20% multiplicative, based on the terrible percentages as is, is garbage. Pure and simple. Here’s an example. “Frozen Orb Enchantment”. Casting non-basic skills has a 20% chance to cast Frozen Orb. What’s 20% of 20%? Glad you asked. It’s 4%. Four. FOUR! F O U R !!!
That is friggin negligible. It is a HORRENDOUS legendary node. Whoever thought this was a good idea… you’ve clearly playtested absolutely nothing you’ve implemented.
Either make it additive, or seriously consider buffing that to 50% at the absolute bare minimum… because Jeezuss H Christopher, that is god awful.
Almost all legendary nodes are awful and that’s not even Sorc exclusive. There are like half a dozen useful ones and half of them aren’t even worth the paragon investment, over an additional glyph.
It’s a wrong perspective. Legendary node makes your Frozen Orb enchantment casts 20% more frequent, which is very noticable.
20% is not a small bonus. It’s just that many enchantments themself are not that good.
And no, they obviously cannot make it additive.
Yes they can . Even if you give Frozen Orb 100% proc/cast it would still just be a support spell. The skill literally doesn’t scale damage. 9 points into it with full endgame gear, 7 lvl21 glyphs and it hits for like 20k-30k outside of CC and 400k-500k in full multiplier.
Considering B tier builds of Rogue like Rapid Fire and Pen Shot do 10M+ DPS, Forzen Orb can’t be “broken”.
It’s literally irrelevant bonus. The entire point of Frozen Orb is to proc Vuln and nothing else. The 20% more procs won’t effect the uptine of Vuln, which should be 100% regardless, one bit.
No, they can’t. Because you cannot add apples to oranges. You just cannot meaningfully add the same number to values of totally different units. For some enchantments damage is affected, for some - cooldown, for some - chance etc.
Even when the unit is same you often still cannot just add values without problem. For example, chance to proc. One enchantment procs with 5% and powerful effect, another procs with 20% chance and weaker effect. If you just add to this chances flat, fixed number - you will unbalance this enchantments. For example, if you add 20, you will make second enchantment procs 2 times more frequent, but first (with powerful effect) - 5 (!) times more frequent.
It won’t because you should already have 100% uptime. If you don’t, you aren’t playing optimally.
Your thought process is correct, but since there isn’t anything even remotely “powerfu” in the enchantment system, it’s literally “who cares” . Fire Bolt is a must and Fire Shield, in high-end content is also a must. 20% better enchantments don’t matter to either of those 2. Currently if you add 20% flat to all enchantments, nothing with the class will change. The most it would happen is breaking GPUs with the amount of meteors falling, but since they do 0 damage, again… nothing will change .
Ofc not. Ice Shards provide only “good enough” Vulnerable uptime, not 100%, because their Vulnerable application is conditional (only after 5 hits from same cast) and highly localized in space (up to small number of targets on thin line).
100% Vulnerable uptime is when entire Sanctuary is Vulnerable all the time while you drink your ale in Kyovashad.
Or you can evaluate much more humble metric, such as ratio of sums of all times when each target was vulnerable to sum of all combat times of all targets. Combat time for target is the time from the moment when target engaged in combat with you to the moment of target’s death.
This combat time can be logically subdivided in at least three subintervals. First subinterval starts when target notices you, second starts when you start casting first Ice Shards, third starts when target become vulnerable. Sometimes first subinterval is missing (when we attack unaware enemies outside their detection range), but second interval is always present and its alone prevents 100% vulnerable uptime from Ice Shards even vs 4 on line target.
You don’t have 100% vulnerable uptime during combat. All sorc sources of vulnerable are limited by space (finite and pretty small collision area) and time (cooldowns, vulnerable duration, animation durations), some - probabilistic, some - conditional. Even with deterministic and unconditional Nova you have to get in range (by tp or running), play cast animation and only then get your vulnerable. So, again, you don’t truly have 100% uptime. You get “good enough” uptime.
I have a crazy idea: how about the paragon node just says “unlocks an enhanced version of your enchantments” and then a tooltip tells you what it does for each. Then people can read the tooltip and find out more information about what the enhanced version is. The text can even be highlighted and everything so people reading it don’t get it confused with the non-enhanced version. This way, skills wouldn’t be bound to some mediocre percentage and the bonus could be tailor made to each one.
It’s an obvious idea, and even a good one, because devs can fine-tune bonuses for each enchantment specifically. But this idea is also not without obvious ergonomics problem (longer tooltips, usually devs don’t like this, or partially hidden information).