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  Click here to go to the first Dev post in this thread.   Thread: Regarding the Ancient Mythic Amulet PROC (changes needed).

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    Senior Member Madnex's Avatar
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    Default Regarding the Ancient Mythic Amulet PROC (changes needed).

    There's no way for the other classes except warrior to proc this apart from deliberately taking DoT damage. Which, realistically, is impossible in most situations. Comparing with the previous mythic amulets (the legendary wild talismans at least had scaling armor):

    • This is unarguably a warrior-favored proc. Taking damage is what they do.
    • Mages are in the middle; still no real proc chances but at least they get a clear upgrade, statistically.
    • Rogues have it the worse. There's no critical rate given and no proc chances with 45%+ dodge.


    Something must change here. If you can change the proc's crystals depending on who puts it on, is it impossible to implement a bonus effect also depending on class (like archon rings' bonuses)?

    Proposed changes:
    +170 armor/Warrior
    +4% damage/Sorcerer
    +7 critical rate/Rogue


    Thanks for reading.

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    Senior Member Appeltjes's Avatar
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    What you're saying now is that the wild amulets also are warrior favored right?

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    Quote Originally Posted by Appeltjes View Post
    What you're saying now is that the wild amulets also are warrior favored right?
    They are. This type of proc originates from the mythic L31 sword and shield, a warrior weapon. But the difference is this is a mythic item and must be compared with the last mythics; even though it can be worn by all three classes. It just needs a little more tweaking on the classes' effects.

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    Senior Member SacredKnight's Avatar
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    The funny thing is, in a couple expansions the Mythic Amulet will be obsolete if not replaced. Even more so when its replacement is a respectively common Legendary drop from an event boss which sells for less than a fraction of the Amulets price :3

    Correct me if I'm wrong but isn't the Planar Pendant the only Mythic Tiered item (Par from Dragonite Bar/ Crafting tools) that has no visual? As in to say no particle affects or any sign of its presence on a player par from said players inventory.
    Last edited by SacredKnight; 11-29-2014 at 02:27 PM.

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    Nice - I agree!
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    100% agree as a mage/rogue I don't want to take dmg so my ammy would proc way way less

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    It's the same as the wild amulet. Only thing they could have done was made it like the goblin ring proc and happen on doing damage but its just the way it is. I still prefer the wild amulet proc to the new mythic proc tho.

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    Senior Member falmear's Avatar
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    Rogues don't need anymore critical chance it's already ridiculously high in addition to having up to +30% stacked from aimed shot. Rogues not OP enough for you? Lol. Mage proc gives mana how does this help? At least rogues got something useful.

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    Senior Member Appeltjes's Avatar
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    Quote Originally Posted by falmear View Post
    Rogues don't need anymore critical chance it's already ridiculously high in addition to having up to +30% stacked from aimed shot. Rogues not OP enough for you? Lol. Mage proc gives mana how does this help? At least rogues got something useful.

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    Yep the proc blows for dps. I'm all for this, why should I have to keep taking damage for it to go off? Poorly designed for Mage and Rogue, I support this thread.

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    Why should rogues be buffed? You already have enough Crit...

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    Quote Originally Posted by obee View Post
    Why should rogues be buffed? You already have enough Crit...
    Lol, they do. Sooner or later we will see rogues with 80-100% crit without any sort of elixir or AA/Proc bonus.

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    Quote Originally Posted by falmear View Post
    Rogues don't need anymore critical chance it's already ridiculously high in addition to having up to +30% stacked from aimed shot. Rogues not OP enough for you? Lol. Mage proc gives mana how does this help? At least rogues got something useful.
    40+ critical in endgame for Rogues requires either Samael or SnS plus 5/5 critical passive. The alternatives result in huge damage/HP loss which no one would take. Even if you spam aimed shot the +30 lasts for about a second, it's +20% most of the time. And the new maps do not allow you to sit and spam.

    Read again, the suggested addition for mage is 4% damage not mana. I'm a player, not STS lol.

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    Quote Originally Posted by obee View Post
    Why should rogues be buffed? You already have enough Crit...
    You're looking at 350m in gear. Of course it's going to be OP...
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    Senior Member falmear's Avatar
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    Lol why is it the people with 350m gear only the ones crying. Here are the procs on the amulets:

    Quote Originally Posted by Remiem View Post
    Warrior
    +Health Regen (10 seconds, .05*health every 1 second)
    +15 Damage (10 seconds)
    Drops 4 pickups that grants health and bonus armor - 25% Health +50 Armor for 10 seconds

    Rogue
    +15 Dex (10 seconds)
    +15 Crit (10 seconds)
    Drops 4 pickups that grant crit and dodge - +15 Crit and 15 Dodge for 10 seconds

    Sorcerer
    +5 DMG (10 Seconds)
    +15 Int (10 seconds)
    Drops 4 pickups that grant mana and remove status ailments - 25% Mana
    So rogues get basically 30% crit when the amulet procs which gives them 100% crit. What do mages get? Just mana and remove debuffs which are both useless. Playing a mage successfully is entirely dependent on not taking damage. So rogues have nothing to complain about you already have high enough critical chance you don't need an extra 7% as proposed.

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    Mage are getting TRASHED on everything every time, just like NEKRO is trash for an arcane pet.

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    Quote Originally Posted by falmear View Post
    Lol why is it the people with 350m gear only the ones crying.
    Because coincidentally, they're the only ones who have made and played with the amulet enough time to give accurate feedback.
    Quote Originally Posted by falmear View Post
    So rogues get basically 30% crit when the amulet procs which gives them 100% crit. What do mages get? Just mana and remove debuffs which are both useless.
    Let me make some corrections here.

    • Mages are receiving around 30-35 damage from (5 damage proc + ~10 more from 15 INT) for 10 seconds. The pickups are obviously much more useful in PvP.
    • Rogues do not get 30% crit for 10 seconds. From the moment it procs until you're able to pick a crystal, you only get maybe 5 seconds with +30 crit from the proc.
    • Crystals' effects do not stack.

    Quote Originally Posted by falmear View Post
    Playing a mage successfully is entirely dependent on not taking damage.
    The same can be said about rogues. Plus, they have 50% dodge and that reduces the hits taken by practically half in PvE.
    Quote Originally Posted by falmear View Post
    So rogues have nothing to complain about you already have high enough critical chance you don't need an extra 7% as proposed.
    Personally, I've been successfully --as Rogue-- running both PvE and PvP with 24-30 crit. Currently 25. This is not a suggestion to buff those with 40+ because they always score critical hits already - this is to improve the usefulness of the pendant to the average crit rogue.

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    Senior Member falmear's Avatar
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    Quote Originally Posted by Serancha View Post
    I don't believe the crystals stack, but A for Effort.
    As I read it the amulet procs 15% and the pick ups are 15% each. Crit always stacks now if it doesn't you are crying over 85% vs 100%? Lol.

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    Senior Member Madnex's Avatar
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    Well none of the crystal effects stacks for either class but that's not the point of this thread. We need a balancing mechanism to ensure it procs equally often or at least at a similar rate for all three classes. Changing the proc to occur when damage is dealt will flip the current scheme and have mages proccing all over the place while warriors never get any.

    You can't just throw out an amulet for all three classes and add a proc that favors only one of the three.

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    Senior Member falmear's Avatar
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    Quote Originally Posted by Madnex View Post
    Let me make some corrections here.

    • Mages are receiving around 30-35 damage from (5 damage proc + ~10 more from 15 INT) for 10 seconds. The pickups are obviously much more useful in PvP.
    • Rogues do not get 30% crit for 10 seconds. From the moment it procs until you're able to pick a crystal, you only get maybe 5 seconds with +30 crit from the proc.
    • Crystals' effects do not stack.


    The same can be said about rogues. Plus, they have 50% dodge and that reduces the hits taken by practically half in PvE.
    100% crit for 5 seconds not good enough for you? You can fire 2 aimed shot in that duration. If it was a mage we could onlyt get 1 lightning off. Everyone knows rogue is the most OP class in this game. So now you want an extra 7% crit on top of this? If you want to be hit more ask them to reduce your dodge. Lmao. And the mage pick ups are useless except for other classes. +25% mana doesn't allow you to attack any faster or any more when you have 6k+ mana. Rogues don't need anymore boost in crit they have more then enough, average or 350m rogue.

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