Wand, Daggers, staves and Specters

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anubite a écrit :
I think this is how the system should work though. For daggers/staves/scepters the game should do the following set of things:

Roll a number between 1 and 3.

if N = 1 make said weapon hybrid
if N = 2 make said weapon physical
if N = 3 make said weapon magical

"Hybrid" contains all the current mods these weapons have currently.
"Caster" contains only caster mods, in combination with +resistance mods, and a few other miscellaneous things
"Attacker" contains only weapon-damage focused mods, such as added elemental damage, increased physical damage, et cetera

Then, the game makes more appropriate rolls, determining the mods on the item and their levels.

To me this seems to be the most plausible solution. It may also be even more interesting if the implicit modifier was to change according to which pool was selected.

As an example, for wands, the caster version could keep increased Spell Damage, the attacker version could have increased Critical Strike Damage Multiplier, and the hybrid version could have increased Global Critical Strike Chance.

Otherwise, if more base items for hybrid weapons were added instead, maybe the aforementioned implicit modifiers could be separated amongst attack speed tiers.
same name in-game
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Iao a écrit :
To me this seems to be the most plausible solution. It may also be even more interesting if the implicit modifier was to change according to which pool was selected.

As an example, for wands, the caster version could keep increased Spell Damage, the attacker version could have increased Critical Strike Damage Multiplier, and the hybrid version could have increased Global Critical Strike Chance.

Otherwise, if more base items for hybrid weapons were added instead, maybe the aforementioned implicit modifiers could be separated amongst attack speed tiers.


No personally I think they need some wand/projectile skills that scale based on spell damage. Something the opposite of EK.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
"
anubite a écrit :
I think this is how the system should work though. For daggers/staves/scepters the game should do the following set of things:

Roll a number between 1 and 3.

if N = 1 make said weapon hybrid
if N = 2 make said weapon physical
if N = 3 make said weapon magical

"Hybrid" contains all the current mods these weapons have currently.
"Caster" contains only caster mods, in combination with +resistance mods, and a few other miscellaneous things
"Attacker" contains only weapon-damage focused mods, such as added elemental damage, increased physical damage, et cetera

Then, the game makes more appropriate rolls, determining the mods on the item and their levels.


My problem with it isn't how they drop, or even how they roll to be completely honest, it's with crafting them. Unless the weapon clearly states it's a 1, 2 or 3 then I would still have to guess if it's a hybrid or one of the other two. Also a base white item wouldn't give me any information so doing a high lvl map looking for crafting gear I'm going to have to hope to find at least a blue of the base I'm looking for, hope that the rolls aren't hybrid putting me in a huge affix pool then roll it a bit before realizing if it's what I'm looking for or not.

That's why I suggest having some easy to see thing that clearly states what affix pool it will be drawing from. Attack speed is an easy thing to spot, possible crit or just have it in the tool tips but that would be odd to have only one caster weapons.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856

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