(Support skill) Added Cut

Well the idea was you pay the mana for every basic attack. But you only have a chance to cast the weakened version of the spell. I think it would be awful to pay extra for a chance to cast it.

The chance couldn't be too high, as it would be crazy with faster attack speeds, I'd say maxing out at like 30%. Level 1, assuming the gem starts out at like level 19, would have to be like 10% chance to cast.

This example is ridiculous, but imagine a 6 Link version of "The Covenant" it has the support of level 15 added chaos damage built it, its practically a 7 link. It also gives you Blood Magic.

1.Added Chaos(Covenant) 150%
2.Greater Multiple Projectiles 200%
3.Chain 200%
4.Elemental Proliferation 140%
5.Lesser Multiple Projectiles 150%
6.(My Suggested Gem)
7.Fireball level 18 : 30 Mana

Fireball 30 mana would turn into ~503 mana at 133% multiplier.
Or, Fireball 30 mana turns into ~125 mana at .33% multiplier.

It would actually be in health spent because of Covenant, and you only have a chance to cast. I don't think anyone wants to spend that much, sacrifice the survivability of being at range, and maybe not even cast the spell..
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It should have a higher cost than what you said. Because by your own math it is ridiculously over powered once you stack anything like Chain/LMP/GMP/Fork as each one of those by the way the support would work has that 33% chance for more damage. That's not counting skills like Double Strike which function if one blow crits, the other does as well. Which is the exact same thing. if one blow would hit for 66% increased damage, the other would as well. There is no actual single target spell in this game, which is why a 33% increased cost is what makes this skill so silly.

That is how the mana costs are balanced on all supports. They look at what they do, and how they affect the skills. Anything that has a chance to hit for more damage, needs to have a high mana cost regardless of whether it is a guaranteed effect or not.
The support would work off of a basic melee attack, you would pay 33% of the original cost for 66% of the damage. I never mentioned having it proc off itself, if that's what you were thinking.

So if you had a 50% chance to cast, you would be able to get a cast off every other melee attack. Except you had to pay the 33% of the mana just to do the basic attack with the chance to cast XYZ.

Except I was suggesting a 10% low range and a 30% for high range to cast the spell.

You have 10%, you pay 33% mana 10 times for one cast. And that cast only causes 66% of the damage. You would be far better off by simply casting the spell, as it would work out to an average of 330% mana for one cast!

If you had a 33% chance to cast on a successful melee attack, then you would pay the mana 3 times, effectively equaling out to the normal mana cost. Except you're still doing 66% damage. Is the melee attack going to make up for that 33% difference? Most likely, but is it worth it to bring yourself into melee range for everything?
Shmo's Suggestions; Dozen Skills!
http://www.pathofexile.com/forum/view-thread/402487
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wdmshmo wrote:
Well the idea was you pay the mana for every basic attack. But you only have a chance to cast the weakened version of the spell. I think it would be awful to pay extra for a chance to cast it.

The chance couldn't be too high, as it would be crazy with faster attack speeds, I'd say maxing out at like 30%. Level 1, assuming the gem starts out at like level 19, would have to be like 10% chance to cast.

This example is ridiculous, but imagine a 6 Link version of "The Covenant" it has the support of level 15 added chaos damage built it, its practically a 7 link. It also gives you Blood Magic.

1.Added Chaos(Covenant) 150%
2.Greater Multiple Projectiles 200%
3.Chain 200%
4.Elemental Proliferation 140%
5.Lesser Multiple Projectiles 150%
6.(My Suggested Gem)
7.Fireball level 18 : 30 Mana

Fireball 30 mana would turn into ~503 mana at 133% multiplier.
Or, Fireball 30 mana turns into ~125 mana at .33% multiplier.

It would actually be in health spent because of Covenant, and you only have a chance to cast. I don't think anyone wants to spend that much, sacrifice the survivability of being at range, and maybe not even cast the spell..


yeah but your attack is getting imbued entirely with a chance to cast. if you have global crit strike chance increase and as you said for daggers unarmed and claws. Daggers have a huge bonus. their power would go up exponentially.
not only that but if you get mana leech and hit something regularly you'd generate that mana back and thus you'd just be getting anohter "bonus crit-like" spell instead of an actual crit but that spell can still crit so i don't see why you would only have 1/3rd of its original cost of the spell attached to this. that would be indeed pretty OP, from my view i'd just stack ASPD and crit and mana leech and everything else on def.

heavy strike with added fire damage is only like 11 mana at like gemlevel 11 heavy strike.

spell on attack is strong. yuo get your phys dmg + ele dmg or whatever spell/attak that's attached. 133% seems more reasonable. if not 175% even.

what your'e suggesting with 33% mana cost is like... OP have you seen the reduced mana cost gem? It doesn't even drop below 40%. People would wear this over that hands down. and since its a support gem stacking it onto something like Heavy Strike or something or even double strike DOUBLE the chance!... like cmon man you seriously can't be missing these possiblities. 33% mana cost of heavy strike is like 3 mana. What consequence is there seriously for such a powerful gem with almost no downsides for melee users.

i have a heavy strike + your idea + fireball, ok so 3 mana cost per strike thanks to the 33% and fireball cast on chance from hit by melee, i doubt you'd have more than 4-5L on your weapon of dagger/claw/unarmed. unless you're wearing it on your chest then okay. but still 3 mana + like whatever fireball is going to be. linked to 33% cost + casts on attack still does full damage. wth? i wouldn't even place fireball on it more like coldsnap or some ice spell or lightning just for the chill or shock which if shocked further damage increase of 40%. ridiuclous. dual daggers, crazy incrse crit chance, get more crit chance on tree, and you'll practically shock almost every attack that's a crit especially if the chance was 30% to cast on hit. that's pretty much a guaranteed almost 1/5 hits.

I'm pretty sure Quality +% on the gem would increase that chance because what else would it do really? 10-30% 1/10 hits or roughly 1/3 hits to cast on attack? it's huge already if it was like 5% or 7.5%

I don't knwo where ranged came in but if this was for ranged that'd be REALLY op.
Some noob always complaining... hoping things get better.
Last edited by KradisZ#5121 on Mar 1, 2013, 1:05:46 PM
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heavy strike + your idea + fireball

It can't be paired with a heavy strike or a dual strike.. People already cast with daggers, but wands still give a ton more spell damage.

The idea is that you pair the gem with say fireball. Similar to pairing Fireball to Spell totem, you would push the fireball skill to cast the totem. However, in this case, you press the fireball skill - and preform a basic melee attack. Just a straight up normal attack. You will have no 120% spell damage wand equipped, you have to build around melee, because you are melee.


Say I take daggers. I chose Witch or Shadow. I have to spend a lot of points in Dex and Weapon nodes then I take Crit mods, my survivability is very low. I also have to have high intelligence and mana, as I could be paying 100+ mana per 66% damage basic attack that has a chance to cast linked spell. My only chance of staying alive would be CI. That would be a very high gear check.

Say I take claws, I start out as witch, eventually picking up Resolute Technique. I can't crit anymore, but I put myself in a great position for plenty of health, resists, and picked up good elemental damage along the way. I could even afford to go Eldritch Battery for a more reliable mana pool and more auras to support the build.

Typical freezing pulse builds would be far more safe and do more damage and have lower gear checks. Anyways, the numbers are there for me to make sense of functionality, obviously I'm not a developer to the game, they would have to tweak it till it was right.
Shmo's Suggestions; Dozen Skills!
http://www.pathofexile.com/forum/view-thread/402487

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