Add armor +dodge
some good and interesting points. I'll go back to the drawing board and see what I can play with to make it a little more attractive for every class
Thanks guys
So based on feedback I'm hearing I want to propose these changes. The idea behind these gems is to provide a debuff that helps a team in PvE/PvP, and not so much a single character buff. Splitting the procs out based on class gives each class a purpose in having the proc gem as the only way to acquire that debuff is to have that class in the group. Here are some related thoughts based on feedback I read in this thread.
I originally intended for these to be level 40/41 only as was previously mentioned, however that does not work in our current system. As a level 41 person I can socket that gem into a level 15 weapon and sell it on the Consignment Shop and all hell breaks loose, so the more intelligent approach is that of scaling based on level for everyone.
Owning/socketing multiple gems into gear of the same type adding additional stats of relevance does work, but only when it comes to personal statistics. When the debuff is applied to a target it's a different story, and unfortunately does not apply in that form.
With this in mind, I'm proposing these changes:
The INT/DEX/STR stat will remain the same. However the Armor value will appropriately scale starting from (5 +.2*level) on a normal gem, and (8+ .33*level) on a super gem. Remember that the level is attached to the item level. Some examples using Dex.
Level 2:
Normal Gem: 1 Dex, 5 Armor
Super Gem: 1 Dex, 9 Armor
Level 11:
Normal Gem: 2 Dex, 7 Armor
Super Gem: 2 Dex, 12 Armor
level 21:
Normal Gem: 2 Dex, 9 Armor
Super Gem: 3 Dex, 15 Armor
level 31:
Normal Gem: 3 Dex, 11 Armor
Super Gem: 3 Dex, 18 Armor
Level 41:
Normal Gem: 3 Dex, 13 Armor
Super Gem: 4 Dex, 22 Armor
The procs per class would be as follows, and now would apply to PvP as well as PvE:
Rogue:
3.5% chance to doing damage (This includes dots) to reduce enemy hit by 15% for 6.5 seconds
Sorcerer:
3.5% chance on doing damage (this includes dots) to reduce chance to Crit by 6.5% for 6.5 seconds
Warrior:
3.5% Chance on doing damage (this includes dots) to reduce armor by 8% for 6.5 seconds
- Note that Maridos reduces armor by 15%, so this keeps him special without giving too much to Warriors. These are powerful debuffs, especially in PvE and obviously useful in PvP.
Last edited by Carapace; 02-02-2015 at 01:07 PM.
Why not increase the value by 0.20 or something around for each level add up.
Level 1: 0.20 armor + 1 primary stat / super gem of 0.25 armor and 1 primary stat
Level 2: 0.40 armor + 1 primary stat / super gem of 0.50 armor and 1 primary stat
Level 3: 0.60 armor + 1 primary stat / super gem of 0.75 armor and 1 primary stat
And so on...
If this mechanism being implemented I don't think will affect twink zone at all. And high level 40/41 will self gain the armor power based on their gears level.
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Cara the problem here is NOT the high level. The real problem is twinks DO NOT NEED more armor as it is already out of control. If a team of 4 struggles to kill warrior for 15/20 minutes at level 7/8/9/10 then that is not normal at all. All these new pets with insane stats, insane armor already biased the twink zone in favour of warriors. More armor will simply make them king of the hill. And it's not fun at low level pvp where no body dies for nearly 20/30 minutes.
Recently I made a warrior at level 10 and the armour base I'm seeing is incredible. Around 700 armor for a warrior level 10 is NOT NORMAL. Please do something about it.
Don't really care too much for these... Was really hoping that our many many suggestions to add Para gems to the arena would be heard
:-(
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I'm so confused to much gems
Anything new that is about to come out doesn't have to be OVERPOWER. It was meant to be another option (to utilize certain items, armor, helm....etc.) in your characters build.
There's a lot of people who can't have everything Arcane or Mythic. This is just another options for those people.
Why do most people always assumed that it has to be OVERPOWER to use???
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mmm the only way this could be achieved would be a level bracket break out of flat armor reduced amount which is more than troublesome. IE the idea that when applied it reduced armor 100 points, which could then stack a bunch. Currently not possible the way you have described it I'm afraid.
Cara. I know u guys propose something to be good and last long. But about this NEW GEM will completely destroy twink zones. There's already too much armour to handle. If u don't mind then u guys can test yourself about the highest amount of armour one can get at level 10/11/12. As far as I remember 1k armour us d to be op at level 21 but now those 1k armour is coming down to level 12/13. Isn't that a BIT TOO MUCH stat?
From ur proposed gem one can get 120 armour just from gems. So basically a warrior low level will have:
A shield weapon with massive armor
Helm and armor with intensive armor within themselves
Ring like winter or goblin with massive armor boost
Amulet with better stat and armor
Pets like abbadon, little bear, maridos, frist.... With massive armor and stat boost again.
So basically for warriors there r armors everywhere. And then comes the new gem with more armour.
This is going out of controlllllllllll.
Last edited by davidvilla; 02-02-2015 at 02:53 PM.
How about stacking when there are say 3 warrior on team and they all have arena gem, chances are kinda low but it will happen so does the proc of -8% armor stack? (Coming from diff source)
Aoe skills - so the proc works as long as they damage somebody right?
Don't u get it warriors already dominating the low level pvp! With more armor being added up it will more more stressful to penetrate those armors and deliver damage
Remember, not all rogues open armor reduction on aim. At level 10 they r just tight with handful of skill points where they can't even open reduction.
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