 |
|
02-20-2008, 03:31 AM
|
|
|
Visitor
Character: Aule
Server: Guk
Posts: 46
|
Underutilized item effects
We have a plethora of spell damage mod, spell crit and melee crit.
A fair amount of spell haste, reuse, ca mod and melee double attack.
A smaller amount of ranged double attack and ranged melee crit.
Very small amounts of specific magical damage type.
Almost no base hostile spell damage.
I've yet to see any base combat art damage modifiers.
We have several dispersion items, which is a 100% avoidance, yet not much worthwhile in the way of ward.
It seems like there a number of effects that could be applied to items that are either non-existant or very underutilized.
You could do so much more for customizable gear use and effects by including items adding +1% damage, or very high amounts of specific magical damage types (since this are restrictive in nature), +item proc rate modifiers, higher ward procs, short term buffs or single shot buffs that mitigate 50% of next damage type, etc.
It seems there's too many all-or-nothing avoids when graduated avoids would allow for more interesting and varied encounter design.
I think it's pretty much understood, by the playerbase at least, that raid rewards are severely lacking compared to what is obtainable instancing. I don't want to see the instanced items nerfed, I'd like to see additional effects added to raid obtained gear that makes it desirable to use.
Then maybe we wouldn't have the nightly "anybody? there's nobody who wants this? sigh, okay, transmute it" that we have happening currently.
Aule/Guk
|
|
|
02-20-2008, 03:54 AM
|
|
|
NoFuture
Character: Jin-n
Posts: 1,711
|
Re: Underutilized item effects
Tbh and I know most people despise PVP but SOE can really be creative with some PVP effects if they wanted to. Like a proc that blinds ( makes the screen 100% pitch black, even make the hotbars invisible ) the target for X amount of seconds.
As for PVE there's not really too much they could do, I mean even if they made varying effects on items, some classes ( like scouts ) are almost always gonna go with what gives the most dps, so if you have an item that gives + 5 melee crit vs an item that gives 1% more max damage on CA's ( using ur example ) Scouts will prolly still go w/ the 5% crit item.
Just my thoughts.
__________________
|
|
|
02-20-2008, 04:44 AM
|
|
|
BOTS, ITS WHATS FOR DINNER!
Character: Faxon
Server: Life
Posts: 1,106
|
Re: Underutilized item effects
yea i have started looking at this more myself recently, as there is a plethora of crit and DA and + damage shit now, im wondering what they are going to do in the next expansion with stuff. the things i really want to see are more melee tank oriented items that proc damage off getting hit, and aoe auto attack as a stat rather than through buffs and procs (something that we thus far are lacking). would be nice to see +base CA dmg and spell damage as well as more spell doublecast than just wiz mythical. take some of that creative energy you guys are using for PVP effects and appliy it elsewhere o_O
|
|
|
02-20-2008, 09:15 AM
|
|
|
Visitor
Character: Ecum
Guild: Mythic Legion
Server: Runnyeye
Posts: 60
|
Re: Underutilized item effects
Quote:
Originally Posted by Faxon
as well as more spell doublecast than just wiz mythical.
|
More spell double cast would be really cool.
Should be very limited %-wise but should be avalible to more classes then wizard.
|
|
|
02-20-2008, 10:15 AM
|
|
|
L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
|
Re: Underutilized item effects
Effects that can and should be added to eq2-
Triple atk- % chance to triple atk
+ CA% - % or numerical increase base combat art damage
Strikethrough X-5% per rank up to 50% chance to land a missed atk
Spell break X-5% per rank up to 50% chance to land a resisted spell
Double Crit - increases crit amount from 1.3 to 1.6
Triple Crit- increases crit amount from 1.3 to 1.9
Repent-procs absorbs next hit up to 3k (no more 100% stoneskin)
Hastened reflex X-5% per rank up to increases to riposte 70% instead of 20% of parries
Strengthened reflex X-5% per rank up to +50% riposte damage
Fire absorbtion X - absorbs % of heat up to 10%
Cold absorbtion X - Absorbs % of cold up to 10%
Poisen absorbtion X- " "
Disease absorbtion X- " "
Magic absrobtion X-
Divine absorbtion X-
Mental Absorbtion X-
Double up- % chance to double strike on a combat art
+ melee damage- # or % to auto atk damage (not proc)
Splash damage- adds a small pbaoe to single target ranged/spell atks
Hatred V- increases taunts by up to 50%
Timid V- increases detaunts by up to 50%
I am sure i can think of more but this is effects that should be added to items.
Last edited by gungo; 02-20-2008 at 10:29 AM.
|
|
|
02-20-2008, 10:16 AM
|
|
|
Tears
|
Re: Underutilized item effects
Quote:
Originally Posted by Faxon
yea i have started looking at this more myself recently, as there is a plethora of crit and DA and + damage shit now, im wondering what they are going to do in the next expansion with stuff. the things i really want to see are more melee tank oriented items that proc damage off getting hit, and aoe auto attack as a stat rather than through buffs and procs (something that we thus far are lacking). would be nice to see +base CA dmg and spell damage as well as more spell doublecast than just wiz mythical. take some of that creative energy you guys are using for PVP effects and appliy it elsewhere o_O
|
Strikethrough, spell double attack, flurry chance. All of which will be the next "big" thing next expansion.
__________________
All of the seasons and all of the days
All of the reasons why I've felt this way
So long...
So long
Then lost in that feeling I looked in your eyes
I noticed emotion and that you had cried
For me
I can see
|
|
|
02-20-2008, 10:22 AM
|
|
|
L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
|
Re: Underutilized item effects
Quote:
Originally Posted by Pinski
Strikethrough, spell double attack, flurry chance. All of which will be the next "big" thing next expansion.
|
I am waiting for them to nerf spell resists then add in the new ability of strikethrough for spells.
-Spell break
I am waiting for them to realize resists are largely useless and add in % based spell absorbtion.
I am waiting for them to make the combat art version of double atk.
-Double up
|
|
|
02-20-2008, 10:24 AM
|
|
|
Regular
Character: Camryn
Guild: Vendetta
Server: Najena
Posts: 129
|
Re: Underutilized item effects
Quote:
Originally Posted by gungo
I am waiting for them to make the combat art version of double atk.
-Double up
|
Has existed since t6 already, hehe.
|
|
|
02-20-2008, 10:30 AM
|
|
|
L337 Poster
Character: Gungo
Guild: Elysium
Server: Crushbone
Posts: 2,198
|
Re: Underutilized item effects
Quote:
Originally Posted by Camryn
Has existed since t6 already, hehe.
|
not just for brigands 
|
|
|
02-20-2008, 11:07 AM
|
|
|
Shooter of Arrows
Character: Drodin
Guild: Rapture
Server: Blackburrow
Posts: 572
|
Re: Underutilized item effects
I saw an effect on some chain forearms that extended the length of bard songs by 10 seconds, not sure how useful that really is, but I thought it would be a good thing to add to the bards VP set gear instead of say FT/regen,
Effects to add extra ticks to dots,
CA reuse time reduction,
more control effect resistance,
things that lower mobs accuracy more than what is currently available (kinda like blind for the mobs)
I'll guess avatars will have some more unique effects, but if they ever get to retuning VP and other raid loots it would be nice to see some new stuff.
__________________
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|
|