As the game goes on, the damage done by any character increased patches after patches with multipliers bonuses for specific spells founded on set bonuses or on a few support legendaries.
The proportion of damage bring by procs “on hit” changed until it’s now absolutely irrevelant.
There is a bunch of items, rune’s spells, legendary gems proc who are based on a direct % weapon damagewitch dont scale well with multipliers.
As a result, all this items, rune’s spells and legendary gems are useless, even if you drop it in badass primal ancient. Just one example :
the Community designed Shard of Hate : Elemental skills have a chance to trigger a powerful attack that deals 229% weapon damage
“a powerful () attack”, 250% weapon dmg, maybe 90 times less than one of your boosted comp.
With this statement in mind, many of the passed game design and “cool stuff” we had is unused.
So, here come my proposal : Please change all the % weapon damage procs with a direct % damage done, like Area Damage work today, after all the multipliers calculation.
It may reintroduced many items, rune’s spells in the game and increased build diversity.
You have 2 kinds of sets, one buffs specific build/s, the other buffs all builds when certain criterias are met. These buff includes direct weapon % proc such as shard of hate, mirinae etc.
These are whats called " global multiplier sets":
Inarius
Inna
Immortal King
Akkhan
Natalya
Tal Rasha
Slot in mirinae on my inarius rgk and numbers on d3p shows:
Main hand Damge: 2472-3313
Critical damage: 462%
mirinae base dmg: 12000%
Endless Walk: 100%
Int: 42772%
BoT: 60%
Inarius: 10,000%
Shadow Hook: 164%
Krysbin: 300%
Trag oul Fang: 197%
Damage: 5,897,797,306,390
As you can see, stating these type of damage dong scale at all with multipliers isnt true. CoE dont proc primarily because mirinae is holy and necro dont have holy element. Whether 580 billion of proc is enough damage is another topic i guess.
You’ re right on the words i used (i will edit that), but the idea behind is still valid.
Procs scales on the all damage buffs. It still crap when you compare it to your main comp witch is boosted by many support or set items on top of the all damage.
When you make a choice for gearing, the power of an item is evaluated by comparing it with others. All this procs based items are unused today
EDIT, one example : on a LON HOTA Barb (LON is one of the highest general multiplier), your choice of weapon is relatively free. The proc damage of many weapons dont even matter relatively of the power of HOTA, boosted by Bracers of the first men (500% / +50% AS) and gavel of judgement (800%)
Sure if u calculate a proc damage, it wont be 0, it’s still be Nothing when u compare it to your main spell damage.
INARIUS (Bone storm)
Item with proc %WD used : None
Spell with proc %WD used : None
Gems with proc %WD used : PE, Mirinae/ET
INNA (wawe of light)
Item with proc %WD used : None
Spell with proc %WD used : Wawe of light, for turning into fire damage
Gems with proc %WD used : None
IMMORTAL KING (Hota)
Item with proc %WD used : None
Spell with proc %WD used : None
Gems with proc %WD used : PE for Lvl 25 AS
AKKHAN (condemn)
Item with proc %WD used : None
Spell with proc %WD used : None
Gems with proc %WD used : None
NATALYA (marauder/Sentry)
Item with proc %WD used : None
Spell with proc %WD used : Cluster Arrow / rain of vengeance > to turn it into cold
Gems with proc %WD used : None
FIREBIRD (meteor)
Item with proc %WD used : None
Spell with proc %WD used : Static weapon / meteor for turning damage into fire
Gems with proc %WD used : None
VYR (archon)
Item with proc %WD used : None
Spell with proc %WD used : Arcane torrent static discharge, for resetting archon
Gems with proc %WD used : None
SHADOW (mantle build with impale)
Item with proc %WD used : None
Spell with proc %WD used : None
Gems with proc %WD used : PE for lvl 25 AS
On all this sets excepting innarius, there is no item based on proc damage, all the gems and runes are used for their utility part.
The only exception is INNARIUS, maybe because Necro can stack more global damage increases than every other class in the game.
Blizz shot themselves in the foot. Legendary affixes shouldn’t have been about boosting the damage or defense multiplier of a skill by 10000% but instead simply changes how the skill functions, or provide utility buffs, like [Tzo Krin’s Gaze]. That’s an example of item that I think is done right. It makes WoL cast at your enemy rather than on you, turning the skill into a ranged attack instead of melee. It’s pure utility, it’s useful, but it doesn’t make the skill deal 1000% more damage so you’re not forced to use it. Too bad Blizzard had to give it 100% increased WoL damage just to keep it in line with other legendaries that boost skill damage so much.
If all legendary affixes and set bonuses are like that, procs would have been more relevant. Yeah we’re gonna clear lower GR, but those are arbitrary numbers anyway. More important is making itemization more flexible while creating builds.
Yup, but it’s a proc at 4000% with a scaling in AS and a proc at 14000% (Shard of hate 250%…). i can drop it in the viable %WD proc build if you want, it doesnt change much.
One and a half build viable with this kind of mechanics, a ton of useless runes/Items
LoN builds would smash the leaderboard all over the place and own it. If you are not aware people use damage procs on LoN builds. Some legendary items already offer a good amount of %weapon damage comparable to your main attacks. The propose you did only would cause more area damage calculations.
they are not buffed with other multipliers…
A LON HOTA barb for example got 800% from gavel and 500% from bracers. with this two item, HOTA deals 40x times the damage of a proc even before comparaing the base damage. HOTA does 640% WD, so a shard of hate deals on a proc a hundred time less damage than a single HOTA hit.
The amount of calculation dont change at all with my proposal. All this proc are already calculated, they just dont do significant damage. You should stop with this technical argument all over the place, as we saw a few post before, there is a couple of build based on proc, and it dont kill your computer…
Then use them with general multipliers, a few traditional class Sets have this gimmick also LoN is a great example.
Guess I can’t argue with that but I’m still sceptic about what are you trying to tell.
So proc items will deal damage dependent on your crit or the hit damage they proc’d with? You’re talking about a huge damage increase and that may surpass area damage’s 20% proc chance and a very limited range. Some of those legendary damage procs are guaranteed to occur with cast, some of them have a chance way higher than 20%.
I think that’s fine but that also would take the LoN’s and other traditional class Sets’ edge away from common specific builds and make area damage affix rather obsolete, those be the grand downsides to it.