Most low level unique items are beyond useless once you hit a certain level. I have a suggestion to increase item usability and longevity, allowing for more flexibility for players with their gear, and I don’t think it would be that difficult to implement overall.
I think the rules I put in here kinda maintain some semblance of balance considering things like skills and global stats like IAS,FCR,FHR,MF,GF.
Thoughts?
Basic Fundamentals:
Normal to Elite stats effectively triple on unique and rare items
Increased Attack Speed, Faster Hit Recovery, Faster Cast Rate, Magic Find, Gold Find Skills*, Deadly Strike, Crushing Blow, Open Wounds, Increased Chance of Blocking, +max resist* and select stats of similar ilk are omitted from this tripling due to obvious balance concerns with a caveat.
Stats like enhanced damage, enhanced defense, are actually a base premise for this idea to further improve upgraded items from normal to elite.
If a stat that can be tripled and be above 70%, it is omitted.
If an attribute stat can be tripled and be above 60, it is omitted.
Bloodfist gloves for example: faster hit recovery is 30%, but tripled would be 90%, which would make it BiS for some builds with 30% increased attack speed, so FHR would not be allowed to increase with upgrades. Attack speed would gain a range increase from just 10% IAS to 10-20% IAS.
Frostburns would have 15% enhanced damage, 3-18 cold damage duration 2 seconds, and maintain 40% max mana as a triple would mean 120% max mana.
Dimoak's Hew would go fro 100% Enhance damage to a range of 100-300% with 15-45 dex and -8-24 defense, and IAS of 60.
*+Skills for normal items would be omitted by default, since as exceptional items after an upgrade they could potentially double again.
*+Max Resists are omitted if tripled they are higher than +15%
+Defense, +Life (not %), +Resist and similar skills that are < 30 double from normal to exceptional, exceptional to elite.
A normal and exceptional Arm of King Leoric example:
+2 To Terror (Necromancer Only)
+2 To Raise Skeletal Mage (Necromancer Only)
+3 To Skeleton Mastery (Necromancer Only)
+3 To Raise Skeleton (Necromancer Only)
+2 To Summoning Skills (Necromancer Only)
+2 To Poison And Bone Skills (Necromancer Only)
Upgraded to an exceptional this would stay the same, but an elite could look like this:
+2-4 To Terror (Necromancer Only)
+2-4 To Raise Skeletal Mage (Necromancer Only)
+3-6 To Skeleton Mastery (Necromancer Only)
+3-6 To Raise Skeleton (Necromancer Only)
+2-4 To Summoning Skills (Necromancer Only)
+2-4 To Poison And Bone Skills (Necromancer Only)
The trigger for a skill double would be "exceptional conversion to elite"
Most class specific uniques are already exceptional items or better
Examples:
Biggin’s Bonnet
Defense: 17-19 (varies)(Base Defense: 3-5)
Required Level: 3
Durability: 12
+30% Enhanced Damage
+14 Defense
+30 To Attack Rating
+15 To Mana
+15 To Life
(Spawns In Any Patch)
Apply:
1x Normal Unique Armor + 1 Tal rune + 1 Shael rune + 1x Perfect Diamond
Base item changes from Cap to War Hat
Defense: 59-81 (varies)(Base Defense: 45-53)
Required Level: 22
Durability: 12
+30%-60% Enhanced Damage
+14-28 Defense
+30-60 To Attack Rating
+15-30 To Mana
+15-30 To Life
+chance for all res or single sockets(?)
Now, this isn’t what you would call “insanely good” but it opens up some possibilities for some builds as a potential BiS because of the enhanced damage.
Convert from Exceptional to Elite:
1x Exceptional Unique Armor + 1 Ko rune + 1 Lem rune + 1x Perfect Diamond
Same general premise, except for the increase is 4/3 over normal for max roll instead of double. (3/6/9 format)
Base item changes from War Hat to Shako
Defense: 112-183 (varies)(Base Defense: 98-141)
Required Level: 43
Durability: 12
+30%-90% Enhanced Damage
+14-42 Defense
+30-90 To Attack Rating
+15-45 To Mana
+15-45 To Life
+chance for all res or max sockets(?)
With the jump to elite, this “low level trash” now has the potential capacity with even one socket (which would likely be from the socket quest anyway) to be a max of 130% enhanced damage from a helm, which would compliment a fortitude armor well for instance.
A normal Swordback Hold:
Defense: 43-51 (varies)(Base Defense: 15-25)
Required Level: 15
Required Strength: 30
Durability: 40
Chance to Block: Pal: 60%, Ama/Asn/Bar: 55%, Dru/Nec/Sor: 50%
Paladin Smite Damage: 5 To 9
+30-60% Enhance Defense (varies)
+10 Defense
20% Increased Chance of Blocking
50% Chance of Open Wounds*
Attacker Takes Damage of 10
An exeptional Swordback Hold:
Defense: 113-191 (varies)(Base Defense: 58-78)
Durability: 40
Paladin Smite Damage: 18 To 35
+60-120% Enhance Defense (varies)
+10-20 Defense
20-40% Increased Chance of Blocking
50% Chance of Open Wounds* [omitted from growth]
Attacker Takes Damage of 10-20
An Elite Swordback Hold:
Defense: 279-456 (varies)(Base Defense: 147-163)
Durability: 40
Paladin Smite Damage: 26 To 40
+90-180% Enhance Defense (varies)
+10-30 Defense
20-60% Increased Chance of Blocking
50% Chance of Open Wounds* [omitted from growth]
Attacker Takes Damage of 10-30
Is this “AMAZING FANTASTIC?!”
Nah. But—it can improve the lifetime of even low level
Rattlecage Normal
+200 Defense
25% Chance of Crushing Blow
Hit Causes Monster To Flee 40%
+45 To Attack Rating
Rattlecage Exceptional
+200-400 Defense
+45-90 AR
Rattlecage Elite
+200-600 Defense
+45-135 AR
Heavenly Garb Normal
+100% Enhanced Defense
Regenerate Mana 25%
All Resistances +10
+15 To Energy
+50% Damage To Undead
+100 To Attack Rating Against Undead
Heavenly Garb Exceptional
+100-200% Enhanced Defense
Regenerate Mana 25%
All Resistances +10-20
+15-30 To Energy
+50%-100% Damage To Undead
+100-200 To Attack Rating Against Undead
Heavenly Garb Elite
+100%-300% Enhanced Defense
Regenerate Mana 25%
All Resistances +10-30
+15-45 To Energy
+50%-150% Damage To Undead
+100-300 To Attack Rating Against Undead