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Item Development - Threshold Jewels

and spell damage or lighting damage or cold damage ???
They seem fun but not sure if they are worth it. The fireball one might be good enought to be used depending on how uch the fireball has to travel before it gets max radius...
Very nice Idea but....how about balance between them with Rare Jewels ?


The Heavy Strike has 10% Chance to do 100% MORE Damage , so average 20% MORE.


The Spectral Throw gives 4% INCREASED Damge / Per hit. INCREASED is added to the other stats that INCREASE so it result in lower effectiness than a MORE stat. The 4% Increased is worth about 1% more only. So, even if u hit 3 times which EACH attack ist only (1+2+3)/2 = 3% more. Single Target only (1+2)/2=1,5% more.

With other words: A magic jewel with +% Phys (or +% fire if u use Oro`s)/ Attack speed does the same job.
Tons of Rare Juwels seem to be better, even if there is only a helpful Stat like additional + %Armour + %Life life on it.

Same with the 50% Fireball Juwel, because of the very low Area of its AOE. Max +50% * near to nothing stays near to nothing. With other words: im in doubt that i would hit at least 2 mobs with one Fireball very often. This little Chance has the cost of 2 helpfull Stats from a Rare +14 % Fire Damage Jewel.


Players shouldnt vendor Unique Jewels for their own specc, they should be safe that its better than near to 100% of the rare usefull Jewels.
Please make sure thet every unique that u create is usefull for someone.

Thank you for your exellent Work in the last years !









While these gems do look like a very exciting addition, I have to agree with the sentiment that I would rather just see a patch that is majority bug fixes and quality of life additions.
The unique jewels for each skill would be awesome if they added a MTX visual...
"
Wallmeat wrote:
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Qarl wrote:
"
DaTz_ wrote:
bonerific!


We'll show off the Summon Skeleton one later!


you are sooooo cruel :(
i love that skill . please tell more :D

oh by the way.
do those gems work with the vaal-version of gems as well ?



greetings !


Oh btw, can you read whole post?

Greetings!
wow that's awesome! looking forward to test fireball and burning arrow jewels
sorry for my English
I love builds a Facebreaker, but hate the boards, which are used to it. What do you think about the jewels running in the absence of weapons and shields?
option 1
condition:
Only without a shield and weapons,
reduces the chance to dodge by 30%

adds 15% chance to block, if hit chance increases by about 3% in the block is reduced by ~ 6%

option 2
condition:
Only without a shield and weapons

It adds a critical rate of 6%
It increases the chance to stun on a critical attack by 20%
Please make fireball explode everytime it pierces.
IGN: Pumar, Pumam , PumarR , PumaPunch , PumaWander , PumaCleave, PumaSlams
Really not that in to this after some thought. A mandatory jewel to help a skill compete with another skill isn't really help if the other skill doesn't also have a mandatory jewel.

The opportunity costs on jewel sockets is just too high. You don't even have to consider perfect 4 stat jewels. Just two good stats plus whatever a regal gives you. Especially since one of those good stats can be a life roll.

I got a 2h heavy striker to 85 in tempest. There is no way I'd use that new jewel over a 15% damage 7% life jewel. Even if it was 12% and 5% that extra life is too good to give up. And there is still a chance the regal gives me a third good roll.

The game already has a system in place that would be perfect to give specific skills a boost later in the game: quality. Please use that. Skill specific jewels is a really inelegant solution to the problem you are trying to address.

Maybe the burning arrow one is cool since it could be build enabling? But ones that just buff damage are no good. More alternate effects could be a lot of fun though. 10% chance for heavy strike to spawn a baby rock golem that fights along side me? You might have me there....
When I kill a man he stays dead.

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