Thanks for the advice, will look more into building it for more dmg.1 - Skills should not (almost exclusively) depend on builds, they should be gear-dependant, the only question of dependency is HOW (rather than IF). Spells and potions that work in real life for love, money, business, marriage.The good rares with specific mods like Aspect of Avian and Discipline are rather hard to come by with good life guess this is why I am at the middle: dmg not optimized to kill everything (missing haste aura) and defense not good enough to tank hits. Hello everyone, as we “ramp up” for a new Quarterly update, would like to point out a one thing I’ve noticed recently playing some RPGsBlack Magic can be extremely dangerous if used in the wrong way. Com Neither the TSX Venture Exchange nor its Regulation Service Provider (as that term is defined in the Step 1. 1 Die Buchstaben des arabischen Alphabets. DMG is an international disaster response firm specializing in the design, rapid mobilization and construction, and operation of large-scale base camp and life support facilities.Stackables/Ramp-ups gain +X extra-gained/target-maximum stacks X (or X%) bonus physical/spell damage per stack on target X (or X%) bonus physical/spell damage per stack gained Meteor distance cast, most often affixes for these would be Radius, Overload bonuses, Corpse-effect chance)5 - Wind-up (abilities that usually have mid/larger CDs but become stronger at certain phases, either by having them channeled longer or waited longer to cast)6 - Buff/Debuffs (pretty self-explanatory, Overload could be considered a form of buff but decided for the sake of balance decided to have skills that do buff/debuff things Overload-separated, at least not if not talented)And ofc, we got the “generic” categories for spells such as: “melee”, “defensive”, “spell-primary”, “physical-primary”, “summon” and similar…Based upon the basic tags above a skill can have we can go onto the next step of defining possible affixes for each: % chance to Multicast for X% on successful hits (for ex. % chance hit-effect power increase on successful hit/s % chance hit-effect increase on successful hit/s % chance to inflict Shield/Ward nullification on successful hit +X% chance to pierce/corpse-effect on hit +X% travel speed and damage (can also be affected by “generic” cast speed increase) +X% maximum projectile distance (can also be affected by “generic” cast range increase)
Poe Magic Dmg To Life Mods Like Aspect+X% chance to hit-effect on a “well-channeled” ability +X% chance multicast on successful single-target hit +X% hit-effect chance on successful single-target hit Corpse-effect (explode or freeze/solidify corpse) on hit Bonus damage on next cast by targets hit +X% hit-effect chance on long distance hits +X% Primary stat X per targets affected for X +X% Buff/Debuff power on first/last stack (if stackable) +X% bonus damage/AoE/hit-effect-power per wind-up %(NOTE: Well-channeled ability means 50% wind-up/duration or more, Fully-channeled means 100%, or more with bonus/es) +X% bonus damage/AoE/hit-effect-power on fully-channeled ability -X% Primary stat X per single-target successful hit -X% Secondary stat X per targets affected for X -X% Primary stat X per targets affected for X Gain X% secondary stat while moving/standing still Gain X% primary stat while moving/standing still Increased Hit-Effect power (additional with basic/talent values and then multiplied as %… some, say stun affects duration, knockback affects distance, shred-armor/res affects % amount, Corpse-effect means AoE-affected or HP%, e.t.c.) Increased Hit-Effect chance (addition, from basic and weapon/talent-tree) Shred-Armor/Resist, Blind, Slow, Re-stack (reset duration of all buff/debuff stacks to full duration back) Stun, Knockback, Shred-Armor/Resist, CB, Blind, Bleed Warp text word 2016 for macX% reduced cost rate for skills of tier (1/2/3/4)Notice that there’s no “+X% fire damage” or “+X% physical”, it’s all/more about “skills of tier X”, or melee/projectile/wind-up/stackable/AoEAnd the REASON of that is simple: can afford greater fluctuations in numbers for those and as a result AFFECT a build/skill more rapidly, for example:+35% chance to root on melee or close-combat hit+5% of damage done by wind-up and AoE is returned as a Ward for up to 3 seconds+5 to skills of tier 2 (temporary bonus, player choice to assign those 5 temporary bonuses for skills of tier 2)The cool part is that this is obviously more impactful (at least per certain playstyle/skill) than something like:EVEN THOUGH the first staff has more “Specific” bonuses, they’re obviously catered towards a certain playstyle (regardless of class or if high the possible variety, build), and the best part of that is that the player knows UPFRONT what/why/where/how are they gonna use it the moment they see it… The last affix itself even if say that there are multiple classes (which should be the case) that have skills marked as “Fire skill” primarily, it’s LESSER of an impact than having the player choose to assign to WHICHThat’s the basic idea I wanted to share: don’t “overload” us with “trees” for each skill, instead combine them with a nicely-defined/separately-categorized system for skills on a more shared/generic level (across multiple classes/builds) but have the IMPACT of those affixes targetted more specifically(such as +35% hit-effect power to Close-Combat skills, rather than a more “generic” stat as +15% stun/slow duration for ex., it’s a hit-effect that has an “inflated” value but has a very OBVIOUS/well-defined and yet relatively highly-impactful usage), similar to this instead of having things like +2 to Frost-bolt (or tier 1 skills whatever), can afford to “start” with a “gimped” Frost bolt that has smaller range and the player can choose which direction do they go (higher range and projectile speed, or keep it more “closer” and gain some close-combat bonus/es), and ALL that being INTERCHANGEABLE by gear (as opposed to one tree-click and then have gear almost not affect anything, at least not as impactfully as one would like a gear impact to be I think )NOTE: Didn’t focus on Armor or Jewelry to “keep it simple”, even though it turned out to be a true wall of text at the end lolEither way, wanted to share this “approach”/view of a bit higher/specified variety of skill/gear synergy (without going all on D3 exclusivity) for a bit…I think that these affixes are and should not be mutually exclusive.There should be a good mix of more “specific affixes” and more “generic/universally useful” affixes imo. +X% Cast speed for skills of tier (1/2/3/4)
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