Enchantment Master Paragon Board

Hey there,

quick question, how does the “your enchantments are 20% stronger” Paragon board legendary node work?
For example on the Ice Shards Enchantment (Ice Shards automatically conjure and fly towards enemies)

Will there be more Shards, faster Shards or 20% more dmg on those shard hits?

Thanks for a reply in advance

Happy slaying!

Edit:

2 Likes

I just unlocked the node earlier.

Again another underwhelming Sorc legendary node.

I had Ball Lightning at 25% chance to spawn on critical hits.
With the Legendary node it increased it to 30%. A whopping whole 5% :frowning:

I just equipped Ice Shards for you but because there isnt a value in the description I’m not sure how it would work, increase spawn or damage?

Either way it will probably be really small.

1 Like

Thanks for your reply, If there would be a small increase of attacks per freeze, this would be huge for this node. But other than that I can understand your 5% dilemma :slight_smile:

The problem with shock spells is the low “lucky hit base chance” on all spells, except for Teleport this one got around 95% with a bit of lucky hit gear :slight_smile:
Maybe build around that and the unique chest armor with extra stun and pull on teleport.

I couldn’t find any info online anywhere about what this 20% stronger enchants means, so I decided to record the tooltip values of every single Enchant both pre- and post- node. To anyone interested, every single Enchant value increases except for Ice Shards and, for some reason, Incinerate.

My Teleport Enchant tooltip went from 11.9 sec to 9.9 sec, but in the end it was only the tooltip that changed, my Evade-aport was still over 11 sec CD. It may just be Teleport that is bugged, I haven’t tested any others, but be aware that Enchantment Master might be broken utterly, and eating the paragon points invested to get to it as well.

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They must change it to “Increase 1 enchantment slot”.

6 Likes

Fantastic idea!

Yes… another underwhelming sorc legendary node.
Compared to the strong paragon nodes for the necro…

My favorite sorc legendary node is on the conjuration board:
It does that hydra costs are reduced from 20 to 19 mana.
Woohoo… xD

@BLIZZARD: Maybe you can change the conjuration legy node to: +1 hydra.
Could be the thing, which makes hydra viable…

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That would be really sick but I think a bit too op, it would change a lot of skill builds completely and gain some new :slight_smile:

Whats funny is I heard that sorcs originally had 3 enchantment slots. They decided to pull the 3rd slot before the pre-release beta that was before server slam.

This functionally causes you to fire 20% more ball lightning through lucky hits so it’s fair.

2 Likes

Could you count the number of Ice Shards you get? 20% of 5 is 1, so are there 6 shards fired?

No quite, you would need a 100% crit and 100% lucky hit chance at both to effectively have a 20% bonus on that spawn. Since you never get these stats anyway there is always the simple math behind lucky hit and the spell you use for it. The closest to come to a 100% lucky hit would be Ice blades and Teleport but then you would need a 100% crit chance too to have a really 20% increase of this legendary paragon node.

There’s a bit of math afoot in this post.

Well at this condition its like this:

For Example, if you have the spell “Ball lightning” itself with 5% lucky hit without any modifiers, you will need a astonishing 2000% lucky hit bonus on gear to reach 100% lucky hit chance with the spell itself.

5*(1+19) = 100%

After that this spell has another condition of 25% on critical hit to spawn the “Ball of lightning”
Critical strike base chance is at 6,16%

100%-6,16%=93,84% (needed % in crit chance)

After these two conditions (100% lucky hit on Ball of lightning and 100% crit) you have the final chance of 25% to spawn precious “Ball of lightning” (or 30% with the legendary paragon node) :smiley:

1 Like

Alright but if you have 5% lucky and 6% crit, you have a 0.3% chance to spawn ball lightning. With the node you have 0.36% chance, a 20% increase. You don’t need all the other nonsense, it does what it says.

Hey Ebonbolt,

I actually tested it myself right now. If I freeze a mob with frostbolt (6 hits) the mob will get shot at with Ice shards 4 times with the normal pace.
Now if we put in the legendary enchantment node (Your enchantments are 20% stronger) we will have 5 instead of 4 shards conjure to the mob in a much rapid time, since the freeze time itself isn’t enhanced.

So the node is actually working as intended but not showing any tooltip changes since there are none on Ice shards.

I also changed the freeze time on items and one aspect so I hit a 86,2% increase in crowd control duration with this.

Ice shards hit 7-8 times to frozen enemies without the legendary node and 8-9 times with the legendary node.

No that is not correct my friend.

On your conditions 5% lucky hit and 6% crit you would have:

5* 0,06* 0,25=0,075% Chance to spawn a Ball of lightning

If we add the 20% now we have

5* 0,06* 0,3=0,09% Chance to spawn a Ball of lightning

Thus:

100* (1-0,075/0,09)=16,66% increase to spawn a Ball of lightning

If we don’t consider any stats you would have a 20% increase from 25% to 30% chance yes. But in the end we need all the other nonsense otherwise every math behind a mechanic in a game would be pointless. You cannot just say it’s a 20% increase only because numbers go up, you have to go to the result at the end not the conditions who brought you there.

:slight_smile:

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What? No it totally works as I said.

You do 1000 crits with 25% chance on crits. That means you created 250 BL.

Now you increase that by 20% to a 30% chance on crits. You still do the same amount of crits because nothing else in your build changed! So after 1000 crits you created 300 BL.

250 + 20% = 300

You effectively got 20% more “power” out of the enchant. Exactly what the node said it would. Anything more or less would be wrong.

That 16.66% you got in the end represents the percentage decrease if you were to go down from 0.09 to 0.075. We don’t care about that, we want to calculate the increase from 0.075 to 0.09. Which is 20% or a 1.2 multiplier. No need for your third calucaltion, you essentially just divide the following: crit * lucky * 1.2 / crit * lucky * 1 - the answer is 1.2 or 20%.

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Nah, Hydra’s damage is so bad, it will never be viable, unless a very big increase is done to the spell. Almost all Sorc spells are so bad, that one of the best build is literally playing an Aspect and scaling it :smiley: .

It’s not additive.

25% x 1.2 = 30%

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You only take in account one condition but not the other one.

There are two conditions on this enchantment, crit and lucky hit together.
Yes the number increases 20% as I already said, but in the end you want a result in how much this enchantment gets a buff. So for those who really care about the results, obviously you are not one of them, its a 16.66% increase not a 20%.