+30-50% splash damage for melee attacks (except whirlwind) (effect radius according to weapon type)
Adding these 2 additional affixes in the physical sunder charm will buff melee builds considerably, addressing the 2 main problems of melee builds in TZ: mob defense is too high, AoE is lacking.
Ranged physical builds such as throw barb, strafe/multishot bowazon will only benefit from the reduction to enemy defense.
No thanks, that slot is for highlord/metalgrid and resist rare rings. And 1k attack rating in TZ is nothing compared to -50% def
You know if I rephrase the OP to elemental sunder charms, I know your reply will be “infinity, you’re welcome”
I dont think there is one. Classes are unique in how they play and fight. I dont think melee needs aoe. I am ok to give certain skills splash maybe, but not to all in general.
Well maybe splash would be fine just for two handed weapons.
Its just… I have seen splash dmg in action is some mods and it wasquite powerful. So i am bit reserved to that change.
Raw Dmg is clearly issue for melee together with attack ratting. You could increase base dmg of weapons for example or add +min/max dmg based on character level or based on strength.
In my d2r mod i will be incressing base damage of nm and hell weapons and also increasing +ed% on skills and ar on skills.
In case of barbarian i also remove synergies from melee skills and buff them to compensate.
My solution is basicly multiple different changes making together complex change.
Its same as with immunities. Blizzard instead of dealing with immunities with some complex balance changes went for simple but very crude change not really solving much.
If we are stuck with these charms. Then yes. Buff it to reduce enemy defense.
Splash/cleave damage belongs on something else. Maybe directly on the weapon base. Maybe on skills. Maybe both.
so lets pretend they DO buff melee to have the same clear speeds as casters… now there is no reason to play casters. since melee has much higher health and defense, easier max block, etc.
smite is the best single target killer in the game, and pitzerker is arguably the best magic finder in the game… what the hell is melee complaining about
if melee gets aoe, they need to be nerfed from using teleport or have their HP scaled back. otherwise they are superior to casters in every single way (not to mention aoe melee + teleport IS essentially just a caster imo)
Because melee is mostly shafted and it ain’t even close.
Smite is ridiculous on bosses ofc, and pitzerker has to scare enemies off and is basically solo killing 1 mob.
I can’t remember the last time I died on any caster. What is the point of rolling a melee?
I love WB and really want to make it work, but you just lose so much farm efficiency compared to playing a caster.
Not just the time to kill several enemies, but all the walking and keeping maul active - let alone the minimal mf you bring in comparison.
I welcome more ideas to even the field so we can all play what we want without feeling that it’s just a waste of time because character Y is going warpspeed and you’re stuck walking on the sidewalk.
Normally, I would just argue with known trolls but you have a great point here. So many items can ignore physical defense. The charm positive is not all that needed, or a big deal. The negative is a bit harsh for no little or no gain. I am not sure how it could be splash damage with that as everyone keeps saying they cannot implement stuff like they code on the game personally and know better. But something is needed for the that charm in question to shine. Pure added damage XXX amount could be interesting. It helps all melee builds that use physical. Does not have to be Grief level either.
Perhaps but to figure out how to balance adding melee splash would be hard. Mod makers do not have to worry if it breaks the balance. I mean I also assume the devs would have added it if they wanted it in game. More damage though, that can be easy. Like Phy Immunity Sundered, 150 added damage, 20% damage increase, -25-30% defense. I do not even see the point of -enemy defense on it, so many options give you ye old ignore armor already.
What I mean is not: just add splash damage for the same of adding it. I only mean that it is easy to do so in terms of coding. In terms of balance, there are a few factors in the equation that dev can work with:
% of char damage dealt as splash
chance of splash damage
effect radius (depending on weapon type or what?)
whether splash damage is subjected to enemy defense or not