Looking for input on creating a unique item for elemental bow users (Focused around fire damage)
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Thought I'd give everyone an update. As I stated in my last post, I am pretty much set on making a quiver that revolves around physical damage. I've already more or less chosen the modifiers I want, now it's just a number game. Right now I'm looking at the following.
- X% Life leech (How much life leech to make this competetive in the end game?) - X-Z Physical damage (How much physical damage to make this competetive in the end game?)) - Increase light radius by 10% - Cannot deal fire or electric damage To me, four modifiers doesn't seem like enough. However, those are the four that I want this item to revolve around, the others can just be filler. With that being said, what other attributes are looked at when choosing a quiver? Maybe some defensive stats? (evasion/life/resistances) or maybe some more offensive stats? Any feedback would be greatly appreciated. Also, I know a lot of people suggested that I add Iron Grip, which I did consider. However, a lot of people, including myself, will be going for Vaal Pact which is right next to Iron Grip, making it a useless modifier for many. The idea is to make this item as useful as possible to all physical damage bow users, regardless of their build on the passive tree. | |
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i haven't read the thread at all, but you should make a diamond flask with 100% recovery rate.
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A few ideas:
- added bleed damage over x seconds - chance to kill enemy below x% health - a small stun on hit - added knockback Edit: Since you can't deal fire/lightning damage, maybe fire and lightning resistance, and something in the description about it... IDK Last edited by Tharros#2641 on Jan 21, 2013, 9:06:57 PM
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- 6% of physical attack damage leeched back as life - add 15-25 physical damage - 15-20% increase physical damage - Increase light radius by 10% - Cannot deal Elemental damage - Increase maximum Elemental resistance by 5% name suggestion =D -Iron Mind IGN:Morpheme Last edited by Morpheme#0617 on Jan 21, 2013, 10:05:22 PM
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" Seems like a pretty good idea. |
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i would like to see proc items in this game, so maybe something like 10% chance to cast level XX vulnerability (or other curse) on hit? maybe with a restriction that only the first arrow can proc.
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Is adding a flat increase to phys damage really worth it? Especially considering you cannot even deal fire or lightning? I think % based makes more sense and scales better. Not dealing fire and lightning could essentially keep you from using good bows with those rolls plus no anger or wrath. I think having a flat amount would be almost unusable unless it ammounted to both anger and wrath or near it. Instead I think % based makes more sense or something more original. Like converting elements to phys damage. Or possibly converting the elemental rolls on bows to phys damage. That way the base damage could scale well. Who knows. Its hard to balance these things.
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@ Crux
Wrong. 10 Flat Damage scales better on a physical damage build than 10% increased physical damage. 8% physical damage is easy as pie to get from the passive tree, 8 flat physical damage values can only be gotten on gear though. An average physical bow build deals about twelve times it's base damage in DPS. So 10 base damage gives you 120 DPS. On the other hand, with it being almost impossible to get over 200 (average) base physical damage (which is what the increased physical damage modifiers are applied to), an extra 10% will almost always give less than 10 more flat damage. No, an item that caters to physical damage will NEVER give as much DPS as one that caters to elemental, because currently, they are terribly out of balance (Elemental EASILY doing 3x the DPS of physical). That is exactly why we need some good uniques for physical builds that can't be used by your average player that just abuses triple elemental damage auras/modifiers. PS. This is for if you think "But in your situation, 10% of 200 is 20, so it gives double the base damage!" 10% increased damage will be applied with all your other increased damage values, which will generally be around 150%. So (((200 + (200 * 1.6)) * 3) * 2) = 3120 DPS. 10 Extra base damage will be (((210 + (210 * 1.5)) * 3) * 2) = 3150 DPS. The '* 3' is for 3 attacks per second, and the '* 2' is crit factors. So even with MASSIVE base damage already, and a rather low value of % increased physical damage, the 10 flat value gives more DPS. If you made these numbers more realistic (100 average base damage, 200% increased physical damage), then the difference between the two only grows. In-Game-Name: Lezli Last edited by Lezli#6741 on Jan 22, 2013, 2:22:11 PM
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1% chance that currency items are returned upon use.
would be really cool for a unique flask too...lol.. uses 100/100 charges takes a long time to refill (does not refill in town) lasts 5 seconds (better be quick!) |
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" Sure if you say 10% vs 10 flat damage but that's not what i was trying to say. It really doesn't matter which way they do it. Either way can be balanced. for instance you numbers are incorrect if you compared 10 flat damage to 50% increased (im being extreme for the sake of argument). my main point is i think converting ele to phys would be much more interesting. |
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