Item Design Thread - Comments / 9.12.14

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Jideament wrote:
We need a little bit imbalance for the gain balance.


Woah🌀🌀
The chance to Vaal +1% maximum resists on an amulet is less than 1/300.
Looking at most of the mods, this item is actually reasonable depending on the exact numbers used to balance it.

X here could be a very small number approaching zero, such as 0.0000001, or it could be a very large number approaching infinity.

The real problem is too many unique effects. Bleeding is enough to make a unique item special. The Charge mechanics are enough to make a unique item. Even Increased damage is special enough to make a unique item, or the global crit...

You probably need to throw in some more regular affixes, and reduce the number of special ones.

I see a reaction to increased damage. This is not op. With 10% increased damage, a player who already has 250% increased gets an effective 4% more damage. Too much increased gets very inefficient.

I see a reaction to bleed. I'll say that other items currently have bleed... but only weapons. So this might be a no-go. But some of the reaction shows a lack of understanding of the difference between between the affix and the skill gem. (See Tora Signature mod, Blood Reaper, Aziri's Disfavor, Mark of the Doubting Knight.)

http://pathofexile.gamepedia.com/Bleed

"For the Causes Bleeding on Hit mod, the physical damage over time is 14.2% of the initial hit, per second. While moving, the affected target takes an additional 56.7% of the initial hit, per second."

(In comparison Puncture does 25.2% at level 20 and 126% additional while moving.)

That is to say, to keep bleed, you might have to gate it behind multiple mechanics. Mark of the Doubting knight only does it for 25% of melee crits (but for another 25% of melee crits it can poison.) So you might need say a small percent chance to keep it on a non-weapon.
Last edited by DragonsProphecy#4593 on Dec 6, 2014, 8:27:57 AM
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Gregoriel wrote:
Looking at most of the mods, this item is actually reasonable depending on the exact numbers used to balance it.

X here could be a very small number approaching zero, such as 0.0000001, or it could be a very large number approaching infinity.

The real problem is too many unique effects. Bleeding is enough to make a unique item special. The Charge mechanics are enough to make a unique item. Even Increased damage is special enough to make a unique item, or the global crit...

You probably need to throw in some more regular affixes, and reduce the number of special ones.

I see a reaction to increased damage. This is not op. With 10% increased damage, a player who already has 250% increased gets an effective 4% more damage. Too much increased gets very inefficient.

I see a reaction to bleed. I'll say that other items currently have bleed... but only weapons. So this might be a no-go. But some of the reaction shows a lack of understanding of the difference between between the affix and the skill gem. (See Tora Signature mod, Blood Reaper, Aziri's Disfavor, Mark of the Doubting Knight.)

http://pathofexile.gamepedia.com/Bleed

"For the Causes Bleeding on Hit mod, the physical damage over time is 14.2% of the initial hit, per second. While moving, the affected target takes an additional 56.7% of the initial hit, per second."

(In comparison Puncture does 25.2% at level 20 and 126% additional while moving.)

That is to say, to keep bleed, you might have to gate it behind multiple mechanics. Mark of the Doubting knight only does it for 25% of melee crits (but for another 25% of melee crits it can poison.) So you might need say a small percent chance to keep it on a non-weapon.


As i said my personal idea is on ''charges'', not bleeding or poison or any damage increase. Need a belt for charges, it can be +leech/+damage/+DoT per charge it doesnt really matter. Game need more items for charges especially frenzy gain. Without lowlife or CI most frenzy builds are so low. And for the gaining frenzy, only Terminus can make charges with other ways, without death.

And here is v1.1:

v1.1
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Up for more ideas / comments for charge items.
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Last edited by Jideament#2792 on Dec 7, 2014, 2:00:18 PM
+1 for charge balance idea lel
The void is a calculated mass.
New amulet design for bleed:

Bloody Tooth Amulet - Citrine Amulet

Where the item idea came from:
http://goo.gl/LbyIdE

Game has no "DoT" amulet. Duelist's block nerfed and the new tree perfect for armour/bleed characters. But there is no usefull amulet for it. Here ive one design for it:



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Crown of the Caged God
Properties:

%3 Increased Lightning Damage per 10 Intelligence
%3 Increased Fire Damage per 10 Strength
%3 Increased Cold Damage per 10 Dexterity

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