items: unique Topaz Ring, unique Loricated Ringmail & Orb of Transcendence & Routing ability
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Lokin's Impact Coil, unique Topaz Ring (edit)
- 15% reduced maximum mana 10-20% of received (fire || cold || lightning) damage converted to physical damage +10-20 to all attributes +1 maximum (power || frenzy) charges Lokin's Router, unique Loricated Ringmail, req lvl58 (edit) - +65-82% increased maximum energy shield +139-322 armor +49-72 maximum energy shield +3-5% maximum (fire || cold || lightning) resistance +20% chaos resistance Routing (+50% Intelligence requirement, Has no sockets) -Routing- Routing will cause any attempts to chain to also take the user into consideration when targets are selected, this allows you to chain your own attacks vs a single target jumping between you and the target. Any unit with this ability will add +1 to the amount of remaining chains left when hit by his own chain but wont sustain any damage from it, however, this action will reduce the damage effectiveness of that particular chain by a cumulative 50%.(but only when the user is hit) Orb of Transcendence (edit) - Increases the itemlevel of an item by 1 -Comments- Pretty cool items :D, though I'm not exactly sure of the balance implications. Just named it Nikola in reverse. The ||(or) are randomized upon item drop. Hmmm, I like it, but what do you guys think? Edit: I have changed some of the stats on the items to reflect current feedback. Last edited by epicusdingonious#2265 on Mar 14, 2013, 6:06:57 PM
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Divine orbs don't work the way you think they do.
An item's ilvl does not determine the stats that a divine orb can roll AFTER the item has already had affixes chosen for it. For example, if I roll a chest and it receives the affix +6% lightning resist, that would mean that it has the affix "of the Cloud" which can only roll 6% to 11%. This item affix is a lvl 1 affix meaning it can potentially roll on any piece of gear. If an ilvl 50 item rolls the "of the Cloud" affix, using a Divine Orb on it will only reroll values that are within that affix range. That item will never have more than 11% lightning resist no matter how many Divine Orbs you roll it with. Imagine how odd it would be to see a blue item's name change when using a Divine Orb. Granted, I like the concept of the Orb of Transcendence, but it wouldn't have the same synergy with Divine Orbs that you think it would. The best use of one of those orbs would be to produce an ilvl 77+ piece of gear that could roll greater affixes than that could be found naturally. This would be particularly interesting if there was no practical limit to the levels of affixes and if the number of Orbs of Transcendence required to increase the ilvl increased exponentially with the level. Last edited by vmrob#4382 on Mar 7, 2013, 11:07:09 AM
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" Yea I thought so... hmm how about this? In addition to the original effect, if you use an orb of transcendence on a rare item the level of the lowest affix gets improved and re-rolled by one tier but not above that of the maximum this item can ever have. After thinking about this orb again, it makes sense that something like this does not exist. If it did, you would only need to get the correct combination of enchantments on any item after which you could max it out over time by using this orb, which takes away some of the randomness and recycling in the game. Maybe a similar type orb made for only white items could work, simply to improve the itemlevel. Thanks for feedback |
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" In case you were curious as to the probabilities of rolling perfect tier items (items with the highest available tier of affixes), it's about 0.00006 for a high ES chest. That means that if you want to absolutely MAX OUT ES on a chest, you would have a 0.006% chance to roll the highest level of affixes. You could then use Divine Orbs to continuously roll it until it was nearly maxed out. Needless to say, adding an orb that would increase the affix lvl of affixes would break the game incredibly quickly. |
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To clarify what the uniques are about and why I think something along these lines should be added to the game:
The suggested ring allows you to disperse incoming damage over more than one defense and improve your survivability when dealing with elemental reflect. When relying on something like Discharge or Molten Shell the risk from elemental reflect can be quite a threat - this is where the ring comes in handy, for example: If I use Discharge and Molten Shell(linked to lifeleech) I can convert a portion of the reflected damage from Discharge to physical damage(due to the ring) to trigger my own molten shell. (bear in mind you are able to choose the type of damage you deal with discharge based on the type of charges you use to pair up with the type of conversion the ring gives [fire || cold || lightning] and the % allows you to fine-tune the amount of conversion) The suggested armor kind of works with the ring due to the max% [fire || cold || lightning] resist. Other than that the suggested 'Routing' ability(or maybe 'Channeling' or something) allows the user to use chaining attacks much more effectively against single target monsters, but slightly increases threat due to having to be close enough for your attacks to bounce off yourself. This armor has a clear disadvantage of having +50% intelligence requirement and no sockets, which would force the user to use a 2h weapon if he wanted to have 6 links, further decreasing defense due to not having a shield. |
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I don't think the Orb of Transcendence is a good idea. At least, not how it's described. Everything so far in PoE is RNG based. The use of your orb can be good OR bad (not counting quality currency, but that's different). If the Orb of Transcendence gave your item a RANDOM base item up to your ilvl, and a random ilvl greater than that of the item but less than your current level, it would be better :D. Even that way, everyone would stockpile them to level 79 :P.
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Thoughts on ring:
-Most players strive to achieve max resists, once they have done so, why would you then want to covert that damage to physical which would not be reduced by resist but instead by armor.. which es/ev users do not have. -Noone is going to sacrifice 20% mana for an extra power charge. That is giving up an aura for something very minimal. Thoughts on chest: -Lack of 6-link combined with low es makes it completely unusable, you would need to use a 2hander for 6link, without a shield and terribly low ES on chest you would be crippled. Thoughts on routing: -Chain is designed to be balanced with fork, and other support gems of the sort. Allowing chain to be an exception and hit a single-target multiple times is incredibly broken. I assume considering your ideas are ES based you must be power siphon.. which is intended to be used with multiple power siphon gems, one for multiple targets and one for single target dps. Not to shit on your ideas, but honestly it just seems you thought of what your character needed to make it better and added it to an item. You have to think of the big picture, how it will effect everyone else. Last edited by Leaman#0469 on Mar 12, 2013, 10:34:36 PM
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Maybe you should think about it for more than 2 seconds.
The ring: 1: There is no current item that converts received elemental damage to physical damage, but there is an item that converts received physical to fire. Just because you cannot understand why someone would want this damage conversion does not mean it can't work. 2: The ring gives 20% reduced maximum mana because of how powerful the damage conversion effect is, it's meant to replace an aura. (guess you didn't know a frenzy charge gives 5% speed, which is 1/3 of a lvl20 haste, or a power charge gives 50%crit which is 40% of a lvl20,+20% increased crit gem and this ring has no lvl requirement[which makes the damage conversion even better because you don't have max resists at low levels, the damage conversion is also good on high levels if you use it right], by your logic why would anyone ever go for frenzy or power charges?) The chest: 1: The weaknesses on the chest are there to offset the advantages, granted it could have higher ES to be on par with the newly added unique chest. If something like this was to be the only item(with no similar passive) in the game to grant 'routing' it would have to stay fairly weak on the other stats. 2: You can still have more than 4links combined with certain other uniques, for example the new unique "Nycta's Lantern" would allow you to combined a 6 linked chained lightning strike with routing. "Rime Gaze" would allow you to have a 5linked concentrated chained arctic breath with routing. Both builds allow you to still wear a shield and I'm sure with more uniques coming out there will be a few more strats for going more than 4L with a chest that has no sockets without using a 2hander. Routing: 1: Chain is not 'the other' fork, at the moment though they are similar. Maybe routing should only work for non-projectile chain effects like Arc. " Regardless of all that, these items are not intended for my character. I don't use frenzy or power charges, I don't use chaining or projectile attacks. I use endurance charges and aoe effects. The only stat on any of these that could help me is the elemental damage conversion. Refer to first post for updated stats. Last edited by epicusdingonious#2265 on Mar 14, 2013, 11:58:59 AM
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