TSC: Giving away the chance to make a unique and a custom Avatar! *EVENT* *Winners Announced*

i dont care the stats but a design for a crosbow would be swsome.
Shield:

Level 50

Dex/Str 70/100

Damage 100-175

Can be wielded as a weapon
10-20% chance to reflect incoming damage.
20% chance if not reflected to take 2x of incoming damage.
35% crit%
25% increased crit damage.
45 life
1-40 lightning.
attacks without an ability have a 25% chance to stun/bash the target.
You are allowed to use 2 shields.





Quiver of the Frozen Tundra
Converts all Elemental Damage to Frost
15% increased slow percentage
Lifesteal
Increased Attack Speed
Chance on attack to summon a Blizzard Storm damaging all enemies within 15 yards.

---


If I dont win the item I want an avatar!!! :)
Closed Beta|Open Beta|Release|League Only
KingGorlak's Mighty Defender
+200 to 350 physical damage on hit
100% chance to knock back players with shield charge.

would be the main stats of the shield. It would be a pure str shield with high armor on it.
Spoiler
Storm Walkers
Boots

20% run speed increase
+16 Intelligence
20-30%Lightning Resist
20-30&Cold Resist
20-30%Fire Resist
*Player Cursed with Elemental Equilibrium*

Rain or snow i will go!



Spoiler
Inog's Innocence
Ring

+30 life (implict?)

+10% Energy shield recovery
+10% Max Energy Shield
+3% Max resist
20% Item Quality
*Purity* - add a reasonable rank

Only faith is inscribed.
Last edited by elenora#7685 on Dec 10, 2012, 8:07:28 PM
Spoiler
Flaming Gauntlets
Glove slot


Armour: 80
Energy Shield: 60
level 39 str 50 int 80

+1 Fire skill gems socketed
+5% Chance to ignite
+10% Increased Fire Damage
+51 Max Mana OR +25-30 Intelligence OR % Reuced Mana reserve
28% fire resist
Cold Damage taken increased by 20% OR -25-30% to Cold Resist

Cleans those with the power of Fire!
Last edited by elenora#7685 on Dec 10, 2012, 7:57:15 PM
Flame Tongue, Robe of Prophet

Energy Shield: 450
Requires Level 60, Int. 170

- Burning Soul (Put your body in flames causing fire damage - 1% of total life per second)
- Cold resistance -% (variable 15-17%)
- Cast time of fire spells -% (variable 7-12%)
+ Fire damage +% (variable 220-250%)
+ Fire Teacher (Minions have fire aura which causing 10% of their damage to all enemies around, small area of effect)
----------
Burn their houses, burn their towns, as your soul is burning in the hell.
Last edited by Skorpionkz#5490 on Dec 10, 2012, 7:23:52 PM
Fleshwrithe
Heathen Mask

+87 Evasion
+28 Energy Shield
5% Chance to Ignite on Spell.
50% Increased Mana Cost.
-25% Armor.
-25% Evasion.
-25% to All Resistances.
20% Increased Critical Multiplier
Gain's frenzy charge on critical hit.
Extra gore.
Flavor Text: You're on your own. And you know what you know. And YOU are the one who'll decide where to go

Hope this gets picked spent a lot of time trying to balance this.
Here's my three suggestions:
Uniques

Crown of Excess


I sort of imagine something like the Nazguhl Helmet from LotR, just with the Artistic freedom to not obviously look like that.^^
Text in case the Picture doesn't load
Circlet (Gleaming/Petrified/Ezomyte)
Req. Level (57/62/67)

+20-30% Energy Shield
Spells in this item deal 50% Physical Damage*
Enemies lose 10% Resistances for every Elemental Status Ailment**
+25% Burning Damage
25% reduced Duration on Elemental Status Ailments
Skills in this item are supported by Level 5 Elemental Proliferation

"Insanity is doing the same thing twice,
and expecting a different result.
Sometimes, it works.
"

Thoughts

Originally, the idea came from a discussion with Nuclear Raven about how to improve burn damage on his unique, and I figured it'd be nice to decrease the time, but increase the damage.
This item concept is basically the evolution of that into something slightly over the top.

The Phys Damage Change is meant to take 50% (Or 100%, if that's easier to code) of the base damage of a spell, no matter what type, and turn it into physical. Then, all the other conversions, adds, and whatever apply normally.
Doing this off the bat and only to the base damage prevents circle conversions, as no elemental damage can actually be "converted" to physical.

-Resistance on Status Ailements means:
Burning, -10% Elemental Resistances,
Shocked, -10% Elemental Resistances,
Chilled, -10% Elemental Resistances,
Frozen, -10% Elemental Resistances.
Yes, the latter two mostly happen at the same time.


Alternative:
Instead of the 2nd, 3rd, 4th and 5th mods, have:
  • 10% of Elemental Damage added as Chaos
  • Fire also causes Shock
  • Lightning also chills/freezes
  • Cold counts towards burning damage
  • +10% Spell Crit Multiplier for every Charge





Magebane

Fiend Dagger /Golden Kris
Req. Level 44
+100% Damage if Target has full Health (global)
+25%-50% Damage
-80% Max Mana
8-10% Mana Leech
+75-100% Mana Leech Rate
+50% Dex Requirement
Phase Acrobatics

"Feel their power
It's run it's course
See it spill
Make it yours
"
Thoughts

Thought of as a dedicated weapon to bring down enemy magicians, the weapon exploits their Energy Shield by dealing higher damage before they are actually hurt, which against fragile targets is most of the time.

The 100% Damage increase would work with spells as well, which curiously makes the weapon very good for Blood Magic Casters, dealing double damage with the opening strike; Thus, I added an increased Dex requirement to make the opportunity cost higher.
When using the weapon in it's originally intended function, one has to carefully manage mana load, as nearly no pool remains to trigger high level skills, but the insane leech should provide if the skill deals sufficient damage. Maybe the Leech Rate for Life should be increased as well?

As a further massive advantage, the weapon offers Phase Acrobatics without requiring Acrobatics, thus granting 20% Spell Dodge at no further cost.

The Mana debuff might be a bit harsh.



Maelstrom Beacon

Primordial Staff
Level Req. Level 42
Adds 10% of Elemental Damage as Chaos
+25% Increased Totem Life
Curse Gems in this item deal 10-20 Chaos Damage
Curses cost 25% less Mana
+50% Mana Regeneration
300 Life Regenerated per Minute

"They don't know your Heritage"

Thoughts

This originally started as a Keystone idea in a thread still linked in my signature, with the Intent to buff Totems at the cost of direct attack power.
As that was a bit stale, I thought about a way to also improve curses for a real 'Shaman' Build.
The Chaos Damage seems pointless at first, but in fact it turns curses into an attack spell that can be augmented with Added Elemental Damage Gems;
For example, an Elemental Equilibrium Build could alternate between Conductivity with added Cold, and Frostbite with added Lightning, for a more or less constant -60 res on the enemy, in a very large AOE.
Obviously, high Mana costs, slow cast speeds and low damage kind of discourage that approach.


Below are uniques I originally suggested as well, feel free to read them.
I felt that it's hard enough on the jury already, so I retracted them to have only the best items highlighted.


Hammerfist

Goliath Gaunlets
Req. Level 58
+61-100% Armor
+25% Chance to Knockback with all skills
Adds 5%* of Armor as Physical Damage
10-20% More damage when unarmed
Unarmed Attacks deal an additional 1% damage per 5 strength**
Unarmed Attacks can use mace skills (Alternative: Unarmed Attacks have 6 AOE)***

Me crush!
Thoughts

Meant as a high level Alternative to Facebreaker, Hammerfist would be more defensive.
I even thought about adding blockchance and stun recovery when unarmed, but that would result in a list of mods that reads very boring.
The Additional Physical Damage will make it useful to regular weapon wielders, while more damage when unarmed can make the gloves attractive to spellcaster that somehow got massive increased mods already.

Compared to Facebreaker, the damage is notably lower, so I doubled the strength modifier as an attempt to buff it and really evoke that feeling of a huge barbarian crashing his enemies with enormous fists of steel.
I've been thinking about making the phys/armor bonus unarmed only, but giving a global phys damage % based on strength, including weapons.

*The damage bonus might end up being rather significant, and might need to be toned down.
** Or just change it to something like "+20% Strength", but that has the disadvantage of being a massive health buff. Unless it's also only when unarmed, in which case it's flavourful, but hey, boring to read.
***Meant to allow unarmed attacks to use the likes of groundslam. A base AOE could do the same.





Mana Coil

Coiled Staff
Req. Level 26
Base Attack is a ranged Projectile
Benefits from Wand Passives
+10-30% Spell damage
+50% Crit Multiplier
Skills in this item are supported by level 5 Added Lightning

Thoughts

A hybrid of sorts, this item would benefit from both staff and wand passives, and thus be a formidable ranged weapon that can also use melee skills (if that is possible coding wise, if not, it's still a great 2h wand.

I see a problem with it becoming weak on higher levels, so no one can really specialize on it.




Berserkers Garb

Shabby Jerkin
Level Req. 34
+500 Evasion
+10% Strength
You take 20% reduced extra damage from critical strikes
Gain a Frenzy Charge when an enemy scores a critical strike on you
+10% Attack Speed
Always has 6 Sockets

"Defense but an excuse for a lack of offense."
Thoughts

Really, it doesn't need to be a Shabby Jerkin, but it should look like one.

It is mainly meant to be a source of frenzy charges, but the main inspiration was "How to create a potentially high Link item for low level characters".
I originally wanted +5% Strength per Frenzy Charge, but that might have been a bit too much.


'Design Thoughts' for all uniques are in the spoilers below their envisioned stats. Please look there before thinking "that is completely impossible!".^^
Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C

___
Isn't a "no" better than an ignore?
Last edited by UnDeaD_CyBorG#7056 on Dec 11, 2012, 6:55:46 PM
Spoiler
Pricking Surgical Needle
Carved Wand
--------------------------------
Wand
Physical Damage: 8-14
Critical Strike Chance: 12%
Attacks Per Second: 2.4
--------------------------------
Requires lvl 15; 80 Int
----------------------------
9% Increased Spell Damage
--------------------------------
4-7 Added Physical Damage
+60% Base Critical Strike Multiplier
+50% Critical Strike Chance
Culling Strike
20% Reduced Cast Speed
Less Gore
--------------------------------
"Surgery was just one
of her hobbys"
Last edited by jaankoo#1089 on Dec 11, 2012, 9:18:07 AM

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