[Support Gem Suggestion] Melee Spell

I thought it would be nice to have some kind of melee mage. But the fact that life leech or at least life gain on hit arent available (except through a unique item) makes building one quite hard and very limited. So i thought of the following gem:


Melee Spell


Gem Type: Intelligence, Support, Spell, Attack

Mana Cost Multiplier: 250%

Effect: The Spell is now additionally labeled as "Attack" and has a range/radius of 10. 0-20% increased attack speed. The spell is still completely independend from your weapon and all modifiers specified to it.

per % Quality: 0,25 increased range/radius.



Effects (explained):

Spoiler
- Maximum range only counts for the original spell/projectile, not for Forked/Chained projectiles/spells.
- Cast Time is now also counted as base attack speed. Increased attack speed (independend from weapon speed!!!) will lower the cast time, as will increased cast speed. This includes the dual wield bonus.
- Increased/decreased AoE will affect the maximum range of the spell, even if it is not AoE.
- crit chance for your weapon and increased damage for your weapon do not count towars this skill

Cast speed is calculated this way:
Spoiler
Base cast time / (1 + Increased cast speed + Increased attack speed) = Cast time

Example: 0,8s Base Cast time, +12% Cast speed, + 38% attack speed

0,8/(1+0,12+0,38)= 0,533 s

Thsi is analogue to the actual cast time calculation.


What this gem makes possible:
Spoiler
- added damage support gems
- life gain on hit
- more viability for dual wield
- cast on critical strile support gem
- cast on melee kill support gem
- Multistrike
etc...



So there would be many builds coming up with it i guess.
I would really like your opinions and ideas about it (preferably Pro/Con)and especially wether you WANT it introduced or NOT. Please keep in mind: this is only a rough draft. I am also very open towards changes of the idea, so dont be shy :)

But please refrain from using the following redundand arguments:
Spoiler

-"There are more important things to make" - This accounts for almost everything in the suggestion section. Its about the idea and wetehr the community wants it implemented.

-"This will not come out soon" - again, this is true for almost all suggestions. But its better having a deysired thing com out late than never.

-"We do not need it" - theoretically, no skill in this game is needed as long as the otehrs are present. This is purely about wether people want to see it implemented.


Thanks!
Last edited by Malgator#4016 on May 30, 2014, 1:47:09 PM
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CON:
"
The Spell is now additionally labeled as "Attack"

Damage scaling would be OP
Crit.scaling would be OP
etc OP
OP
OP

NO
Remember, suffering is convenient.
That is why many people prefer it.
Happiness requires effort.
"
HarukaTeno wrote:
CON:
"
The Spell is now additionally labeled as "Attack"

Damage scaling would be OP
Crit.scaling would be OP
etc OP
OP
OP

NO


When you call something OP, please at least give reasons for it.
Also please read the descriptions.

@damage scaling: I already stated it does not scale wiht the weapon speed. Thus, only weapon-unspecific passives from the tree, the dual wield general bonus and the attack speed support gem will account for this. Also, you hit less enemies because of the reduced range, thus dealing less damage to multiple enemies than before.

@crit: crit chance is is independend of your weapon, its the same as before.

All you do is trade range for cast speed and new possible support gems.
I gave you reason:
"

The Spell is now additionally labeled as "Attack"

Can't you see how will this be overpowered? -_-
Simple example: you will be able to support (let's say EK) with BOTH IronWill and IronGrip. Not to mention other "projectile" spells.

Funny but you mentioned Multistrike yourself, and it seems to me that you can't see how this will be OP.
Read the last line of this item also -> Crown of Eyes
And that's not all...

I don't want to waste any more time trying to describe you how else it will be OP
Let others do this
Remember, suffering is convenient.
That is why many people prefer it.
Happiness requires effort.
"
HarukaTeno wrote:
I gave you reason:
"

The Spell is now additionally labeled as "Attack"

Can't you see how will this be overpowered? -_-
Simple example: you will be able to support (let's say EK) with BOTH IronWill and IronGrip. Not to mention other "projectile" spells.

Funny but you mentioned Multistrike yourself, and it seems to me that you can't see how this will be OP.
Read the last line of this item also -> Crown of Eyes
And that's not all...

I don't want to waste any more time trying to describe you how else it will be OP
Let others do this



1st: learn to not be condescendign towards otehrs in discussions.

That unique does not count since GGG underbinds any double counts of passive boni (see Iron reflex)...so this wouldnt be an issue. U seriously misunderstand the perks of spells over attacks: its rangeg and aoe. but i have taken that away. u wont hit much with an EK that only goes 15 far. And the damage reduction from multistrike applies too, so its just like an attack.
But lets calculate this:

Usual EK Build (shadow) with 5 slots:
about 24% cast speed + 32% Spell damage + Mana Leech + Life Leech + Added Fire Damage + Hatred + Faster Projectiles:

Damage: (435–652)*(1+0.39+0.38)*(1+0.32+0.19)*1.24= 1441-2160 damage per second
Mana Costs: 56*1.3*1.1*1,3= 104 - already hard to sustain


EK build with this gem and multistrike, also 5 slots:
24% cast speed + 32% Spell damage + 50% Attack Speed + EK + Melee Spell+ Multistrike + Added Fire Damage + Mana Leech + Hatred

Damage: (435-652)*(1+0.66+0.39+0.38)*(1+0.32)*((1+0.5*1.8+0.24))*(1-0.34) = 1971-2953 damage per second
Mana: 56*2,5*1,8*1,3=328 Mana - which is unsustainable.

So, while one might get a damage boost of roughly 30-40%, the Mana cots become horrendous and the life leech is lost too. also, in my generous assumption there appear 50% unspecified attack speed out of nowhere.


It is not OP as you state, and it is questionable why you write that on the prime example of EK when not running the numbers. Also not in the calculation: the fact that one hits far less with a 15 range EK (significantly lowering damage output) and that the main protection is lost: distant wave clearing. while ppl previously could focus just on damage, with the range gone, they need more tanbkiness -> more skillpoints and mana spent for defensive things.

Considering all those drawbacks, this support gem practically balances itself.
Last edited by Malgator#4016 on May 30, 2014, 5:44:18 PM

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