Hi! Brace yourselves a long post is coming!
I thought of a new way for the paragon system to work, giving it more utility and versatility.
First of all. The first and most obvious change would be for a 5th category to be added, namely the ‘Resource’ or ‘Resource management’ tab. Also the current Utility Tab would be renamed into “Adventure”.
An other major change would be the ‘Elective mode’ to affect Paragon, so you can chose where and when to put paragon in it freely.
To start of with, shall we have a look at the new categories and set up to start of with?
Core: Unlimited.
Strength - 5 Points/1 paragon
Dexterity - 5 Points/1 Paragon
Intelligence - 5 Points/Paragon
Vitality - 5 Points/1 Paragon
Of fence: 250 Points:
Critical Hit Chance - 0.2% / Paragon: Caps at 10%(increase from 5%)
Critical Hit Damage - 0.5% / Paragon: Caps at 50%
Area Damage Chance - 0.5% / Paragon:: Caps at 25% (we will return to this)
Attack Speed - 0.2%/ Paragon: Caps at 10%
All Elemental Damage - 0.5%/ Paragon: Caps at 25%
De fence: 250 Points.
Armor - 0.5%/Paragon. Caps at 25%)
Resist All - 10 Resist All/Paragon. Caps at 500 (increase from 250)
Dodge - 0.2%/Paragon. Caps at 10%
Damage Reduction - 0.2%/Paragon. Caps at 10%
Thorns - 0.5%/paragon. Caps at 25%
Resource: 250 Points (new)
Max Life - 0.5%/Paragon. Caps at 25%
Life per hit - 40/Paragon. Caps at 8000 (down from 8046.3
Max Primary -50 points, gain dependent on class no cap changes.
Cool down Reduction - 0.2%/Paragon. Caps at 10%
Resource Cost Reduction - 0.2%/Paragon. Caps at 10%
Adventure: 250 Points (formerly knows as Utility)
Movement Speed - 0.5%/Paragon. Caps at 25%, (more of this down bellow)
Gold Find - 1%/Paragon. Caps at 50%
Magic Find - 2%/Paragon. Caps at 100%(More Info bellow)
Pickup Radius - 0.4Yards/Paragon. Caps at 20 yards
Auto break Chance 2%/Paragon. Caps at 100% (More down bellow)
And now an explanation for of new stuff.
Area Damage Chance:
The idea for this is that this will allow you to easily turn of your Area Damage while in public groups, without having a different set of gear. The increase from 20% to 25% is to slightly make up for the 50% potential damage loss from the removal of the old stat.
All Elemental Damage
This one is pretty straight forward, it’s just a damage buff, no need for explanations.
Dodge
Also known as Evasion, potentially gives all character and classes a small chance to doge the opponent.
Damage Reduction
This is also a new stat, intended to increase survival. However this stat should be additive to your skills and items and is not a hard stat. For example, if you gain 60% from an Elusive ring on a Demon Hunter, it will be increased to 66%
Thorns
This Stat is entirely dependent on wither you have Thorns or not either from skills or armor.
*Movement Speed
Point and Percentage wise there is no obvious change, the change it needs is the total effect of 25% from paragon and items, allowing Movement speed on gear to once again be viable. This will make certain builds faster to a degree but the items that can roll Movement speed to start with are not sufficient enough to matter, however similar to before it should still be additive with percentage from gear and not multiplicative.
Magic Find
Now this is an interesting one as together with this i suggest a change in how magic find currently works. The current magic find increase the rate at which you get Legendary and set items, but that becomes worthless at a high tire.
So the new Magic Find would instead increase the chance at which Legendary and set items are Ancient and Primal. At the moment you have a 10% chance for a Legendary to be Ancient, while you have a 0.1% chance for it to be Primal.
With this stat maxed out those values would be changed to 20% for Ancient and 0.2% for Primal respectively
Pick Up Radius
This one is also rather self explanatory and seemingly meaning less, but a decent Pickup Radius can be useful whilst doing Rifts in the way that it becomes easier to pickup time orbs near Explosions and other Area Effects. An other change for this is for it to also affect Materials such as Reusable parts, Arcane Dust, Veiled crystals, Death Breaths and Forgotten Souls.
Auto Break
This is an entirely new stat, and increases the chance for Non legendary or Set items to drop as their materials instead of Items, which then can be picked up by your pickup radius or pet.
Obviously all of these might not be stats suitable for your class, build or play style. That’s where the Paragon Elective Mode comes in. Rather than giving a point for each category at a time, you will instead just be granted a total amount of paragon which you can distribute freely depending on your gear and, or play style. Lets say your gear have no Thorns, then simply don’t waste points on it. Or if you have enough CDR there you don’t need to allocate points into it.
And as you saw, the core section now allows you to chose from all stats, this is so you can add Intelligence, Dexterity, or Strength as you wish to freely gain Armor/Resistance as you feel you need it. Along with this i would have liked Dexterity to add Dodge instead rather than Armor, however i couldn’t figure out an equation for it to not make it to OP. It would have needed to become a separate stat similar to armor with a Diminishing effect the more you have.
But that’s a story for an other post.
If you have read this far, first of thank you for taking your time. Also i apologize for any spelling, grammar or punctuation mistakes i have made.(I’m sure theare are allot). Feel free to comment and criticize or add to this suggestion down bellow.