S33 Proposal - Necromancer - Inarius - Immortal Holynarius

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https://i.ibb.co/GvvsGpJ/inarius-bone-armor.jpg

D3 Planner

https://d3.maxroll.gg/d3planner/369855468

Grace of Inarius

Necromancer Set
2 pieces: Bone Armor gains the effect of all its runes.
4 pieces: Bone Armor now constantly rips bones from enemies within 60 yards at the cost of 30% health per second.
6 pieces: Bone Armor activates a swirling tornado of bone that increases your damage by 10,000% within 15 yards.

Santa Muerte

Legendary Amulet
Holy damage is increased by 150%.
(Necromancer only) [100 - 200]%

New option

[ _ ] Display Red Halo on low Health

Explainer

Fantasy: Immortal Holynarius
Best attributes: Area damage
Gameplay: Power Shift + Dual Scythes + Freezing Grasp
Inarius 2 pieces: Dislocation, Harvest of Anguish, Limited Immunity
Inarius 4 pieces: Perma Immunity + Perma Shi Mizu + Auto-Mirinae
Inarius 6 pieces: +10,000% to nearby enemies
Santa Muerte: Increase the damage of Mirinae

Side notes

The 6 pieces bonus has been simplified in formulation but in practice stays unchanged. The big change is on 2 pieces and 4 pieces. It allows to operate Ă  zero life (Shi Mizu) while taking no damage (Limited Immunity) when there is at least one enemy within 60 yards. There is also a new option in game parameters to deactivate the display of the Red Halo on low Health, so players can use this build without any annoyance.

FAQ

What happens when there is no enemy within 60 yards ?

Two scenarios are possible depending on the implementation:

  • A) Limited Immunity lasts 5 seconds so players have 5 seconds to get out of remaining dangers on ground (lasers, etc).
  • B) If players selects a Bone Armor rune that lasts 60 seconds, they are protected during 60 seconds after the last enemy died.

No strong opinion on this. A) is dynamic and challenging, whereas B) would smoothen the gameplay.

Isn’t Permanent Limited Immunity a cheat ?

Necromancers are natively 30% weaker than other classes.
Bone Armor 30% damage reduction was supposed to mitigate this birth weakness, but this skill only scales with 10 enemies (3% damage reduction x 10 enemies = 30%), does not last, has a 10 seconds cooldown and does not help players in corridors, if player kill enemies too fast (before the cooldown), when you revive (players is instantly killed), or against a rift Guardian. The way this skill works is defective for defense.
The only way to get an afficient defense is to get multiple layers of damage reduction (Ex: 50% of 50% means 75%), but Grace of Inarius cannot do this because it needs the items slots to deal damage. In the end, players build is either barely strong and very squishy, or barely defensive but deals no damage.
Immortality can be achevied using Captain Crimson’s Trimmings and Land of the Dead / Invigoration, but the cooldown of 120 seconds is complex to reach and pigeonhole the build.
On the other hand, Limited Immunity provides an interesting mechanic but has never been used by players.
Finally, being Immortal does not kill a GR150 Rift Guardian in time, which is your ultimate goal as a player.

Why Mirinae ?

Back to 2017-2018, The Bonestorm build for Grace of Inarius was extremely popular and fun to play. Sadly, it was heavily nerfed, as the excessive proc of Mirinae resulted from a bug, an unintended interaction between the swirling tornado of bone and Mirinae, that could have been exploited. When the bug was fixed, Grace of Inarius fall into the limbo and never came back.

5 years elapsed since this shadowban. Other necromancer builds are incredibly powerful in comparison, Diablo 3 now offers many ways to challenge and balance the sets powers like Legacy of Dreams, GR150, …etc.
It is time for Grace of Inarius to rise and shine !

Gotta love those four second runs.

I don’t get the comment (French here).

The 30% life loss is per second (fixed) and doesn’t scale with enemies.

Health globes generated by Ratruns can diminish the effect of Shi Mizu’s Haori, but Holynarius will still work.

Did I miss something ?

If you lose 30% life per second, you die in 4 seconds.

1 Like

OP probably intends for it to be similar to the Haunted Visions amulet, and rather then die the character would just be left with a tiny bit of life left and will still be alive unless an enemy hits them without bone armor being active. My guess at least.

Exactly :slight_smile:

Take a look:

In this video-concept of a Pestilence Blood Lance, when no enemy punches me, I am still alive while being very near from zero life.

The reason behind this miracle lies in the description of Blood Lance:

Spend 2% of your total health.

The percentage operation is relative (neither additive or substrative).

The percentage sign expresses a fraction which means in practice you can never reach zero.

It acts as a never-ending division.

100.0000 - 100.0000 x 30% = 100.0000 - 30.0000 = 70.0000
 70.0000 -  70.0000 x 30% =  70.0000 - 21.0000 = 49.0000
 49.0000 -  49.0000 x 30% =  49.0000 - 14.7000 = 34.3000
 34.3000 -  34.3000 x 30% =  34.3000 - 10.2900 = 24.0100
 24.0100 -  24.0100 x 30% =  24.0100 -  7.2030 = 16.8070
 16.8070 -  16.8070 x 30% =  16.8070 -  5.0421 = 11.7649
 11.7649 -  11.7649 x 30% =  11.7649 -  3.5295 =  8.2354
  8.2354 -   8.2354 x 30% =   8.2354 -  2.4706 =  5.7648
  5.7648 -   5.7648 x 30% =   5.7648 -  1.7294 =  4.0354
  4.0354 -   4.0354 x 30% =   4.0354 -  1.2106 =  2.8248
  2.8248 -   2.8248 x 30% =   2.8248 -  0.8474 =  1.9773
  1.9773 -   1.9773 x 30% =   1.9773 -  0.5932 =  1.3841
  1.3841 -   1.3841 x 30% =   1.3841 -  0.4152 =  0.9689
  0.9689 -   0.9689 x 30% =   0.9689 -  0.2907 =  0.6782
  0.6782 -   0.6782 x 30% =   0.6782 -  0.2035 =  0.4748
  0.4748 -   0.4748 x 30% =   0.4748 -  0.1424 =  0.3323
  0.3323 -   0.3323 x 30% =   0.3323 -  0.0997 =  0.2326
  0.2326 -   0.2326 x 30% =   0.2326 -  0.0698 =  0.1628
  0.1628 -   0.1628 x 30% =   0.1628 -  0.0489 =  0.1140
  0.1140 -   0.1140 x 30% =   0.1140 -  0.0342 =  0.0798
  0.0798 -   0.0798 x 30% =   0.0798 -  0.0239 =  0.0559
  0.0559 -   0.0559 x 30% =   0.0559 -  0.0168 =  0.0391
  0.0391 -   0.0391 x 30% =   0.0391 -  0.0117 =  0.0274
  0.0274 -   0.0274 x 30% =   0.0274 -  0.0082 =  0.0192
  0.0192 -   0.0192 x 30% =   0.0192 -  0.0057 =  0.0134
  0.0134 -   0.0134 x 30% =   0.0134 -  0.0040 =  0.0094
  0.0094 -   0.0094 x 30% =   0.0094 -  0.0028 =  0.0066
  0.0066 -   0.0066 x 30% =   0.0066 -  0.0020 =  0.0046
  0.0046 -   0.0046 x 30% =   0.0046 -  0.0014 =  0.0032
  0.0032 -   0.0032 x 30% =   0.0032 -  0.0010 =  0.0023
  0.0023 -   0.0023 x 30% =   0.0023 -  0.0007 =  0.0016
  0.0016 -   0.0016 x 30% =   0.0016 -  0.0005 =  0.0011
  0.0011 -   0.0011 x 30% =   0.0011 -  0.0003 =  0.0008

… etc.

Of course a hard limit might exist in the game.

Also the game could not be using the BigDecimal type (required for managing big decimal numbers), but BigDecimal can always be converted into BigInt (because a decimal number is nothing else than an integer where the developer arbitrarily choose to position the point a position X).

The idea behind the 30% health per second was to heavily counter the healing effects that a Necromancer could mobilize such health globes, Life per hit, Siphoon Blood, …etc.

Not very subtile but efficient.

One other game mechanic able to trigger Shi Mizu’s Haori would be to cap the Life under 24% of the maximum Life. The number of 24% might seem too obvious, and carries unecessary Life as player cannot take incoming damage. If this solution feels better, why not 1% to keep the Zero Life Lich fantasy ?

Example with life capped at 24%
https://i.ibb.co/2qC1kXP/inarius-bone-armor-24-percent.jpg

Example with Life capped at 1%
https://i.ibb.co/HBYJ5Pf/inarius-bone-armor-1-percent.jpg

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Also, players can replace Devour / Devouring Aura by Corpse Explosion / Dead Cold in order to maximize the number of hits and trigger Freeze / Krysbin 300% as an AoE effect.

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If Grace of Inarius had a Gold Cloth effect while using Limited Immunity, that would be visually awesome !
#SaintSeiya