Lucky chart

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0nin wrote:
I doubt it'll be 80/80 charges.


Well it was on the GGG sceenshot, but Chris said they're thinking about how long the buff should last.

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0nin wrote:

temporary burst DPS onto a single target, so you can get rid of dangerous rare mobs quickly.


That's pretty much where I see a "problem", I think it would be sad if the game comes down to :

- find a rare mob
- pop granite %armor + diamond + any elemental flask with %eva ( or QS for more duration )
- faceroll
- repeat

I already find stupid to be able to chain 3 Granites for like forever, when I say "stupid", I don't mean OP, just, I don't see the fun :/
"
Ekainen wrote:

That's pretty much where I see a "problem", I think it would be sad if the game comes down to :

- find a rare mob
- pop granite %armor + diamond + any elemental flask with %eva ( or QS for more duration )
- faceroll
- repeat

I already find stupid to be able to chain 3 Granites for like forever, when I say "stupid", I don't mean OP, just, I don't see the fun :/
That's kind of the intent of those flasks, and they're balanced by the fact that you can't have them up all the time. If you want to pop every one of those flasks for one rare, you won't have any of them for the majority of rares. If you don't like that process, well, you can either arbitrarily decide not to use them, or alter your build to a point where, for instance, you do a lot more damage but you can't sustain your mana or hp use so you'll have to use mana/hp flasks instead.

The real problem with diamond flasks was CI crit multiplier builds that could afford to use 5 diamond flasks and reach at least 50k DPS consistently.
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0nin wrote:
they're balanced by the fact that you can't have them up all the time.


CI + 3-4 perpetual diamond + 1-2 surgeon's granite + increased flask charges
Last edited by Xendran#1127 on Jun 19, 2013, 12:24:26 PM
Another thing you should conisder when look at this flask

For the increase in crit chance from 'lucky'%

What is the equivalent global crit chance to give the same result?

I'll give an example

if you are using a weapon with 10% crit chance (Base)
And you have 150% crit chance bonus currently, so 25% crit chance all up
lucky will push it to 43.75%

without lucky, how much more crit chance bonus do you need to get from 25% to 43.75%?
187.5% more

Why does it matter?

play around with this concept and you'll see that the lower BASE crit chance you have, the more the 'lucky' effect is beneficial, even at low starting percentages

so, spells have lower base crit chances than daggers, then wands... they will benefit the most

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