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Template talk:Named Rune Arm

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Doesn't seem to adjust for Force and Light damage, which is a lower output then elemental damage. Neouni 18:00, January 8, 2012 (EST)

That is because I didn't feel it worth the time to make it check the damage type and automatically adjust because I hadn't noticed the pattern that it was always the force and light damage ones, may revisit that. For now, I did, however, make it an input-capable variable so that in those cases, the editor could manually input the different Damage die.. I've noticed a few of the rune arms don't follow the normal pattern as far a maximum charge tier ## = Craftable +##. Still need to figure out if there is a pattern for the odd balls, or if that should just be allowed to be manually inputed otherwise.. ShoeMaker 19:31, January 8, 2012 (EST)
Hi tech, I posted the pattern here a while back: Maximum Charge Tier Shade 01:10, January 9, 2012 (EST)
Helpful Shade for the damage part. The Max tier / Imbue tier / craftable + numbers aren't following a pattern though as far as I can see.. I really need some new Screenshots for these Rune arms to make it work completely right.. I've got ele patterns 4-3-5 & 5-4-5, but Max tier 2 & 3 aren't following a pattern I can see. Force/light is 2-1-1, 4-3-4, 5-4-5, but tier 3 isn't following pattern as far as I can tell. Some of the images I can tell were lama images because they say TBD: Not done. Let's see if we can get those updated, then I can rewrite the template to only need Max Tier and damage type, and it can figure out rest. ShoeMaker 03:23, January 9, 2012 (EST)
Reviving this topic... Either the template needs to be changed or some of the rune arms pics are misleading. The template assumes that the value for the Maximum Charge Tier is equal to the value for the Craftable Rune Arm enchantment but several runes arms don't follow this pattern, see Khyber's Fury, The Disciplinator, Hand of the Tombs and the Gianthold rune arms. by Mjoll 09:22, April 3, 2012 (EDT)
Do we have updated screen-shots for most of the rune-arms here now? Some of the Lama screenies were breaking the pattern and I didn't know what to do about it at the time. I'd be happy to go through and rework the template again tonight if I can make sense of the pattern (I think I can) based on the patterns of the screen-shots. Big Grin ShoeMaker (ContributionsMessage) 09:38, April 3, 2012 (EDT)

I've seen plenty of Rune Arms post lama.. Most are not changed. And try as hard as you like finding some pattern, but it won't work.. The max charge tier/max enchant values simply don't follow any patterns. They are decided per item by the item designer.

Also when you do you're update, preferably clean out the kid dice so it matches the rest of the wiki. I've listed the proper weighted dice values in Maximum Charge Tier, (which is dev post confirmed) so use that for reference.

Shade 09:52, April 3, 2012 (EDT)
There is a pattern (keep in mind that ML requirements for rune arms are uneven numbers):
  • Craftable Rune Arm: +2 ---> ML 1 + 3 (4 rune arms)
  • Craftable Rune Arm: +3 ---> ML 5 + 7 (6 rune arms)
  • Craftable Rune Arm: +4 ---> ML 9 + 11 (5 rune arms)
  • Craftable Rune Arm: +5 ---> ML 13 + 15 + 17 + 19 (8 rune arms)

For reference: Do a search for 'Craftable Rune Arm' on the Item Enchantments page. by Mjoll 11:33, April 4, 2012 (EDT)

Update Template?[edit]

When people fill out the template they enter the full name full name for the imbue such as Electrical VI, I posted some code that would parse the imbue name for the type/ elemental|non-elemental and for the tier 1-6 and then print the appropriate damage dice. you can see the code on my user page User:Wamba I hope it can be incorporated into the Template for Named Rune Arm


Examples:

  • === Wamba ===

Server: Sarlona
Description: Occasionally updates wiki when researching the wiki for answers does not yield satisfactory answers.

Notes to Self[edit]

When in doubt:
Search for "policy" and read up.


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  • === Wamba ===

Server: Sarlona
Description: Occasionally updates wiki when researching the wiki for answers does not yield satisfactory answers.

Notes to Self[edit]

When in doubt:
Search for "policy" and read up.


100 edits and counting!
Skeleton Warrior.jpg
You are now buried four feet under. The dark side is calling you...

Example has 100 or more edits - can you make 250 ?


  • === Wamba ===

Server: Sarlona
Description: Occasionally updates wiki when researching the wiki for answers does not yield satisfactory answers.

Notes to Self[edit]

When in doubt:
Search for "policy" and read up.


100 edits and counting!
Skeleton Warrior.jpg
You are now buried four feet under. The dark side is calling you...

Example has 100 or more edits - can you make 250 ?


  • === Wamba ===

Server: Sarlona
Description: Occasionally updates wiki when researching the wiki for answers does not yield satisfactory answers.

Notes to Self[edit]

When in doubt:
Search for "policy" and read up.


100 edits and counting!
Skeleton Warrior.jpg
You are now buried four feet under. The dark side is calling you...

Example has 100 or more edits - can you make 250 ?


Wamba (ContributionsMessage) 21:30, July 12, 2014 (EDT)

Template:RuneArmImbue properly captures all currently existing Imbue types and damage ranges. If Template:Named_Rune_Arm is updated to use Template:RuneArmImbue would that propagate to use the popup description on the Rune_Arm page?

Examples:

  • Rune Arm Imbue: Light IVIcon tooltip.pngRune Arm Imbue: Light IV: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 12 points of Light damage per hit.
  • Rune Arm Imbue: Fire VIcon tooltip.pngRune Arm Imbue: Fire V: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 20 points of Fire damage per hit.
  • Rune Arm Imbue: Bludgeon VIcon tooltip.pngRune Arm Imbue: Bludgeon V: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 16 points of Bludgeon damage per hit.
  • Rune Arm Imbue: Knife Shot VIIcon tooltip.pngRune Arm Imbue: Knife Shot VI: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 20 points of Piercing damage per hit.

Wamba (ContributionsMessage) 00:39, October 9, 2014 (EDT)

How to turn off Craftable Rune Arm?[edit]

How does one turn off Craftable Rune Arm: (+5) in the Enchantments section. example Corruption of Nature (Level 24) is not Craftable, but it still appers. Bladedge (ContributionsMessage) 19:14, August 20, 2012 (EDT)

Questions[edit]

I have a few of suggestions for this template. I would try to make the changes myself but I do not have the necessary permissions to edit and I suspect the Named Item Template changes may be a reason some of these have not already been implemented. But in case that isn't true and these things have simply been over looked I will state them here. All of these points can be observed on the Candlelight page.

  1. The normal place to add cosmetic views of items is limited to 60x60px because the template expects the icon for the rune arm shot to be used. However, this means there is no where to add a picture of what the rune arm actually looks like when worn. For Candlelight, I have added the picture at the bottom of the page temporarily.
  2. There was a "Help improve" flag on Candlelight saying "no orb." If the orb image is important, should it also be part of the template?
  3. For craftable rune arms, maybe the after-disjunction image should be part of the template itself because adding it under notes just seems a bit sloppy. Or maybe there should be something indicating which properties are lost after disjunction.
  4. The base value, duarbility, and hardness of the rune arm changes when it is disjuncted. The after disjuction values should probably be included in the template somewhere.
  5. Some rune arms have an absolute minimum level but that is not part of the template. I'm not sure if this is ever used since Candlelight maintained its minimum level when i disjuncted it but maybe some rune arms do use a lower minimum level after disjunction.
  6. The damage displayed can be wrong for the rune arm shots. For Candlelight, Tier I should be 3 to 6 + 1 per Artificer Level but is displayed as 4 to 10 + 1d2 per Artificer Lever.
  7. For all of the other named item templates, there is a line that indicates what type of item it is. For example, armors have "Armor Type" and accessories have "Item Type." For rune arms, it is never explicitly stated that the item is a rune arm. This may seem trivial but I can see someone unfamiliar with the game being unsure what an item like Candlelight is.
  8. The durability of rune arms will always display as "Unknown" regardless of what is entered into the durability or dur parameters.

Hopefully this is helpful. Kkoliver (ContribsMessage) 04:56, September 7, 2017 (EDT)

  • 3) IMHO, the place to do this would be in the enhancements section, similar to how upgradable items (Cannith Challenge, Cove, CitW/FoT items, etc.) do. Just add an "After disjunction, this runearm loses the following attributes:" and then a list of stuff that goes poof.
4) Not sure what to do about this. The template would have to be completely changed to show both; no idea how difficult it would be to have a "Durability" and "Durability: Post-Disjunction", etc.
5) I'm pretty sure the AML was added to fix a bug/exploit which allowed really high crafted numbers on an RA that was ML1. It was some weird jiggery-pokery that required doing specific stuff under the old crafting system as well as specific stuff under the new, making it impossible to do on new RAs; so the AML was added to retroactively adjust these broken RAs. The particular numbers themselves (2 lower than the ML of the RA) were to avoid breaking RAs which had Masterful Craftsmanship added under the old system, which lowered the ML by 2. So, it's used, but only by broken RAs. Really should be part of the template though. However, I have no idea on working on templates, so I can't do any of these things.
-LrdSlvrhnd (ContribsMessage) 09:43, September 7, 2017 (EDT)
  • Actually, templates like this should be rarely edited directly (except when fixing a bug or issue). Please create T:Named Rune Arm/sandbox with your suggested changes and we can review them... Your post here is TL;DR for right now, but I'll try to remember to read through later. :)  👟 ShoeMaker (Contribs • Message) 👟 16:56, September 7, 2017 (EDT)
    • IMHO, 3, 4, 5 & 7 need changing in the template itself (I suggest classifying RA as a type of weapon, since that's where it shows up in the secondary inventory tab, despite being its own category in the AH). 1 should definitely be considered (why are we using a generic icon instead of the picture?) and 8 is just plain broken. I'm not sure if 3 & 4 can be done to only show when a "craftable" tag is marked "yes", but that would be cool if it could. But, yeah, a lot of these require direct template editing to be fixed. -LrdSlvrhnd (ContribsMessage) 15:23, September 14, 2017 (EDT)
  • Okay... So, I have a little time...
    1. Known issue, will be resolved when T:Named_Item is finally done.
    2. Too many images makes the page cluttered, ugly, and hard to read. We should have a discussion about what images are really important here.
    3. Thinking of allowing multiple picdesc pictures to be in the slot where the current image goes and let all except a "default" vanilla item (as it drops) be collapsed where they can be expanded (collapsing other expanded ones)
    4. Will need more information on this. What do they change to? Is there a formula?
    5. |min level| is a more and more common thing - and will be included in the new T:Named_Item
    6. This has always been an issue due to Turbine's inconsistency here. There is suppose to be a way to override the base for this, but I have no idea if it is currently working
    7. Required Trait: Artificer Rune Arm Use; Enchantments: Rune Arm Imbue; and being a member of C:Rune Arms doesn't make it clear enough this is a rune arm? I think there are more than enough indicators for what the item is without adding a line of redundant text...
    8. Fixed in diff 367938
  • I made a mock-up of most of my suggested changes in the sandbox but it needs formatting work (I'm still new to wiki syntax). I also created a sandbox on the Candlelight rune arm that is using my mock-up. This can be found here: Template:Named Rune Arm/testcases. I had to directly use the Named Rune Arm/sandbox template instead of going through Named Item because I had to add parameters.
    1. I put the cosmetic image in the same place it is for the other Named item templates (in the upper right corner).
    2. I don't think the orb image is necessary or useful.
    3. I added which enhancements are lost through disjucntion in the "Upgradeable?" row. I didn't add the after-disjunction image because I wasn't sure how to do collapsible images as suggested.
    4. Hard to do without the formula. Adding extra parameters for these is not ideal.
    5. Added.
    6. I addressed this with a "shot dmg" parameter. Setting this value to the type of damage (like "light") will adjust the numbers to the correct values. This is the only variable needed to find the damage for every rune arm.
    7. I didn't add this.
    8. I used Shoe's fix.

Suggestions for distant future[edit]

  • Get rid of all rune-arm specific parameters.
  • Convert them to new simple enhancement templates, such as {{Max Charge Tier|III}}, {{Rune Arm Imbue|Fire|VI|other details}}, {{Craftable|Rune Arm}}

Benefit: Enhancement templates are rather easy to update, unlike the Named Item/Named Rune Arm monstrosity. Cru121 (ContribsMessage) 06:16, October 16, 2023 (EDT)

  • More changes: Get rid of the shot details on the right pane. Shot details should be on their own page, e.g. Book Shot. Instead, use the top right pane to show the equipped Rune Arm, as we have for other item types. Cru121 (ContribsMessage) 05:15, November 6, 2023 (EST)

I have drafted something: