Unique Item List - 300 of 419
this amulet got immortal flesh'ed pretty hard. there is no way to justify a pitiful 150 crit dam for 60 % less crit chance.
IGN: Arlianth
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To beat a dead horse: the amulet is really disappointing. Not only does it occupy a slot that already had extremely high multi (70%), but it lacks other beneficial stats and has one of the harshest penalties of any unique. I can't immediately think of any reason I would ever want to use it.
compared to even a good 4 stat rare amulet: 70% multi 79 life OR 22% Energy Shield 14-25 Phys damage OR 13% cast speed 6% life leech OR 26% spell damage I don't think there is even a comparison to be made. IGN: Dominion / Clamor Last edited by Fireknight#7831 on Dec 11, 2013, 8:37:07 PM
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" Yeah, it's a problem. Either the amulet needs to get a bit better or, more realistically, rare amulets need to stop rolling a single mod worth 7+ passive tree points. |
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I would honestly be deeply upset if I paid the amount a unique design costs, and ended up with something as terrible as that amulet. It's the kind of thing that's so bad people will be upset when it drops because it's so absolutely useless. I feel genuinely sorry for the supporter.
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" I do not think rare amulets should suffer because GGG's unique item team nuked the amulet. The only thing unique about the amulet is that it has culling strike, and even then, it is not attractive enough. I am not even sure the item is salvageable at this point of having the item be reworked. Only thing that can be done is buff it. Sometimes you can take the game out of the garage but you can't take the garage out of the game. - raics, 06.08.2016 Last edited by JohnNamikaze#6516 on Dec 11, 2013, 9:28:24 PM
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" That's kinda my point. Is it that this unique is too weak or that that mod is too strong on comparable rares? It's a little bit of both, but there's also a comparison to be made between the strengths of various rare amulet affixes that imply more general fixes. |
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I like how I do the damn math for the amulet proving its actually a net gain and not a single person reads it and like 6 people posted the wrong math screaming it sucks.
Whatevs guys. |
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" Your math is right, but the assumptions behind it are wrong. Consider a generic crit spec - it has something like 50% chance to crit, 500% multiplier. Assume you're hitting 10 times at 100 damage. 5 hits crit and do 500 damage each 5 hits do not crit and do 100 damage each total: 3000 damage Now consider the amulet. You actually only gain about 80% raw multiplier, because you already had 70% from the slot. This brings your total multiplier to 620%. Your chance to crit is reduced from 50% to 20% (60% less). Your non-critical hits do 75% less. 2 hits crit and do 620 damage each 8 hits do not crit and do 25 damage each total: 1440 damage IGN: Dominion / Clamor
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" The unique is definitely too weak. It already has the massive penalty of having very few useful mods. The "less crit" part should be removed entirely and then it might be viable. Normal hits doing only 25% is still a big penalty but not a unique killing penalty. There is nothing wrong with items having strong affixes.. that's nothing new. It applies to all itemtypes and affixes. |
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I love the little Blurb on Daresso's. Just awesome.
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