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  1. #1
    Senior Member Madnex's Avatar
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    I'm actually siding with the idea of special gems not offering the hilariously large advantages that they do if stacked at the moment (see paracelsus gem, syrillax eye gem) because it widens the gap between the super wealthy and the middle class (plus the new players) even more.

    There's no way to reach the best end game/twink setups that include multiple paragems and syrillax eyes for a new player, for example. That automatically means he/she cannot compete in neither pve timed runs nor in pvp without dishing out a ton of real cash (which also requires getting lucky! -- AL being the only game you can throw in 2k usd and walk out without the best of everything) and that's a huge turn off to anyone who just picks up the game. Not saying the more seasoned players should not have an advantage for sticking around longer but at the situation we're in, there's too large of an edge.

    So no, if this gem is properly buffed (eg. made armor to scale too) and made as rare as vials (which are not all too common, just useless since there are no fossils to be crafted) it should offer a significant advantage that is maximized at 2-3 supergems tops.

    Proposal:
    First two supergems offer 2.4% and 2.6% armor and that's it, third and so on offer 0.25%. With this type of gems both old and new players can opt for more diverse gem setups without an unreasonable amount of gold needed.

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    I have 2 questions.

    (guess not but) does proc rate stack with more gem?

    And how long does proc stay? Just for the attack or for a while?

    15 armor is not really interesting tho.


    ---
    And level 11 dex picture is wrong I think.
    Last edited by Excuses; 02-01-2015 at 11:25 AM.
    Aegis

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    i just play on lvl 9... do this and is the way i leave AL for once...

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    u guys have so much diferent things for get armor...pets, the shield's, why lose time creating one thing like that? know what u should create? diferent pvp maps...so many seasons at same maps :/ ahhh and what about that gems only good on pve? and pvp stay at the same? what about that?

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    Why armor is not scaled.. Twink pvp is destroyed

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    Ok what about, if % armor got problems with stacking of current passive modifiers (eg durable passive) or as zeus mentioned, armor debuffs can blow away, so if a given number is better then what about 0.25*item lvl on normal and 0.5*item lvl on grand? With a -1 primary stat penalty it should be reasonable for an end game warrior.

    So on lvl41, if you use 10 of these gems, you receive -10 str that means -100 hp plus - dmg of course, but 102.5 armor bonus on normal and 205 extra armor if all supers. Thats reasonable, no?

    Meanwhile, on lvl9, if you use 10 of these gems, then its the same -10 str -100 hp but only 22.5 plus armor on normal and 45 plus armor if all supers. Is it still too strong for twinks?

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    Too many gems out now, we don't need anymore gems :-/

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    The best solution will be:
    Limit those gems to be use at 40/41 gears only. High levels indeed need more armor to tackle para and eye gem. But not for twinks. They already been maxed out with gears been provided and armor boost or damage reduction pets like littlebear, Frist, abaddon, singe.

    More armor for warriors will be chaotic at levels below 15. It's almost impossible to kill warrior with pure armour and 3 heal skill build. Adding more armor will simply ruin the pvp because nobody going to die and all u see at pvp is just trash talk and bla bla bla.

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    Quote Originally Posted by davidvilla View Post
    The best solution will be:
    Limit those gems to be use at 40/41 gears only. High levels indeed need more armor to tackle para and eye gem. But not for twinks. They already been maxed out with gears been provided and armor boost or damage reduction pets like littlebear, Frist, abaddon, singe.

    More armor for warriors will be chaotic at levels below 15. It's almost impossible to kill warrior with pure armour and 3 heal skill build. Adding more armor will simply ruin the pvp because nobody going to die and all u see at pvp is just trash talk and bla bla bla.
    How you limit a gem for lvl41 only?

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    Quote Originally Posted by Haligali View Post
    How you limit a gem for lvl41 only?
    May be setting a level requirement while upgrading?

    If devs consider it then I'm sure they will sort it out with a level limitation for gemming gears.

    Take an example of upgrading mythics at level 36. If possible to set up some quests for gemming then will make both twinks and high levels happy.

    Current situation is:
    - low level twinks DO NOT WANT this gem to be out (cuz they fear more armor will destroy class balance)
    - high level DO WANT this gem to tackle massive incoming damage.

    So, the solution is clear. Find the way on gemming process for high levels only without affecting the twinks.

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    Very good thank you But this part seems a bit wrong to me ( maybe i don't understand well?) : ''The chance to proc hit reduction debuff on attack ability does not stack, or benefit from multiple arena gems. This currently has a 2% chance on doing damage to go off'' 2%= 1/50. So this means that you have to attack someone 50 times in average to make the 20% Hit reduction thing activate? if thats the case, its VERY low.

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    Quote Originally Posted by davidvilla View Post
    The best solution will be:
    Limit those gems to be use at 40/41 gears only. High levels indeed need more armor to tackle para and eye gem. But not for twinks. They already been maxed out with gears been provided and armor boost or damage reduction pets like littlebear, Frist, abaddon, singe.

    More armor for warriors will be chaotic at levels below 15. It's almost impossible to kill warrior with pure armour and 3 heal skill build. Adding more armor will simply ruin the pvp because nobody going to die and all u see at pvp is just trash talk and bla bla bla.
    Lol, that's what I was about to suggest.

    Since the gems comes from arena and only lvl 40+ can join, just make it current end game so that way, twink pvp is not affected by any classes being op. Or either make it character bound.

    At lvl40+, this gem is just ok, if your willing to sacrifice a few stats.

    And if ur a twink and ur complaining, you really have no say in this because this comes from an elite map. You can make suggestions for current end game is fine.

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    What does it mean vendor value is 2750? If we liquidate, it sells for 2750 gold?

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    While I love hit reduction and agree that it is totally underestimated, having that part of the item non-stackable makes this just another Necropolis Cursed Skull (aka. major flop). If you have more gems,the chances of the hit reduction being applied should increase (this should especially be the case with the cursed skull and it's heal).

    Such a ridiculously low chance of proc makes that part of it useless - it's just a sales gimmick and people will complain that it "never" procs until the gem is devalued to obscurity.
    Last edited by Serancha; 02-01-2015 at 11:30 PM.
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    Senior Member Jirikjurasek's Avatar
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    These gems are only next step to get warriors out of game.
    You get more armor to rogues and with 20% hit debuff they will be more untouchable (dodge + hit reduction).
    I vote "absolutely no" for these gems now. Released them after class revision

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    Quote Originally Posted by Jirikjurasek View Post
    These gems are only next step to get warriors out of game.
    You get more armor to rogues and with 20% hit debuff they will be more untouchable (dodge + hit reduction).
    I vote "absolutely no" for these gems now. Released them after class revision
    Can you please share your ideas how it will be more useful for warriors then? Whats wrong with people, finally a discussion BEFORE releasing a gem, not AFTER. Fyi, there is no way in hell that i replace my eye and para gems on my rogue with this, it is for warriors.

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    Quote Originally Posted by Haligali View Post
    Can you please share your ideas how it will be more useful for warriors then? Whats wrong with people, finally a discussion BEFORE releasing a gem, not AFTER. Fyi, there is no way in hell that i replace my eye and para gems on my rogue with this, it is for warriors.
    No. The warriors stated in this thread, including myself, don't want it/ don't prefer it.

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    Senior Member epicrrr's Avatar
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    Quote Originally Posted by Ravager View Post
    No. The warriors stated in this thread, including myself, don't want it/ don't prefer it.
    How about if they change the proc to something else depending on which class wields them would warriors be happy, say:

    +20% dmg increase for warriors *default duration from original proc(does not stack)
    or 10% base +2% per additional gem as to not discourage future farmers, and user of only buying 1

    -20% hit to target for rog*default duration from original proc (does not stack)
    or 10% base +2% per additional gem

    +15% crit for sorcs *default duration from original proc (does not stack)
    8% base + 2% per additional gem

    or somewhere along this line, imo im pretty sure game engine can support this.
    Last edited by epicrrr; 02-02-2015 at 06:02 AM.
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    Quote Originally Posted by Ravager View Post
    No. The warriors stated in this thread, including myself, don't want it/ don't prefer it.
    Any other idea beside 'dont want it'?

    Quote Originally Posted by epicrrr View Post
    How about if they change the proc to something else depending on which class wields them would warriors be happy, say:

    +20% dmg increase for warriors *default duration from original proc(does not stack)
    -20% hit to target for *default duration from original proc rog (does not stack)
    +15% crit to sorcs *default duration from original proc (does not stack)
    2% chance still does not make a difference, just like on skull gems.

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    Senior Member epicrrr's Avatar
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    Quote Originally Posted by Haligali View Post
    2% chance still does not make a difference, just like on skull gems.
    probably, 2 - 5% would be safe percentage 7-8% would be OP imo.
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