% before (explorer seals were 9% and raid 2%, now it's 2% for both). But most are unchanged or increased a bit on EE. Unfortunately I can't check it as I got rid of the old client and I don't remember the previous values.

Currently it's (raid shards/explorer shards/wizking shards/cof shards/oob shards/items):

  • EC: 15/3/3/3/3/25
  • EN: 5/1/1/1/1/15
  • EH: 10/2/2/2/2/20
  • EE: 15/3/3/3/3/25

I was a bit wrong in my previous post, explorer items are on the same subtree as raid items, that's main reason why torc chance on epic is lower.

(DQ1 epic chest - Seen seals there now. What can drop now?)

I think there was always a small chance for seals. In any case it's now: (explorer shards/explorer seals/token fragments)

  • EN: 6/2/7d10+20
  • EH: 9/2/1d10+25+1 full token
  • EE: 12/3/2 full tokens
  • EC is funny: 3% for wizking shards/1% for wizking seals/1d10+15 token fragments

EC doesn't exist on raids, even if the loot table is there. Not all places were upgraded for EC/EN/EH/EE, that was likely the bug that caused seals/shards to not drop on anything other than epic normal in some places, as old "epic" is now epic normal and non-upgraded treasure tables have only 1 difficulty. Most likely it's been fixed already. Claw of Vulkoor seal chance is 1/2/3/4% per seal on EC/EN/EH/EE.

FRDS (VoN6)[edit]

30/45/60% on en/eh/ee. Crazy. When I was still playing it was 15% I think. And Tor scales weren't 100% either.

(60% for 1d2 though?) Really? I don't think so, treasure_quantity is set to 1. Either:

- it was 1d2 but they already changed it back in the recent updates maybe increasing the rate of the single one,

- the treasure tables in the client are not updated anymore (unlikely I think, new wraps in raid are visible, it's going to end this way, but not yet, can't rule it out completely though)

- or they are added via another means (some items use generators to appear, again unlikely here). I can't rule out the possibility that some "extra treasure" is rolled twice (that would be great for jewels to work like that) or that the new loot scaling is somehow buggy.

The loot table for epic chest now: (shards/seals/items/scale/blood/token)

  • EN: 10/2/12/30/3/50
  • EH: 15/3/18/45/3/75
  • EE: 20/5/25/60/3/100

Spinner[edit]

EN seals in that quest and Spinner of Shadows.

5% for a random seal in each side chest in lod and servants of the overlord (not upgraded either, so EN only). There seems to be only 1 treasure table with seals in Spinner of Shadows and that one is upgraded so 5/6/7/8% for a random seal.

All seals are 6% except doublecross bow, flameward, bow of the silver flame and templar's justice = 7%.

Shards in all 3 quests: 2/5/8/10%.

Random items[edit]

Spellcaster stuff[edit]

I haven't named half of the treasure tables for spellbonus weapons on highest levels. +6 spellbonus weapons seem to start at level 27 but I'm only quickly checking so maybe I'm missing something. And turbine can freely modify the chest levels. I wouldn't be surprised if the chests were "boosted" when the quests are initially released.

(+7 caster sticks. Do they exist?)

As far as I can see, nope. You have a small chance to get a race restricted weapon, and these can be +7 but only because it seems to be buggy (or WAI?) and generates normal "melee" weapons even in the spellbonus weapons loot table, for both 1 or 2 handed caster weapons. Normal non-rr caster ones are +5 or +6 only.

Helms with caster effects - Capped at +108 at the moment. Even level 31 chests will drop only plus14 helmets.

Phlebotomizing[edit]

It's a +8 suffix (highest at the moment). It means it comes on +17 weapons (very rarely too, prolly the funniest is a +2 weapon with +8 prefix and +8 suffix so technically +18 heh). These should appear in level 27 chests (5% when you already reached the "melee" weapons, 10/15/20/25% in level 28-31). There's also a bug in the spellbonus weapons treasure table level 29 for both 1/2 handed caster weapons where it will generate these instead of the caster ones (not always, but it's an option).

Cremation weapons (Greater Incineration as a +7 prefix)[edit]

Searching is too annoying with several greater incineration definitions but I think it can appear only as +8 prefix (one of the options of meteoric).

5% to get a +17 weapon that has no guarantee of being a +8 suffix. And I'm not going to look for the final item chance, I don't care about random loot. But the chance is very very very small. Should be enough.

Misc[edit]

(possible to get Insightful +3 Stats on Random loot?)

I don't think so. I searched for insightful charisma +3 and only found it on two "random +8/+3" mutations that are on named items (planar focus of erudition, spidersilk robes etc).

Guild slot[edit]

It's constant for most of the levels. 10% for shield, armor, wondrous items, 5% for spellbonus weapons. Hm, melee/ranged weapons seem to have 5% up to level 20 chests and nothing later... maybe these are somewhere deep in the subtrees, or just none at all.

tiny vs small vs med vs large - 67% tiny, 23% small, 8% medium, 2% large.

+4 Tomes[edit]

I have no idea about new quests so can't say unless you tell me a named item that drops there. But if tomes drop at all, its most likely the same as everywhere elese, 0.09% on EE. Loot bonus doesn't affect it at all. Ransacked chest will not drop +4 tomes (I mention this as true random loot will drop even in ransacked chests if the chest level is high enough. So you can in theory get +3 one, but not +4).

Edit: the chest with Spider-Spun Caparison drops +4 tomes on EE, 0.09%

Most of the new (U15) stuff drops +4 tomes with the same 0.09% chance on EE. I guess there was some reason why they did it instead of adding to random treasure tables (ransack, end-rewards or maybe random loot is just unsuitable/too large for difficulty splitting).

Evestar Challenges[edit]

level 24 Cormyrian weapons[edit]

there are several types of effects depending on the the weapon type. For a non-caster weapons, it lists: +6, ml:24, "level 24 weapon name mutation", "level 24 weapon element", "level 24 weapon proc", "level 24 weapon debuff selector", "level 24 misc bonus".

- Level 24 weapon name mutation: purely cosmetic so I'll skip it

- Level 24 weapon element: Blazing, boreal, caustic, voltaic, shrieking, impellent, force burst, coruscating, brilliance or "level 24 weapon alignment" which is 1 of: greater good, good burst, holy, holy burst, axiomatic burst, absolute law or axiomatic.

- Level 24 weapon proc: Steam, cacophony, magma surge, crushing wave, corrosive salt, slicing winds, disintegration, lightning strike or incineration.

- Level 24 weapon debuff selector: "Level 24 ability damage" (wounding, maladroit or weakening), "level 24 debuff" (imp shattermantle, freezing ice, imp destruction, crippling, imp roaring, imp cursespewing, str sapping, imp paralyzing, life stealing or stone prison) or "level 24 active combat feat dc" (vertigo +10, stunning +10, shatter +10, tendon slice 10% or exc combat mastery +3). BTW: Exceptional combat mastery mutations below +5 give +X to trip but +5 to imp trip, sunder, imp sunder or stunning blow. This seems like a copy/paste bug. Sorry but I'm not too fond of the fight club so listing it here. Maybe it's WAI.

- Level 24 misc bonus: Aligned, hemorrhage, fracturing, good luck, superior parrying, ghost touch, silver, cold iron or adamantine.

All in all, pretty cool if you like slot machines.

Level 24 caster weapons: +6, ml:24

  • staff potency = I think it's random 2 of all elemental caster bonuses (corrosion, glaciation etc etc) +114.
  • staff lore = random superior xxxx lore
  • staff penetration = greater spell penetration viii or spell penetration ix
  • staff focus = greater xxxx focus or spell focus mastery +1
  • staff misc = efficient metamagic xxxx II

Level 24 cormyrian sceptre: +6, ml:24

  • staff potency = 1 random elemental caster bonus (corrosion, glaciation etc etc) +114
  • staff lore = random superior xxxx lore
  • staff penetration = greater spell penetration viii or spell penetration ix or greater xxxx focus or spell focus mastery +1
  • staff misc = efficient metamagic xxxx II

Level 16[edit]

  • Non-caster ones: +4, ml:16
  • name mutation: cosmetic, skip
  • element: flaming burst, shocking burst, icy burst, acid burst, screaming, pure good, holy, true law or axiomatic
  • proc: steam, cacophony, magma surge, crushing wave, corrosive salt, disintegration or incineration
  • debuff: wounding, maladroit, weakening, shattermantle, slowburst, destruction, crippling, roaring, cursespewing, str sapping, paralyzing, vertigo +6, vertigo +8, stunning +6, stunning +8, shatter +6, shatter +8, tendon slice 8% or exceptional combat mastery +1.

U14/15 named items[edit]

only your examples:

- Seal of House Dun'robar: 2/3/4/5% + random commendation (25/50/75/100%). On EE - 0.09% for random unbound +4 tome.

- Leaves of the Forest: 4% on all difficulties, heroic normal = ml15, hard = ml16, elite = ml17 version, epic casual, normal = ml22, hard = ml23, elite = ml24. On EE again 0.09% for random unbound +4 tome.

(Are the numbers the same for the Wall of Wood in the quest Overgrowth?)
Yup.

- Drow weapons are in 2 subtables. You have 1/2/3/4% for each subtable. Yet again, 0.09% for random unbound +4 tome on EE.

2nd roll:

  • Subtable 1:
    • Dagger & light mace = 20%, bsword, daxe, khopesh, longsword = 15%.
  • Subtable 2:
    • Rapier, scimitar, shortsword, greataxe, maul, qstaff = 15%, warhammer = 10%.

(Are those all of the possible weapon typings for Drow?)

For now, yeah. But it's very likely there will be more of them in the future as the base items are blank "drow khopesh", "drow dagger" etc. and treasure tables add all the other mutations.

Forester's Brush Hook (Level 24) - +7 Kama, phlebotomizing, metalline, aligned. Plus an invisible "epic tier 2" mutation that increases damage die by 1.5. Crits seem to be normal - as it's only a base item with all changes done via treasure table mutations. base item is 19-20/x3,

it's +2.5[w] too while ml23 is +2[w]. base item definition 1.5. there's now a new entry BaseWeaponDamageDiceModifier which is set to 1.5 for the base item.

Holy Symbol of Lolth - The drop rate for the symbol is 2/3/4/5%. So low but not very low.

High CR rednamed to-hit[edit]

Quick look: "Halsaime" has 3 different EE versions: cr 46/52/52, bab is 89/88/92 with str of 13/56/51.

I already checked raid bosses long ago and don't really want to do it again, especially now when old raids are run way above the level. Most info should be on wiki or forums somehere.

As for scaling, I have no idea. I can't read the code/scripts at all, only the base definitions.

Tharmalos (dragon in Don't Drink the Water) - Epic is auto-scaled so can't help you. Here are some from elite version: hp: 1d42000+126000. Base stats: str:60, dex:19, con:36, int:24, wis:24, cha:48. Base saves f/r/w: 35/30/29. CR:37. BAB:80. Innate Armor: 50. Lawful Evil. DR 22/Magic. Immune to acid/poison. Freedom of movement. Everything else is scripted so I don't have access to it.

New Mabar items[edit]

Nothing I can find. There are a couple new files with new mobs, possibly delera's graveyard will be level instanced now etc. but no items. Either they plan another update before enabling it or there's simply nothing new. Guess which one is it?