WIP Unique Kite Shield (Updated WIP Provided)

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zeto wrote:
Modifiers to anything except life, cannot go lower than one, even if they are then applied to life. ex. you lose 3% of 1 mana as life = 1 lost.
This is not correct. It's only specifically for paying costs that your forced to pay at least one. Other effects that remove some of your current life are not limited in this fashion.

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zeto wrote:
Summed up, with CI, no modifier can directly affect life, in any capacity... it must be indirect.

So in order to prevent CI from using something it has to deal indirect damage (x% of Y as life) or be a hard number (-X life)?
Static modifiers to life are used to determine your maximum life, by increasing the base value. If you have CI, then they have no effect, as it overrides the value of your maximum life to always be exactly one. even if you had "100% increased maximum life" or "100% reduced maximum life", they would apply to your base life value and be entirely ignored by CI, which replaces whatever values would have been calculated as your maximum life with 1.

Events in game can add or subtract from your current life value. These still apply under CI, with the obvious consequence that subtracting any non-zero amount of life will cause you to die, since your maximum life is one.
If there was an effect that made you lose 20% of your life (there used to be a flask that worked something like this), then the amount lost would be 0.2, which rounds down to 0, and you would loose no life.

You can only lose or gain integer amounts of life. Anytime an event in the game is making you lose a percentage of some value from your life, what that actually means is it will
a) Calaculate that percentage of that value to come up with a (rounded if necessary) integer amount of exactly how much life you will lose, and then
b) Subtract that integer number from your life.

However, when paying the cost of a skill (with mana or life) if that cost is a percentage cost, then it will always cost at least one - it's impossible to use a low enough value and percentage to eliminate the cost of a skill entirely. So all skills which cost you a percentage of your life will cost at least one life (if you managed to get a skill that cost 200% of your life, that would cost 2 life, and you couldn't cast it since you don't have that much life). This is specific to how mana costs are calculated and effects nothing else.
Interesting knowledge, but the reason why I don't want Life removed from blocking because of a couple of reason.

It would be
A. More Physically based instead of the mana attunement that was designed from the shield's absorption of energy.

B. It would completely defeat the purpose of tanking with the shield as a hybrid, since as a Hybrid Armour/ES, you rely on both ES and Armour to get you through battle's and when your ES is down you rely 100% on your Armour and health.

Say if you were to block you would for example regenerate 30 Energy Shield, and lose 20 health and mana. Now you get hit for 40, you not only lose your regenerated shield, you now have 30 less hit points then you started with.

It completely defeats the purpose, its designed as an aid to hybrid tanks that need ES to still exist while going into Armour tank mode, and I think the shield should be designed to reflect that, as a Kite Shield, and as being designed for Melee based Armoour/ES hybrids.


Best thing I can come up with to deter CI builds from using the shield is high STR/INT requirements, not making it impossible for CI to use it, but making it less likely conventionally to use it, also to focus on stats on the sheild away from spell damage increase, and likely not including Elemental damage.

It would be too harsh to say, make the unique make you take exactly 1 health damage every time you block.

Its not that I don't think CI builds shouldn't use the shield it would be very powerful for them rather that it be designed and utilized for Melee Hybrid of Any type including CI, providing they meet the Str Requirements.
Last edited by Evir#5190 on Apr 30, 2012, 1:55:43 AM
Hmm, how about adding "70% higher requirements to wield" as one unique mod, which is no problem for a str/int hybrid but a problem to both pure str or int builds, even with onyx amulets and other stat items.
Last edited by Khodar#1178 on Apr 30, 2012, 3:14:31 AM
My build should easily have over 300-400 Str/int when I get around the level I expect for this shield so, I'd imagine having a higher requirement wouldn't be too bad.
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Khodar wrote:
Hmm, how about adding "70% higher requirements to wield" as one unique mod, which is no problem for a str/int hybrid but a problem to both pure str or int builds, even with onyx amulets and other stat items.


I like this suggestion. Something along these lines, anyway. Increased requirements to str and int would help specialise the item.
IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan
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SpudOfDoom wrote:
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Khodar wrote:
Hmm, how about adding "70% higher requirements to wield" as one unique mod, which is no problem for a str/int hybrid but a problem to both pure str or int builds, even with onyx amulets and other stat items.


I like this suggestion. Something along these lines, anyway. Increased requirements to str and int would help specialise the item.


Well it would get it out of the grubby Pure Caster hands and bring it more towards Str/Int
Rough update;

Looking specifically at the Angel Kite Shield, or Archon Kite Shield.

Though Archon might be a bit too high at lv 68, where Angel is in the more *current* butter zone of 55, though I would obviously like the item to be higher. The model fits the description well imo.

Been trying to figure out the name and the unique text,

Name would go something along the lines of the text idea.


Text Idea I got so far is only rough but something along the lines:

Drudging through the darkness (Needs to be polished, forward to ever brighter horizons. As one we rise.
Last edited by Evir#5190 on May 12, 2012, 3:51:50 AM
Another thought seeing this thread;

http://www.pathofexile.com/forum/view-thread/33202

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Neokolzia wrote:
ya the idea for my unique kite shield which would regen a portion of ES on successful blocks would be broken on this type of build.

hence why I'm pushing for extra high Str requirements.

Since generally people capable of using a kiteshield aren't going to be using 100% ES gear rather chain gear

Or maybe I could get it so it regens say 1-2% of Total ES, or 5% of total Armour as ES, whichever is higher amount it will take.


I have put alot of thought into the balance on the Shield regeneration.

To balance it so that it will be undesirable by Pure ES Character, Pure Armour Character, Pure Evasion Character.

Rather focusing the item to enhance the users of the type, Chainmail (Armour/ES),

So, it should be something like this,



On Successful blocks you regenerate Energy Shield equal to 2-4% of your total Armour, (Capped at 10% Energy Shield).


idea would be 1/2 of 10% of a players ES should be the regen if your armour is high enough given default chainmail gear.

So I'm not sure how Armour/ES is applied as a ratio to this gear.

Thus if an Pure Armour player picks this up with say 100 ES (Low), They can only regenerate a maximum of 10 ES, Where say a Pure ES Witch at 10,000 ES will not have the armour to do the regen or very little.

On my Full Chain templar, at lv 51, with okish gear not maxing Armour/ES but a general idea, I have 1000 Armour, and 600 Energy Shield.

So if I were to block, I'd regen (lets say its 3% since I think thats balanced, 4% may be getting too high) 30 ES, and if I boosted my armour with armour pot to an insane amount I can only regen a maximum of 60 ES.

Last edited by Evir#5190 on May 25, 2012, 6:46:44 PM
I really like the way you made something for a hybrid that effectively locks out min-max in either direction.
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