Weapon Imbuement
Old 03-26-2013, 06:47 PM   #1
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Default Weapon Imbuement

This a Re-post with some changes to formatting and some slight idea changes.

Weapon Imbuement

What is it?

The simplest explanation is weapon imbuement is ability to add a custom proc when auto shooting or auto attacking.

How does it work?

It works through a new item slot that holds a gem and 3 new skills.

Sounds neat I want a more in-depth explanation of this idea

To use the slot you are required to level up the skill referred to as Imbuement. Leveling up this skill allows you to place a gem of a level equal to your Imbuement level in to the Slot assuming you also have the magic level required also.

The gem would then proc at most once every 5(Global cooldown) seconds with a reduced effect for no Mana or energy cost and is irresistible but still capable of being stopped by other means like a weapon proc you can choose for your weapons.

The gem is also not effected by your skills but is effected by class abilities and other things that would effect the gem being cast.

Some gems have a even further reduced effect than others to prevent lame exploits and/or stop annoying tactics. Some extremely powerful effects would be restricted completely.


Skills rules and rules list.

IMBUEMENT: lvl 60
Every point in this skill lets you slot an equivalent level gem of any color in the imbuement slot if you also have the required magic skill.

Enchanted Strikes: Lvl 80
Every point in this skill increases the base imbueproc chance by 0.50% per point in this skill at skill level 0 the chance is 25% Also anytime you swing and don't proc your weapon's imbuement grows multiplying its chance to proc for each swing that hasn't caused a cast. Can only proc once every 5 seconds. (NOTE 1/4)

imbuement Specialization: Level 80

Every point in this skill increase the effect of the imbuement by 0.5%(NOTE 2)

How certain gems react to being imbued.

AoEs have all numerical affects cut by 1/3 since it hit's all three members except group taunts which only effect one target.

Group Taunts only effect one target.

Apoc type gems can't be slotted

Cantrips still cause a gem draw(NOTE 3)

Auras when proc'd cause a one tick of the aura to occur lasting roughly 7 seconds for all valid targets.

Group based gems one that effect an entire side still do.

Daze, mes, Stun are all slottable can be prevented in the usual ways.

Replenisher's heal you not your target.

Balance would proc as a balance.

Mana/En drains are not effected by impervious but have a reduced effect overall /2

Do unto/incidental redirection/The other one would provide 7 seconds of potential gem redirection/cancellation/mirroring.

Escape gems can't be slotted

Beriali Gems proc on every swing as a joke.

The plunder gems are unslottable as well are the clone gems.

NOTES

Note 1
How the proc actually occurs so as to not underpower or overpower any weapon is as so baseProcChance * (weaponDelay/100)
So in order to get a 50% rate you need a ~60 delay weapon or higher
but would average about 30-40% chance once per 5 seconds.
the base proc chance is between 0.5(50%) and 1(100%) with it maxed it is exactly equal to how epic weapons procs precentages work

Note 2
Base effect is .50 * 1.5 = .75% at skill level 100

Note 3
You still need to pay to cast the drawn gem and find a slot and it might be overwritten by your natural gem draws so not as bad as it seems.

Note 4
During the cool down the proc chance doesn't increase

Original Thread
http://forums.nodiatis.com/forums/sh...ad.php_t=15193

Nurvus's idea based on my own.

Quote:
Originally Posted by Nurvus
The concept of the idea is nice, but I think instead of a new Item Slot, it should be a Weapon Socket.

- One-handed Weapons would have 1 Socket.
- Two-handed Weapons would have 2 Sockets.
- Shield, Bow and Quiver would each have 1 Socket.
- A Weapon can only have a Gem of the same Rarity or lower in its Socket.
- Gems elegible for Socketing would indicate "Socketable" somewhere in the tooltip.
- There would be a cost associated with Unsocketing a Gem, but nothing insane.
---
- I agree with not allowing mass destruction gems.
- I also think AoE, Taunt, Recastable, Aura or Continuous Effect Gems should not be allowed either.
- I disagree with restricting the effect of gems at all. It gives unnecessary advantage to Cantrips. Just restrict the Proc chance properly.
- The proc should benefit fully from all skills that modify the gem's effect, as well as class bonuses.
---

I think the proc chance should be quite high, could even be 1% per Skill Level (100% at max), but give you a debuff preventing you from proc'ing again with that Weapon for X seconds.
There might be another skill reducing the debuff's duration.

I say this, because trying to balance it with weapon delay doesn't prevent un/lucky strings, and this game already has enough of that...
---

Anyway, I think it's a nice idea.

Last edited by Sapreaver; 04-07-2013 at 11:29 PM.. Reason: Lowered maximum proc rate by 25% added note 4 cooldown period and chance build up
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Old 03-26-2013, 09:30 PM   #2
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Very detailed, and way more balanced than the original suggestion. I like it.

Except for class bonuses affecting them. If skills do not, neither should class bonuses. The class bonuses create a small imbalance making the skills/imbuements much more effective.

For example: Warlock/Magician would get what, nearly a 25% bonus to a said gem and the same goes for Priest/Angels..

Altho, it encourages people to steer away from "arena CA" type secondary classes..
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Old 03-26-2013, 10:00 PM   #3
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much more solid suggestion for sure, seems like it would be a nice addition to have something that allows everyone to add a bit of customization to their weapon too... besides the fact that using it in certain ways would allow for different strategies in fights it also gives everyone a sort of unique weapon even when someone else might have the same one... good stuff
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Old 03-27-2013, 06:33 AM   #4
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Support. Could increase use of arena tokens by using them similarly as heroic essence. Depending on lv of gem = more tokens needed to set gem. This would prevent use of "cheap" gems to get a powerful weapon at very little extra cost.
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Old 03-27-2013, 06:55 AM   #5
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I like the new version of your idea, Sapreaver.

Here's the only things I think could be done to improve it:
1 - Each Gem would have its own Imbue Frequency (average procs per minute), Imbue Effectiveness (percentage) and Imbue Cooldown (seconds), representing how strong it is when used in the Imbue Slot, and how often it is allowed to proc.
This would give Glitchless the tools necessary to make sure it's always balanced.
The Imbue-related Gem Text would be something like:
Quote:
Imbue Frequency: 5 per Minute
Imbue Effectiveness: 80%
Imbue Cooldown: 6 seconds
According to the above example, if your weapon delay (not counting skills/buffs) is 3 seconds per swing, your proc chance would be 3*5/60=0.25=25%.
The cooldown of 6 seconds allows 10 procs per minute, so attack speed bonuses would not be useless for the proc.

Alternatively, since there is a cooldown, the proc chance could be a flat percentage instead of Proc Per Minute.

2 - The cooldown exists to prevent extreme lucky strings.
But something should be also be done to prevent extreme unlucky strings.

Idea #1:
Make the proc chance increase by a factor of 1 with every swing outside the cooldown that doesn't proc it, and reset when it finally procs.

So for a proc with 25% chance, a swing outside the cooldown that doesn't proc the Imbue would increase the chance by 25% = 50%, if it doesn't proc again, it increases by another 25% = 75%, and if it still doesn't proc, it increases by another 25% = 100%.
As soon as it procs, it resets to 25%.
This means with 25% chance, you would ALWAYS get a proc every 4 swings, as long as it's outside the cooldown.

Idea #2:
Simply "roll a dice" with a number of sides that fits the chance, and the number you get is the swing that will proc it.
33% chance = 3 sides.
25% chance = 4 sides.
20% chance = 5 sides.
So a 4-sided dice (25% chance) that rolls 3, would proc on the 3rd swing.

The proc chances, however, would need to be easily converted into dices, most likely not based on proc per minute, but on a flat chance.

3 - You already suggested a skill to improve the Imbue effectiveness, and chance to proc.
I think there could also be a skill reducing the Imbue Cooldown.

4 - Imbued Healing gems should heal your friendly target, otherwise healers would never use Imbue Slot for healing, just for mana and energy.

Last edited by Nurvus; 03-27-2013 at 11:47 AM..
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Old 04-04-2013, 08:46 PM   #6
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1. Adding a whole new set of data to every gems would be "possibly" a lot more time consuming than adding a single item slot and changing the bow/melee method calls and a couple variables and skills.
2 good point idea 1 seems good as it doesn't overly penalize slow weapons gives it a magical charging vibe.
3. There isn't a skill to reduce global cool down so you can cast gems faster I don't think there should be for this.
4. I thought I said they use common sense for targetting but it would funny if it healed the foe
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Old 04-04-2013, 08:47 PM   #7
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Yea replenishes heal you not the target in a way healing is replenishing your health
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Old 04-05-2013, 08:31 AM   #8
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Might I add something?

Make it proc before calculating multi-attack chances. This would mean that having multiple attacks in a row wouldn't give it a higher chance to proc. (It would make it work even if the attack doesn't hit too, so toons that do not usually attack might want to even if they always miss - note that this is actually nerfstuff enough against tanks that counterattack)

Note if redirection/reflection/growls/prevents work on these gems. (you only mentioned resists, but said "other methods work")

Nurvus, your idea souds great, but would require too much work for it to be viable.

If option 1 is taken, make the skill that improves the proc chance simply reduce the number of hits required before the next proc. If option 2 is taken, make it reduce the dice size. Option 1 is FAR stronger for quick-hitters (they will proc every time the CD is off, period, because the percentage goes up even when the CD is on, and they hit fast enough to reach 100% between procs)
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Old 04-06-2013, 06:04 PM   #9
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Growls will not prevent it, I forgot about growls when I made the idea.

The fastest weapon in game the jaged sabre has a delay of 10. with the proc rate skill maxed out it would give you a proc chance on each strike equal to 10% + 10% for each strike that didn't proc it, after the cool down we can be generous and give them 7 attacks in 5 seconds and that will lead to a 70% proc rate on the strike after the cool down not an auto proc as you said. s
ince this only affects main hand or first bow shots there isn't really an issue even less if the stacking chances only work after the cool down

as for the multiattack it only has a chance to proc on the the first hit of any attack be it hit dual wield or tri shot, double attack,arrow rain it will only effect your target and only with the first attack

Last edited by Sapreaver; 04-06-2013 at 06:06 PM..
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Old 04-07-2013, 11:24 PM   #10
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Bump and edited more for balance
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