Suggestion: Scale Convention of elements!

Items and Crafting
Change convention of elements so it scales to the number of elements involved.

This can be done by changing the number of rotations and simply changing the overall bonus to keep the same effect making it easier to use.

Example:

If you use 2 elements it rotates at 2 rotations of 4 seconds. The bonus is reduced to 100% instead of 200%

List: (Rotations above 4 may be too strong or add new gameplay.)
7 = 7*4 =28seconds @350% per element
6 = 6*4 =24seconds @300% per element
5 = 4*4 =20seconds @250% per element
4 = 4*4 =16seconds @200% per element
3 = 3*4 =12seconds @150% per element
2 = 2*4 = 8seconds @100% per element
6 = 6*4 = infinite @50% per element

Pretty simple. Not sure what this might screw up if anything. But it's an idea. Or would this make it too usefull too much of the time?

There might be some fun weird biulds with poison and other things added in to increase bonuses per hit or something. Not sure if they are useful though.
Rotations above 4 may not exist because each character has precisely 4 elements

Fixed that for ya.
Pretty much would nerf the ring into oblivion. The main reason for the ring is to get enemies set up for when the kill rotation happens. Because its a multiplicative damage value, its when the most damage happenes.

Sure if you put it over the entire duration its the same average but not many people who use the CoE ring in push builds are using it for the Avg. Damage increase but are using it for the giant burst damage during those 4s as intended. If they would go for average they would have good returns on using a SoJ or something along those lines.
The point would be that it goes by what you in your bar not what your potential attack is for your class. So, if you have a wizard with only fire skills you get a single 50% bonus all the time. If you add on an item that applies poison to that it goes to 2 rotations of 4 seconds. It would change with your items and skills. Not just what is normally available to your class.
06/19/2019 01:33 PMPosted by Aital
The point would be that it goes by what you in your bar not what your potential attack is for your class. So, if you have a wizard with only fire skills you get a single 50% bonus all the time. If you add on an item that applies poison to that it goes to 2 rotations of 4 seconds. It would change with your items and skills. Not just what is normally available to your class.

The ring wasn't designed to be avg 50% damage increase. It was designed to be a burst dps effect. The ring wouldn't be used with your suggestion. Most specs are only running around with 1 or 2 element skills for the sole reason of boosting that element damage. Plus your suggestion would neuter builds as well as people would instead of mainly sticking to 1 element in their skills would have to get every element possible to get the highest multiplier on the ring.

The sole reason for CoE is the super high burst potential during your main element. Nobody thats pushing would use the ring if it used your idea. There already pretty much exists a ring that you are describing. SoJ increases damage to elites by 30% (which is the main enemy you fight that lives) and provides it 100% of the time.

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