Season 21 - Idea - Stone of Malediction - All runes of all your curses are applied
Introduce a new Legendary Gem :
Stone of Malediction
Curse all enemies hit for 10 seconds. All runes of all your curses are applied.
Level 25 : You gain an additional 1% damage increase for each enemy afflicted by one of your curse rune
Which means 20 monsters x 1% x 3 curses x 5 runes = 300% damage increase
Gameplay:
Cast : When casted runes curses are slotted, all runes of all your curses are applied as a casted curse.
Aura : When Aura of fraily is slotted, all runes of all your curses are applied as an aura (Ex: Leech/Cursed Ground follows you). Essence and Life costs are nullified (because aura).
Motivation:
Liberate active skill slots
Allow all runes to be used as an aura
Easily increase passive damage from Spreading Malediction
Easily increase passive damage from Spear of Jairo
Lazyily increase damage for slowed ennemies (Decrepify +
Krysbin’s Sentence + Inarius)
Let the runes curses play a central role for the Necromancer
NB: The 10 seconds delay matches the delay of Gem of Efficacious Toxin.
To use in conjunction with a new Dayntee’s Binding:
Brandy’s Binding
You gain an additional 50% damage reduction when there is an enemy afflicted by any of your curses and your armor is increased by 1% for each enemy afflicted by one of your curse rune
Which means 20 monsters x 1% x 3 curses x 5 runes = 300% armor increase
Motivations:
Liberate slots used by Aquila and Stone Gauntlets
Use in conjunction with Aquila and Stone Gauntlets to further increase resistance
I’m a bit confused, what curses? Do you mean nerco’s curses? Isint this heavily beneficial to ONLY necros? Kinda unfair. Seasonal theme shouldnt only benefit 1 class lol…
Yeah, there’s zero chance they are going to introduce a seasonal theme that only benefits one class. That’s a bit ridiculous.
They also aren’t going to introduce a class-specific gem. All the existing gems can be used by any class. While they may benefit certain classes more than others (e.g. Boyarky’s Chip), they all can at least in theory be used by every class. A gem that only buffs a single class isn’t something we are going to see, not unless they introduced a class specific gem for each and every class. And that’s something that just won’t happen at this point in the game.
Uhhh… you realize that’s a completely broken mechanic right? 100% damage reduction = immunity from damage. You can’t have an infinitely scaling additive damage reduction bonus. It either has to be capped (like Lakumba’s) or scale multiplicatively (like Ancient Parthan Defenders).
Okay, so there’s one gem that can be used by only 6/7 classes. And 22 other gems that can be used by every class (at least in theory).
It’s a bit of a leap to go from that to a class-specific gem. Unless they are going to introduce a class-specific gem for every class, but that’s just not a reasonable expectation at this point in the game.
No.
You take damage malus over difficulty levels.
Stone Gauntlets gives you up to 5 x 50% = 250% damage reduction, and yet you still are damaged by ennemies.
Curses are time limited.
Even with Eternal Torment, curses are limited to the active screen.
Having lots of damage reduction won’t help you to kill Rift Guardian.
Oh i thought you meant as a seasonal theme. So its just a new legendary gem. I really dont have an opinion on this anymore then. If they add it in its in if not its not, i dont care.
I changed 10% by 1% damage reduction. Because it is designed to scale with monsters. So now it is 300% damage reduction for 20 monsters cursed. Which is fair.
Stone Gauntlets isn’t damage reduction. It’s armor%. There is a significant difference. The 250% armor bonus on Stone Gauntlets is worth something like 50-70% damage reduction, depending on your baseline armor and your other armor% bonuses (e.g. paragon, skills).
100% bonus armor =/= 100% damage reduction.
100% damage reduction is immunity to damage. Here’s an example. Let’s say an attack normally deals 1 million damage. If you have 50% damage reduction, it deals 10^6*(1-0.5) = 500,000 damage. If you have 99% damage reduction, it deals 10^6*(1-0.99) = 10,000 damage. If you have 99.99% damage reduction, it deals 10^6*(1-0.9999) = 100 damage. If you have 99.9999% damage reduction, it deals 10^6*(1-0.999999) = 1 damage. If you have 100% damage reduction, it deals 10^6*(1-1) = 0 damage, i.e. immunity. If you have 250% damage reduction, you take 10^6*(1-2.5) = -1.5 million damage. Note the critically important negative sign there. So you heal for 1.5 million with every attack? If you have >100% damage reduction, you would actually take negative damage from all attacks. Not really sure what that means, you are immune to damage and in addition you heal from every attack?
Either way, you can’t have more than 100% damage reduction. Which you would hit very easily with your proposed bonus.
I’ll reiterate: armor% and damage reduction% are not the same thing.
Again, you can’t have more than 100% damage reduction. Change it to %armor if that’s what you really want. They aren’t at all the same thing. An infinitely scaling additive %armor (or %all res) bonus is feasible. An infinitely scaling additive %damage reduction bonus is not. It either has to be capped, or scale multiplicatively.
Brandy’s Binding
You gain an additional 50% damage reduction when there is an enemy afflicted by any of your curses and your armor is increased by 1% for each enemy afflicted by one of your curse rune