Please delete thread

Please delete thread

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+to skill is only 1/3rd of the battle in a game where synergies exist

Your lvl 15 nova on Baezil flail will still be garbage at lvl 21

That just from 139max to 198

Which is still mediocre and have to account that not only it doesn’t get synergies but also don’t get +skill bonus

Ideally all charges should be turned into oskill

And all Oskill should be fully synergized

That could be the perk of this charm

This charm would be the thing making Metal grid iron golem viable

This charm could be the thing making Dragonscale hydra viable

This charm could be the thing making Trang pyro necro viable

Etc

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This part is likely to cause problems with moving the charm in and out of your inventory. A “Charges have 60-80% chance of not being spent on use” (or better wording for the same intent) would probably do the work just as well and avoid issues with moving the charm around.
Alternatively, you could reward non-spell characters by giving them for each charge type equipped X% chance on hit to cast it.

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Eh, not too OP, since the majority of charged skills are low level anyways, with the exception of the few that roll on some uniques. I use Demon Limb for that extra boost of Enchant. :smiley: Might be tough for them to apply the +% charges mod to other items though…

Speaking of charged skills:
I’d still like to see a new prefix added “Recharging”…
Adds 1 charge to a charged skill every X seconds.
X=15 to 30 seconds.
The prefix can’t roll on an item unless it has a charged skill suffix.

For example: “Recharging amulet of Teleportation”

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And don’t forget the nuke button.

A charm that gives Oskill teleport if wearring the correct amu, or any of the other charge teleport items, Spellsteel throws in a free decrepify or do I hear rare Tiara?
But wait nice enchant prebuffing (Demon Limb lvl 23 enchant+@skill levels and fully synergized would be acceptable for prebuffing I guess, guess barb could become the best Enchant prebuffer ever), venom, oak sage, heart of wolverine or curses like life tap, amplify damage, lower resist etc…corpse explosion :stuck_out_tongue:
Would bring so much more power to the table and sometimes at low to no cost.

To get that working the overhaul would have to be huge.

The original idea would be useless in most situations, but quite usefull for some (teleport/enchant charges for example).
Having a cheaper recharge teleport amu/tiara with a lot more charges would make the already interesting mod even beter.

Could basically be something on the unique charm, recharging all charged skills on all items (slowly) would be pretty good for 1 inventory space.

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The thing people like you have a hard time understanding is that Oskills can’t bring off-class user to the same level as the original class

They can get all the juicy + skill the main class has

In terms of potential

An off class has maximum +15 all skill

While a origin-class has +32 to its skills

According to your suggestion a Barbarian wielding 2x Demon Limbs would have 46 Enchant not counting own skills and fully synergized.
That is 54 fully synergized Enchant without any issues (and max would be 59 but that would require gear otherwise unsuited).
Theoretical a sorc could top this with totally enchant focus gear and all at ultimate rolls, but the barbarian just needs to press W for a +46 and can still use it’s prefered gear.

That however isn’t the biggest problem.
The fact that some increase in potential on different characters then the were designed for is the problem.
The sorceress doesn’t really profit from a high enchant unless she uses it to make a niche build, having enchant bring her to the point where her weak melee side becomes decent.
Apply this to a barbarian, whose melee side is actually where his power lies.
Add easy access to Amplify Damage, Decepify and well in this case even Lower Resist without having to give up on the better weapons, just have an charged version of it under W (prebuff enchant, last for ages anyway).
Spellsteel under W grants Decrepify and Teleport.

The thing people like me have a hard time understanding is that you seem to assume the direct damage spells are the big danger to unbalance.
The problem is mostly in the support skills.
The strongest thing of lvl 54 enchant on barb is +497% and that for example frenzy will cause the weaker fire damage to be applied very often (as a side effect of the normal damage).
Yes the sorc version can deal 5211-5982 damage per hit, but the barb version (presuming you don’t add mastery to the synergies) is still adding 1040-1194 to every hit which is still pretty usefull with the fast and now almost always hitting 5 aps without having to sacrifice gear.

Or adding high level grizzlies or other summons and a side effect, even if only as a meat shield.
And a fully synergized level 40 Blizzard as a W weapon is still quite effective when running into a group of physical immunes.
Or a lvl 62 Iron Golem with a barb (can be combined with a lvl 45 Heart of the Wolverine).

So yeah, not the direct damage spells and abilities, but support spells and abilities is where the danger lies.
And even more as some come for free on already high end gear.

this game is already way too easy, they should make it harder and give the monsters +30% dmg and +60% hp instead of creating even more stronger items so people can even easier faceroll it.

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Sekscalibure is simply trying to hijack a thread to put forward his own suggestion. By answering to this suggestion that has nothing to do with the thread that is a simple suggestion for a fun charm, you are helping him hijack it (though unintentionally).

Please disregard his suggestion and discuss the charm.

That being said, rather than “+5 to skills on charged items”, the phrasing should be “+5 to charged skills”.

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First of all, where did I say that wouldn’t be any value balance if such change was made lol

Also

Mmm you are aware that the sorc has something called Fire mastery right

Let’s take you 59 enchant barb

Fully synergized that’s that’s a 1200 enchant

Meanwhile because of fire mastery the sorc gets that same number at lvl 41 and her max enchant potential is 2100 and that’s only the buff to others because she double dips fire mastery when she enchants herself going up to 10k

Funny you take the only rare occasion this could happen, barb ability to dual and a high level skill while most skills are low level and nobody can dual…. And yet the numbers still show the native class being vastly stronger

The charm slowly recharging items over time is a great alternative to the idea proposed in the OP. Great suggestion.

I updated the language in OP as you suggested for additional clariification. Thanks.

Nope but that is what I said and then you replied with that people like me don’t understand that Oskills blah blah.

Did you even read the reply, I actually mention the difference in the damage on a sorc and a barb due to Fire Mastery.
But for a sorc as a buffing tool you need to have that sorc, the barb could buff himself, if a sorc buffs herself she deals fire damage as the only damage source and might aswell go Hydra, hence I said niche build.
For a barbarian it means added Fire Damage applied more often than with a sorc, but more importantly adding 497% AR for just having 2 Demon Limbs in his stash.
But this would not be the only new effect available to the new Enchanted Barb, for the cheap price of 2 Oath’s he would enjoy a level 50ish Heart of the Wolverine aswell with Decrepify and Teleport under W.

Only rare occassion?
The fact that a Barbarian dual wields can have much impact on the game.
And yours numbers are still based on the direct damage of a spell, simply ignoring the effect that for the native class it would be as she wrote, while the new wielder of the power would have this as a side-effect, hence the direct damage spells not being the issue, the buffs and support spells are.

Lets try this myself.
A Paladin could easily get 25 ranks of Conviction, but an Infinity only manages rank 12…guess its not a very strong weapon then.
Yes lame example, but actually very inline with what your saying.

Your correct and I will stop that now, to easy to get dragged in when I see people trying to completely rip apart the last semblance of balance in the game.

Me: let’s just change it to that and fine tune it to keep it balanced

You:

So for you wanting stuff to be balanced is making stuff unbalanced? Logic much lol

Also which balance?

Almost all charges are garbage except maybe lower resist and that’s a stretch

Almost all Oskill are garbage except teleport and Bo mostly because they are one point wonders that doesn’t need synergy therefor aren’t affected by the lack of it

I’m not trying to hijack his post just mentionning that I’ve had similar idea once and with much reflecting on the topic I realized that charges are crap and everything should become Oskill with synergies and some tweaking

As long as it has the ability to recharge charges I don’t think I will use this this small charm.:nerd_face:

Oh no, not the Occy effect.
And there I thought Knockback was annoying to have on a weaken, now instead of the enemy being knocked back a square I get launched into the next room :rofl:

Would likely be a better solution.

True that depending on the situation and skill, it could be negative (while you could have the effect not activate when you are at max capacity for a summoning skill, you would also have an issue with overriding curses, or effects similar to Teleport, or even corpse destruction skills). I guess it depends on the skill.
It’s just a quick idea that could be interesting depending on the build. It doesn’t have to be kept for the main suggestion, it’s just an idea.

Alternatively again, you could imagine that the proc wouldn’t cast, but recharge the skill instead.

Agreed. Changed wording to below in OP. The % chance not to consume charges is based on character level, so a level 99 character will have almost infinite charges, which seems fitting.

  • 1-99% Chance Not To Consume Charge (Based on Character Level)