Legendary Gems redo PoC

I had some ideas for how to redo the legendary gems. It was mostly for fun for myself, but I thought maybe someone here would be interested or amused or have some useful feedback.

I’m aware that Blizzard doesn’t care about my ideas here. It’s just intended as a proof of concept. That being said, Blizzard, feel free to use any of these possible changes if you want.

Goals:

  • Leave useful and familiar gem effects intact
  • Make all gems appealing
  • Increase the variety of gems
  • Make the purpose of each gem more clear
  • Gems should compliment a build or be used to inform a new build

I think it’s worth mentioning that I was not trying to make the gems more powerful overall. The gems that increase damage do a bit more to make up for the fact that with this update you would typically not include three straight damage gems in your build.
I also didn’t actually test anything, so I’m sure some of the numbers are too high and others too low.

Main changes:

  • Grouped gems into 4 categories
  • Removed Bane of the Stricken and added 3 new gems
  • All gems can be leveled to 150 and have a bonus unlocked at level 50 and then another at level 100
  • Using gems from different categories unlocks additional bonuses at 100

Each gem has 3 bonuses listed at 100.
The first is what you get for equipping the gem.
The 2nd is what you get if you have 1 other category of gem equipped.
The 3rd is what you get instead if you have 2 other categories of gems equipped.

There 3 gems are in the Utility category. They are unchanged but I included them for completeness.

I did my best to format but there are some weird gaps in places. ;(

Damage Gems

  • Bane of the Powerful:

    • Rank 0: Gain 20% increased damage for 30 seconds after killing an elite pack.
    • Upgrading increases duration by 1 seconds.
    • Rank 50 bonus: Damage bonus against elites is doubled.
    • Rank 100 bonus: Killing an elite enemy increases your critical hit chance by 15% for 10 seconds.
      1. Attacking an elite enemy with less than 5% health will execute the enemy.
      2. Attacking an elite enemy with less than 10% health will execute the enemy.
  • Bane of the Trapped:

    • Rank 0: Increases damage against enemies under the effect of control-impairing effects by 15%.
    • Upgrading increases damage bonus by 0.3%.
    • Rank 50 bonus: Gain an aura that slows enemies within 15 yards by 30%.
    • Rank 100 bonus: Enemies affected by your slow aura take 25% increased damage from all sources.
      1. Your melee attacks have a 10% chance to pull all enemies within 15 yards toward your target.
      2. Your melee attacks have a 10% chance to pull all enemies within 30 yards toward your target.
  • Enforcer:

    • Rank 0: Increase the damage of your pets by 15%.
    • Upgrading increases pet damage by 0.3%.
    • Rank 50 bonus: Your pets are immune to damage and crowd control effects.
    • Rank 100 bonus: Each time your pets hit an enemy, your damage is increased by 0.5% for 5 seconds. This stacks up to 50 times.
      1. As long as you are at 50 stacks, enemies that you attack take 10% increased damage from all sources for 5 seconds.
      2. As long as you are at 50 stacks, enemies that you attack take 30% increased damage from all sources for 5 seconds.
  • Legacy of Dreams:

    • Rank 0: While you have no set bonuses equipped, every legendary item you have equipped increases your damage dealt by 50%.
    • Upgrading increases damage dealt bonus by 3.0%.
    • Rank 50 bonus: This bonus is doubled for ancient items.
    • Rank 100 bonus: Reduces damage taken by 5% for each ancient item you have equipped, up to 50% damage reduction.
      1. All equipped items grant 15% increased main stat.
      2. All equipped items grant 45% increased main stat.
  • Simplicity’s Strength:

    • Rank 0: Increases the damage of Primary skills by 25%.
    • Upgrading increases damage bonus by 0.5%.
    • Rank 50 bonus: Primary skills heal you and nearby allies for 4% of your maximum life when they hit an enemy.
    • Rank 100 bonus: Your primary skills attack 15% faster.
      1. Consecutive attacks against the same target increase the damage of your primary skills by 3% for 2 seconds, stacking multiplicatively up to 7 times.
      2. Consecutive attacks against the same target increase the damage of your primary skills by 7% for 2 seconds, stacking multiplicatively up to 7 times.
  • Fury’s Might:

    • Rank 0: Increases the damage of resource spending abilities by 10%.
    • Upgrading increases damage bonus by 0.20%.
    • Rank 50 bonus: Gain 25% increased critical hit chance when you are at less than 50% main resource.
    • Rank 100 bonus: Hitting with a resource spending ability has a 10% chance to cause you to become enraged, doubling your critical hit damage and increasing damage taken by 50% for 10 seconds. This effect cannot occur more than once every 60 seconds.
      1. Reduces the cooldown of your enrage to 50 seconds.
      2. Reduces the cooldown of your enrage to 30 seconds.
  • Taeguk:

    • Rank 0: Gain 2.00% increased damage for 1.5 seconds for each tick of a channeled skill. This effect stacks up to 10 times. Gaining a stack refreshes all existing stacks.
    • Upgrading increases damage bonus by 0.04% per stack.
    • Rank 50 bonus: Reduces the resource cost of channeled skills by 20%.
    • Rank 100 bonus: When you kill an enemy with a channeled skill, you deal the damage done by the death blow to all enemies within 15 yards.
      1. Consecutive attacks with the same ability increase the damage of that ability by 2% for 3 seconds, stacking up to 5 times.
      2. Consecutive attacks with the same ability increase the damage of that ability by 2% for 3 seconds, stacking up to 15 times.
  • Zei’s Stone of Vengeance:

    • Rank 0: Damage enemies suffer increases by 4% for every 10 yards between you and the enemy hit (max 20% at 50 yards).
    • Upgrading increases damage bonus by 0.08% (also increasing the maximum bonus by 0.4%).
    • Rank 50 bonus: Ranged attacks have a 20% chance to pierce once, dealing 50% increased damage to the next target.
    • Rank 100 bonus: Gain 35% increased damage. This damage bonus is reduced by 5% for each enemy within 15 yards.
      1. Dealing damage to an enemy at a distance of 25 yards or more stuns the enemy for 2 seconds. Stunned enemies take 10% increased damage.
      2. Dealing damage to an enemy at a distance of 25 yards or more stuns the enemy for 2 seconds. Stunned enemies take 30% increased damage.

Enhancement Gems

  • Boyarsky’s Chip:
    • Rank 0: Adds 16000 additional thorns damage.
    • Upgrading increases bonus thorns damage by 800.
    • Rank 50 bonus: Thorns damage you do hits all enemies within 10 yards and causes them to be weakened for 2 seconds, reducing their attack speed by 20%.
    • Rank 100 bonus: Gain increased armor equal to 5% of your thorns damage.
      1. Attacking a weakened enemy increases your main stat by 10% for 2 seconds.
      2. Attacking a weakened enemy increases your main stat by 30% for 2 seconds.
  • Blazing Orb:
    • Rank 0: Fire damage you do is increased by 10%.
    • Upgrading increases fire damage you do by 0.20%.
    • Rank 50 bonus: Fire damage you do causes enemies to burn for damage equal to 30% of your most recent fire damage critical hit over 2 seconds.
    • Rank 100 bonus: Reduces the resource cost of fire skills by 20%.
      1. Attacking a burning enemy has a 10% chance to cause your next fire damage critical hit to hit all enemies directly in front of you.
      2. Attacking a burning enemy has a 30% chance to cause your next fire damage critical hit to hit all enemies directly in front of you.
  • Gem of Efficacious Toxin:
    • Rank 0: Poison damage you do is increased by 10%.
    • Upgrading increases poison damage you do by 0.20%.
    • Rank 50 bonus: Poison damage you do causes enemies to be infected, taking poison damage equal to 1% of their maximum life over 5 seconds.
    • Rank 100 bonus: You take 20% less damage from infected enemies.
      1. The damage of your poison critical hits and damage over time poison abilities against infected enemies is increased by 15%.
      2. The damage of your poison critical hits and damage over time poison abilities against infected enemies is increased by 45%.
  • Gogok of Swiftness:
    • Rank 0: Increases your attack speed by 10%.
    • Upgrading increases your attack speed by 0.20%.
    • Rank 50 bonus: Increases your dodge chance by 20%.
    • Rank 100 bonus: Gain 20% cooldown reduction.
      1. Your attacks have a 10% chance to hit the enemy twice.
      2. Your attacks have a 30% chance to hit the enemy twice.
  • Iceblink:
    • Rank 0: Cold damage you do is increased by 10%.
    • Upgrading increases cold damage you do by 0.20%.
    • Rank 50 bonus: Cold damage you deal chills enemies for 2 seconds and has a 20% chance to freeze them for 2 seconds instead…
    • Rank 100 bonus: You gain an additional 10% critical hit chance against chilled or frozen enemies.
      1. You gain an additional 35% critical hit damage against frozen enemies.
      2. You gain an additional 100% critical hit damage against frozen enemies.
  • Mirinae, Teardrop of the Starweaver:
    • Rank 0: Holy and arcane damage you do is increased by 10%.
    • Upgrading increases holy and arcane damage you do by 0.20%.
    • Rank 50 bonus: Holy and arcane damage you deal heals you for 3% of your maximum life over 3 seconds, stacking up to 3 times.
    • Rank 100 bonus: Increases your maximum life by 20%.
      1. Holy and arcane damage you deal has a 15% chance to smite the enemy, dealing damage equal to 35% of your most recent holy or arcane critical hit and making the enemy’s next attack deal 25% less damage.
      2. Holy and arcane damage you deal has a 15% chance to smite the enemy, dealing damage equal to 100% of your most recent holy or arcane critical hit and making the enemy’s next attack deal 75% less damage.
  • Pain Enhancer:
    • Rank 0: Physical damage you do is increased by 10%.
    • Upgrading increases physical damage you do by 0.20%.
    • Rank 50 bonus: Physical damage you do causes enemies to bleed for damage equal to 20% of your most recent physical damage critical hit over 3 seconds.
    • Rank 100 bonus: Increases your area damage by 50%.
      1. Attacking a bleeding enemy grants you 20% increased attack speed for 3 seconds.
      2. Attacking a bleeding enemy grants you 60% increased attack speed for 3 seconds.
  • Wreath of Lightning:
    • Rank 0: Lightning damage you do is increased by 10%.
    • Upgrading increases lightning damage you do by 0.20%.
    • Rank 50 bonus: You gain a mini-conduit that deals 10% of your most recent lightning damage critical hit to all enemies within 15 yards every second.
    • Rank 100 bonus: You gain 20% increased movement speed.
      1. Damage you deal from lightning abilities has a 10% chance to arc to a nearby enemy.
      2. Damage you deal from lightning abilities has a 30% chance to arc to a nearby enemy.

Defense Gems

  • Abyssal Flint
    • Rank 0: Killing an elite enemy heals you for 10% of your maximum life.
    • Upgrading increases healing by 0.20%.
    • Rank 50 bonus: After an elite affix affects you or deals damage to you, gain immunity to that elite affix and prevent all damage to you from that elite affix for 20 seconds. This effect cannot occur more than once every 60 seconds.
    • Rank 100 bonus: Whenever you would receive fatal damage from an elite enemy, instead you are healed for 25% of your max life and stun that enemy for 5 seconds. This effect cannot occur more than once every 60 seconds.
      1. Dealing damage to an elite enemy reduces its damage by 10% for 5 seconds.
      2. Dealing damage to an elite enemy reduces its damage by 30% for 5 seconds.
  • Esoteric Alteration:
    • Rank 0: Increases resistance to all elements by 50.
    • Upgrading increases resistance to all elements by 1.
    • Rank 50 bonus: Gain 75% additional resistance to all elements when below 50% life.
    • Rank 100 bonus: Increases resistance to all elements by 20%.
      1. Enemies within 15 yards of you deal 10% less damage.
      2. Enemies within 15 yards of you deal 30% less damage.
  • Invigorating Gemstone:
    • Rank 0: Whenever you take damage, you have a 25% chance to reduce all active cooldowns by 1 second. This effect cannot occur more than once per second.
    • Upgrading increases the chance to reduce active cooldowns when taking damage by 0.50%.
    • Rank 50 bonus: You become immune to crowd control effects.
    • Rank 100 bonus: Taking damage reduces the cooldown on your potion by 5 seconds. This effect cannot occur more than once per second.
      1. Taking more than 50% of your maximum life in damage causes a shadow to be spawned which lasts for 10 seconds and mimics your attacks, dealing 10% of the damage. Enemies hit by the shadow have their damage reduced by 15% for 5 seconds.
      2. Taking more than 50% of your maximum life in damage causes a shadow to be spawned which lasts for 10 seconds and mimics your attacks, dealing 10% of the damage. Enemies hit by the shadow have their damage reduced by 45% for 5 seconds.
  • Molten Wildebeest’s Gizzard:
    • Rank 0: Increases life per second by 10000 per second.
    • Upgrading increases life per second bonus by 1000 per second.
    • Rank 50 bonus: After not taking damaging hits for 4 seconds, creates an absorption shield for 200% of your current life per second.
    • Rank 100 bonus: Each enemy within 15 yards increases your life per second by 10%, up to an additional 100%. Allies within 15 yards gain life per second equal to 50% of your current life per second.
      1. Whenever you lose the absorption shield, you gain 15% damage reduction for 4 seconds.
      2. Whenever you lose the absorption shield, you gain 45% damage reduction for 4 seconds.
  • Moratorium:
    • Rank 0: 35% of all damage taken is instead staggered and dealt to you over 3.0 seconds.
    • Upgrading increases duration by 0.20 seconds.
    • Rank 50 bonus: 20% chance on kill to clear all staggered damage.
    • Rank 100 bonus: Increases the damage staggered to 50%.
      1. Gain a 15 yard aura that slows enemy projectiles by 25% and redirects to you 10% of damage done to allies inside the aura.
      2. Gain a 15 yard aura that slows enemy projectiles by 75% and redirects to you 30% of damage done to allies inside the aura.
  • Mutilation Guard:
    • Rank 0: Increases armor by 200.
    • Upgrading increases armor by 10.
    • Rank 50 bonus: Gain passability when below 50% life.
    • Rank 100 bonus: Increases armor by 20%.
      1. Enemies that deal melee damage to you are knocked back and deal 15% less damage for 5 seconds.
      2. Enemies that deal melee damage to you are knocked back and deal 45% less damage for 5 seconds.

Utility Gems

  • Boon of the Hoarder:

    • 25% chance on killing an enemy to cause an explosion of gold.
    • Upgrading increases chance by 1.5%. (Maximum rank is 50.)
    • Rank 25 bonus: Gain 30% increased movement speed for 3 seconds after picking up gold.
  • Gem of Ease:

    • Monster kills grant 500 additional experience, multiplied by difficulty.
    • Upgrading increases bonus experience by 50.
    • Rank 25 bonus: both gem and item can be used at any character level instead of 70 only.
  • Red Soul Shard (Anniversary Dungeon only):

    • Periodically struggle for control, unleashing a ring of fire that deals 12500% damage as Fire to enemies it passes through.
    • Upgrading increases damage by 50%.
    • Rank 25 bonus: After gaining a Character Level or Paragon Level, the character has their resource costs and cooldowns of all skills reduced by 75% for 30 seconds.
1 Like

I liked it. Not all, but most of them. I like that you tryed to make all gems useful. Some interesting ideas.

1 Like

You also broke them. Everything reminds me of Path of Exile rather than Diablo 3 in this list.

All elemental damage increase gems make either Convention of Elements obsolete, or spell out Stone of Jordan as the best ring ever instead of an alternative. Convention of Elements reward a small reflex check, timing cooldown cycles while Stone of Jordan reward using many different elementals while stacking a rare affix with limited applications. Your approach to elemental damage is astoundingly imbalanced for this sole reason, besides popular builds and their weapon damage efficiencies taken into account for sure.

Another thing that caught my attention is how you ignored direct damage mitigation of Mutilation Guard. That gem might appear useless to you, but it’s a shining part of zdps builds and Followers. Thinking most common zdps builds are either Strength or Dexterity, additional armor would have no meaning for them. It could be used by Intelligence characters for sure, but I’m not seeing anything else to replace this gem for separate damage mitigation layer for Followers and zdps.

Developers didn’t make those gems “better” in the upcoming years as it would allow them to control the outcome of builds and determine the effort requirement of maintaining them in active play. Less variables equal to a controllable environment. When you add 3-4 or many more variables in a power growth aspect, it’s hard to estimate the outcome or offer player a fair challenge without breaking things.

To add, you’re asking if it would fit to give them a rank 50 and rank 100 bonus when top players already pushing GR150 with current system. Spiking the power growth, would only trivialize the challenge and game doesn’t have the underlying structure to push integer 64 systems further like you might have imagined. Coding things are not magic and current difficulty scale is here to stay with this integer system embedded into the random number generator.

First, thanks for your feedback.

Care to elaborate? I used existing items, abilities, recent soul shard effects, etc. as inspiration. It should all be D3 flavor.

Only if those were treated additively with other + elemental damage, which is not how I envisioned it. These would not increase your +Fire damage like Magefist, for example, but rather would act as a separate multiplier that only affected fire abilities. No interaction with CoE or Stone of Jordan at all.

I expressly pointed out that spiking power is not the goal. If the numbers are too high they can be retuned as would happen in a PTR or other testing.
The reason why some of the gems look like they have more power is that instead of everyone always running with 3 of the 5 or 6 existing damage gems and forgetting about all the other ones, you would be encouraged/expected to pick one damage gem and combine it with an enhancement and a defense gem. The loss of damage from including a defense gem is then made up in the bonuses on the damage gem, with the goal of bringing your total damage back to around where it would have been previously.

This sounds way too much like “everything is perfect, nothing can be changed.” I disagree. Updating the legendary gems is imo the number one thing that needs to happen to refresh the game.

Only players with silly amounts of paragon are able to reach 150 without season theme boosts. All that tells me is that paragon should also be at the top of the list of things that need to be updated.
When legendary gems were introduced, reaching GR 100 was impossible. Now that getting into the 120+ range is fairly common, it makes perfect sense for the gems to get additional bonuses at higher levels.