Skill: Magic Arrow..

Idea came from : Misreading : "RF arcer" as "RF arcHer"
So I imagined : An archer running righteous fire for boosting arrow damage sounds awesome.
So there should be an arrow skill, which's damage is boosted by spell damage.
So obviously Magic Arrow: modifiers: (Spell, (Bow), Projectile)
-Skill damage based off bow's auto attack damage.
-Skill damage only increased by spelldmg% and elementaldmg%

So you got a bow with 50physdmg, 20 colddmg, the Magic Arrow's damage with 100%spelldmg will be : 100physdmg+40colddmg.

I won't write an example what the skill's exact mechanic could be. The main point was an arrow skill scaling off spell damage.

Also, if I dont stop here, there could be a Magic Strike, melee skill based on spelldmg+weapondmg:)
D3 treasure goblins's escape portal is an entrance to Wraeclast
Dernière édition par Moeeom123#3573, le 3 mai 2015 à 20:09:37
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Yes, yes, and it shouldn't spend any arrows from your quiver either :)

D2 jokes aside, I don't think we will get that, it's already possible to make a build that scales attack damage with spell damage increases by using Crown of Eyes. It would bring nothing new to the table, besides, spell multiplier scaling was removed from Crown because it was way too strong, so PA and RF are a no-go.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Dernière édition par raics#7540, le 3 mai 2015 à 16:34:04
I like it.

The gem itself would probably really suck though, because theres just so many ways to break it (e.g., spell crit). But I'm usually always keen on ideas that connect disparate mechanics in new and interesting ways.

(And this is unlike CoE in a number of ways--foremost being ease of rebalance on a skill gem versus unique item, which means different things can be done with it as it doesnt bear the same risk of seriosuly breaking the game)
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Dernière édition par CanHasPants#3515, le 3 mai 2015 à 17:25:28
You know, there's a similar combat art in Sacred 2 called Magic Coup. It's funny because it uses your weapon to attack but is instead affected by cast speed and its damage can't be scaled by either attack damage or spell damage modifiers, only by a single passive skill that increases damage of all arts from its group. However, it's fast and has great mods so many players loved to build melee highelves around it.

In Ascaron they recognized the danger of multi-scaling skills so they instead chose to scale hybrid skills with as few things as possible, giving them good natural stats instead. In PoE that danger is tenfold. If they made the skill that fully scales with all attack and spell mods it would need to have 20% base damage or something, which would make it utterly pointless before endgame when you are able to pile up tons of bonuses on it.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I don't think it would get quite as crazy as you might think.

Most cast-based nodes have smaller numbers than attack-based. Very little bow-usable gear has access to both attack and spell modifiers. Most of the benefit will come from... Spell Echo twinning a bow attack.. Socket coloring between things like FC versus FA, making it a more "ease of access" skill... and pathing options for non spell/attack related passives (defenses, mana, etc).

The greatest abuse case potential I could foresee is extremely easy pathing for a bit more crit via nearby spell crit clusters, as well as the possible inclusion of PA and/or RF. Testing could determine just how low the base gem needs to be in recompense, but for most other things I think 20% base is a gross overestimate.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
"
CanHasPants a écrit :
I don't think it would get quite as crazy as you might think.

Most cast-based nodes have smaller numbers than attack-based. Very little bow-usable gear has access to both attack and spell modifiers. Most of the benefit will come from... Spell Echo twinning a bow attack.. Socket coloring between things like FC versus FA, making it a more "ease of access" skill... and pathing options for non spell/attack related passives (defenses, mana, etc).

The greatest abuse case potential I could foresee is extremely easy pathing for a bit more crit via nearby spell crit clusters, as well as the possible inclusion of PA and/or RF. Testing could determine just how low the base gem needs to be in recompense, but for most other things I think 20% base is a gross overestimate.



I think it wouldn't be less crazy than recent new skills. It could be balanced easily as its a single skill. Just edit its base crit and damage... It would be interesting because 4example:
-Currently flat damages on items apply only to attacks. Since this skill's damage is based off auto attack, and as it will be a spell, the flatdmg on item would count. Lot of unique items would be good here.
-If you want crazyness, there could be Cast on Crit Magic Arrow. I mean another arrow attack proccing Magic Arrows spell.
-You wouldn't have to deal with accuracy
D3 treasure goblins's escape portal is an entrance to Wraeclast
Dernière édition par Moeeom123#3573, le 3 mai 2015 à 20:10:34
So, you're fine with the skill being nigh useless until late endgame? Because that's what scaling from all sources means. It would have to be limited in some ways after all.

If you just want an unusual skill I could agree to something like this, of course, I'm assuming two variants of the skill, one that creates a sword and one that creates a bow. I'd be up for it replacing elemental hit, the gem is currently pointless and utterly dwarfed by external ele damage sources, the initial concept hasn't held out.
- the skill creates a weapon out of thin air to attack, weapon damage is determined by gem level
- it's a spell so it benefits from cast speed and all spell damage bonuses
- it counts as a weapon attack so it benefits from flat damage on items and damage from weapon-specific passives, but not attack speed
- strength bonus and melee damage bonus don't apply because the weapon is weightless and is controlled using your mind, you gain equal damage bonus from intelligence instead

Having the gem provide base damage eliminates a big part of weapon damage variance. There's a huge gap between divine, good, bad and downright ugly weapons so it's likely that the user experience would range from pitiful to gamebreakingly good. After all the balancing is done it would probably end up as an exclusive, richie-rich skill if it relied on weapon damage.

However, the trouble is devs are very careful about setups that ignore item progression, PoE is a loot-driven game so they are really careful with items like facebreaker, pillar of god, doomfletch or edge of madness. There also the problem of coding all this, might be harder than we think and it won't be easy to balance in any case, the choice is between tricky and a total nightmare.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
We already have it, its called Explosive Arrow meh
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raics a écrit :
- the skill creates a weapon out of thin air to attack, weapon damage is determined by gem level
- it's a spell so it benefits from cast speed and all spell damage bonuses


Does that mean I can use Multistrike and Spell Echo at the same time with the same skillgem? :D
Will Life Gain on Hit work because it's an attack?

Who wants Life Leech when you can get that attack-cast-hybrid-speed-bonus?
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SuperMotte a écrit :
"
raics a écrit :
- the skill creates a weapon out of thin air to attack, weapon damage is determined by gem level
- it's a spell so it benefits from cast speed and all spell damage bonuses


Does that mean I can use Multistrike and Spell Echo at the same time with the same skillgem? :D
Will Life Gain on Hit work because it's an attack?

Who wants Life Leech when you can get that attack-cast-hybrid-speed-bonus?


Hell if I'll be the one to sort that out :)

But I imagine echo would work but not multistrike because the initiating action is a cast so it gets repeated as one. And life on hit would, of course, work because it counts as a weapon attack. Right, like I said, nasty little bugger even to roughly brainstorm, let alone implement.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

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