Chaos Damage Critical Strike effect
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Chaos critical strike effect should be Skill-specific.
Each skill should have a critical effect dedicated to chaos damage. That's all. And I mean all skills, not just the chaos damage ones. The effect might be shared by similar skills - like Viper Strike & Poison Arrow. Practically speaking, it shouldn't just be a DoT for every skill. We've got Fire crit for that. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jul 2, 2014, 9:35:54 AM
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Chaos is an element like anything else. Its "crit effect" is supposed to be the fact that it naturally bypasses ES. Way back when the damage was reliable now we have defense setc against it.
Of course it's also a hard counter to ES. If it gets a crit effect the effect needs to match its flavor and NOT be skill specific. That defeats the purpose of giving it a crit effect in the first place. It shouldn't be a chaos DoT (we have that on the passive tree). My recommendation is a stacking chaos resist penalty. IGN - PlutoChthon, Talvathir
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I'd make both Chaos and Physical damage crits have unlockable effects... but I would enable them through the passive tree, like there already is for daggers, or through uniques.
This would create a unique pattern for these damage types, as opposed to the free kind found on elements. I'm also ok with such being on skill gems... if there were both magic and unique varieties, this would be on unique skill gems... (Other types of unique skill gems would be like 3 dragons, as an example.) |
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"I honestly think stuns should be phys only in lieu of a crit effect. IGN - PlutoChthon, Talvathir
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" This could be the case, but it just isn't... Other than that most of the stun related passives are in the Strength/Marauder area... which then does actually end up encouraging phys to be better for stunning, in a way. I will say, because of how armor works, that phys critting has a kind of natural armor piercing. I'd recommend if you did an effect for phys critting, that you consider what you are using as a weapon... piercing weapons might cause bleeding, blunt weapons might cause disorientation (chill/temporal chains). |
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"The point of acrit effect is to always get the same thing when you crit in a certain way. Every fire burns Every cold freezes Every lightning shocks As it stands yes phys is a natural stun effect. I'm just saying that I'd be cool with phys being the only damage type that can stun. IGN - PlutoChthon, Talvathir
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" Don't get me wrong, I'd be fine with that. But I'd also be fine with just Maces and Hammers stunning. Because, when I stab you in the chest with a sword, I'm thinking that would feel more natural to be a bleed than a stun. Killing someone with a mace/hammer and a crit should cause their head to explode; while killing them with an axe/sword crit should decapitate them or slice them in two. "Historical Accuracy". |
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" I think it'd feel more natural if it was somewhere between heavy bleeding and insta-kill. Just saying. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jul 3, 2014, 9:42:43 PM
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I would also like to see critical strikes with chaos damage (and those with physical damage too, but that's another story) to have an effect. But which one? The fact that fire crit already inflicts a Damage Over Time makes me want to avoid giving the same effect to chaos crit. It would feel redundant. Plus, it was already stated that there is a way to inflict a chaos DOT (poisoning) through the tree.
I like the idea of a cumulative chaos resistance penalty, or something like that. For brainstorming sake, I also add an idea: chaos crit could inflict a rust status (or corrode status or crumble status, whatever... I don't care as long as it feels blended with the rest of the game) for a variable amount of time. The amount of time is, of course, set by the amount of chaos crit damage received and the target's maximum life (just like with cold crit damage which freezes for a variable amount of time). This rust ailment status would make ALL damage types to bypass energy shield. Then, the maximum amount of time could be tweaked to adjust powerfulness of the mechanism. Of course, implementing such mechanism would imply to adjust survivability of mobs by giving to more of them some natural energy shield replacing part of their maximum life. Same idea in another flavor: being rusted lasts for X seconds (like fire crit damage mechanism), but it makes a percentage of all other damage types to bypass energy shield, the actual percentage being set by the chaos crit damage received and the target's maximum life. THAT would be nasty and benefit interactions between skills. :) |
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