Unique Set Revamp

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Unique Set Revamp Empty Unique Set Revamp

Post by chuy89 Thu Aug 18, 2016 9:39 pm

Amulet type = first 2 Bonuses
Ring = last 2 bonuses

Possibility for different builds.

Unique Set Revamp Unique12



Amulet type will be 3 different options to choose from for first 2 bonuses.
Ring type will be 3 different option to choose from for last 2 bonuses.

Metal body, Wood body, and Bone body will have their own grids of combinations to keep balance and not have unexpected results. It will help keep everything organized too.

With this system, Melee, ranged, and arcane will have their own variety of builds to choose from. In fact, there will be more than before and each amulet or ring type can add to elemental stats for elemental skills too.

Weapons will have their own unique called "Engraved" that will be separate to armor bonus.

Current system problems: not a lot of variety. uniques can conflict. some uniques are way more preferred over other uniques and ranged and arcane builds have to use the same unique to feel competetive. Melee can only use special metal OR helmet unique if they want to feel tanky. Actually, that's like the only unique they can use for metal. There isn't really any other unique to help with tanky build or offer variety.  I can only speak about my build, other people can voice their views.

Overall, this will provide a lot more customization and combos by only having the user choose an amulet type and ring type. If any balancing in the future needs to be refactored, then you can isolate it to the body type and ring and/or amulet which is super simple, especially since it will not be tied to many other specs outside of the gear grid.

Metal Body

-Sapphire amulet = SBonus 1, SBonus 2
-Topaz amulet = TBonus 1, TBonus 2
-Ruby amulet = RBonus 1, RBonus 2

-Sapphire ring = SBonus 3, SBonus 4
-Topaz ring = TBonus 3, TBonus 4
-Ruby ring = RBonus 3, RBonus 4

Wood Body

-Sapphire amulet = SBonus 1, SBonus 2
-Topaz amulet = TBonus 1, TBonus 2
-Ruby amulet = RBonus 1, RBonus 2

-Sapphire ring = SBonus 3, SBonus 4
-Topaz ring = TBonus 3, TBonus 4
-Ruby ring = RBonus 3, RBonus 4

Bone Body

-Sapphire amulet = SBonus 1, SBonus 2
-Topaz amulet = TBonus 1, TBonus 2
-Ruby amulet = RBonus 1, RBonus 2

-Sapphire ring = SBonus 3, SBonus 4
-Topaz ring = TBonus 3, TBonus 4
-Ruby ring = RBonus 3, RBonus 4
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Unique Set Revamp Empty Re: Unique Set Revamp

Post by rc Thu Aug 18, 2016 9:45 pm

Are the helms kept the way they currently are?

Do all bodies have this bonus list system (even blue-rarity ones)? Do bodies have other bonus than those listed?

I assume amulets and ring no longer have unique boosts attached to them directly?


Last edited by rc on Thu Aug 18, 2016 9:57 pm; edited 1 time in total
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Unique Set Revamp Empty Re: Unique Set Revamp

Post by chuy89 Thu Aug 18, 2016 9:52 pm

rc wrote:Are the helms kept the way they currently are?

Do all bodies have this bonus list system? Do bodies have other bonus than those listed?


This is completely separate than boosts. Any rarity can have uniques. As of now, uniques and boosts exist. The same will be true with this system.
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Unique Set Revamp Empty Re: Unique Set Revamp

Post by chuy89 Thu Aug 18, 2016 10:11 pm

So to explain it for some other people: Amulets and Rings create the bonuses that will appear on the body. Having uniques on the gear fills up the bonus slots to make them active.
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Unique Set Revamp Empty Re: Unique Set Revamp

Post by Ark Fri Aug 19, 2016 11:15 am

Allow me to simplify this suggestion a lot:
Each combination of amulet type and body type yields its own set-bonus. So do ring and helmet type combinations. The bonus does not take up any boost slot on any item, it's simply a set-bonus as you probably know from other games that have item-combination bonuses.
So for example wearing a Ruby Amulet and a Bone Body gives a different bonus than Sapphire Amulet and Bone Body, which is also different to Sapphire Amulet and Metal Body.

Please do not confuse yourselves by chuy's mention of "2 bonuses". There is simply just one bonus that can affect multiple stats. For example one bonus could be just +5% Attack Speed, and another bonus could be +2% Crit Chance & +10% Crit Magnitude. Bonuses can also have negative effects to compensate for specific unique boosts.

With that cleared up, please take a look at my take on this matter: http://forum.rainingchain.com/t84-ark-s-opinion-on-equipment-and-crafting-in-light-of-the-ability-update
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