On Hit affect for Physical Crits

So I was thinking it would be a good thing to discuss since it was brought up in the beta manifesto.

I would like to see bleeding as the on hit affect for criticals, since its physical damage to me it makes sense it would cause the target to really bleed.
S L O W E R
I agree bleed sound reasonable, similar mechanic as burning. The thing is im not very excited to get a simply damage boost "effect" from phy crits.

I rather would like some none damage related effect, so i prefer a defense related effect like stun or reduced atk speed/dmg for enemies on crits. So some kind of "numb" debuff, so basically a small enfeeble maybe, combined with some armor related debuff?

Example:

for x seconds, depending on initial phy damage

~20% less atk/cast/movement speed
~30% less armour/evasion
~30% less accuracy
Last edited by AndyPandy22 on Apr 12, 2013, 10:34:22 AM
Hmm thats interesting as well, a short duration debuff.
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A stun or short-duration shield effect might be nice, maybe some flat absorption.
IRON MAN
Bleed is too similar to Burning, and Stun is kinda similar to Freeze.

It might just be best to give physical something like 50% more crit multiplier, or whatever number is balanced.


Also, how about Chaos? If Physical damage gets a crit effect, why not Chaos as well?
Chaos already has one, it bypasses everything lol
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Slow and stun with blunt weapons, bleeding and vulnerability effect(more dmg from physical) with axes,blades etc.
I think it would be interesting if different weapon types, had different effects. Could be a mix of debuff/disabling ones, and more offensive based ones.

- chance to blind
- concession / confusion - randomly attack other monsters around them
- stun
- reduce attack speed
- make them vulnerable so follow up attacks do more damage
- bleed / puncture effects

Maybe it could be tied into weapon types, or passives/supports.

Elemental get damage (burn / shock stacking) and control (freeze/chill) - getting some sort of parallels with phys damage would be neat.
"
kaniz wrote:
I think it would be interesting if different weapon types, had different effects. Could be a mix of debuff/disabling ones, and more offensive based ones.

- chance to blind
- concession / confusion - randomly attack other monsters around them
- stun
- reduce attack speed
- make them vulnerable so follow up attacks do more damage
- bleed / puncture effects

Maybe it could be tied into weapon types, or passives/supports.

Elemental get damage (burn / shock stacking) and control (freeze/chill) - getting some sort of parallels with phys damage would be neat.


I like the per weapon idea, since it makes weapon choice and dual wield more interesting.
Last edited by AndyPandy22 on Apr 12, 2013, 10:52:22 AM
I didn't even think of per weapon class effects, that would make choosing a weapon class more meaningful!
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