Chance to proc status effects (freeze, shock, stun, etc.)
The way it was explained to me, your chance to trigger secondary status effects is dependent on the amount of damage you do, i.e. with low damage your chance to proc is low and with high damage your chance to proc is high. In effect, this makes +Crit a proxy stat for status effects, since the more you crit the more often you're going land your effects.
I'm not sure how I feel about this system, but I'm inclined to say that, as it is, it makes +Crit too much of a catch-all Jesus stat. Here's what I would (probably) do instead: (1) Lower, but do not remove, the dependence on damage (2) Introduce separate modifiers for the various status effects on gear and support gems (and possibly also on talents, but see below) With added gear/gem mods you could work to further specialize yourself in a particular field (say, freezing) without permanently locking yourself to that path. So it would still allow for some "meta-flexibility" in the sense that you could "respec" by getting new gear. But it would also allow you to compensate for a lacking crit rate by stacking modifiers. I'm less certain about introducing passive talents, mainly because I do think the flexibility of the current system does have some merit, and adding talents could possibly make characters too specialized. However, since there are already talents for e.g. Freeze duration I don't think they'd be out of place at all, and I think they would also make for excellent "low hanging fruit" in the sense Chris was talking about in the recent podcast. tl dr: I'd like to see more options and trade-offs related to triggering status effects. Dernière édition par gilligan#3516, le 17 août 2011 à 21:50:36
Ce fil de discussion a été automatiquement archivé. Les réponses ont été désactivées.
|
![]() |
This is not correct. Fire, cold and Freeze are not triggered based on damage dealt, their effect is.
The way these work is that any critical hit with cold damage will cause freeze (regular hits with cold damage cause chilled) - in either case, the duration of the status is related to the amount of cold damage (not all damage total) dealt. Similarly, crits with fire damage cause burning - duration is 4 seconds, amount of damage over time is 1/3 of the fire damage dealt per second - so you get one and a third times your fire damage dealt again over time. Crits with lightning cause shocked - like the cold ones, the amount of lightning damage dealt changes the duration. So they're not based on damage, but you are correct that they hinge on critical hits. I can't speak as to how likely this is to change, but personally I really like this system - everything working of crits is simple and easy to understand, and simultaneously makes crits feel more special and provides cool rewards for elemental damage which get better the more you have. There are skills which in addition to causing these effects on crit have a 'chance to freeze/burn/shock', which is applied regardless of whether you get a crit, and there will probably be more in the future. | |
"Add endurance charge on status effect" might need to be looked at, unless there are more ways of triggering status ailments than crits (eg cold snap)
Reason being it doesn't do anything that "Add Endurance Charge on Enemy Critical Strike" doesn't do. |
![]() |
Cheers for clearing that up! I suspected that I had misunderstood something, and having crit rate be equivalent to proc rate with damage determining the strength of the effects definitely makes more sense mechanics-wise than what I described (though the point I was trying to make concerning the dependence on +crit remains the same in either case).
|
![]() |
There's the skills like cold snap which have a chance to inflict the status without a crit. There will eventually be a chance to catch fire from nearby teammates if your enemy has the right skills, and some skills are planned which will unconditionally deal these status effects.
Plus there's chilled, which occurs on all regular cold damage. In addition, the bit I didn't mention before is that for chilled, frozen and shocked, if the duration based on the damage would be less that 300ms, it's ignored entirely. | |
" That's not right, some enemies can affect your status whithout crtitin' you. Furthermore if you have the passives, a critical hit granted whith elemental damage should give you two orbs... A force d'enculer des poules on finit par casser des oeufs.
Don't fuck a chicken too hard or you will break some eggs. |
![]() |
there is chance to enemiese on hit with cold damage in shadow tree. does it work without crit?
|
![]() |
Holy necro. To answer your question, yes, that node can work without critting, following the formula 100ms freeze duration per 1% max life dealt as cold.
Dernière édition par Ivanovichy#1945, le 9 mars 2013 à 00:00:48
|
![]() |
This reminds me, what's up with totems? You can freeze them without freeze on hit OR critting (Back in CB i would always freeze-lock kuduku with a restech heavy strike)
|
![]() |