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Q u o t e:No, what you saw in the tooltips from gamescom is really just an example and not indicative of what we have planned. Affixes are one of those areas, like weapons and armor, that we're going to get in as much as we can before the game ships, and then we'll be adding more afterward. We have pretty much all the basics covered, adds to base stats, adds elemental damage, increases attack and cast speed, and then we have some of the crazier stuff like regenning arcane power on a critical hit, spending fury heals you, extra health from health globes, health globe pickup radius, gold pickup radius ... to name a few.
Q u o t e:
So here is that thread. Have affixes been "streamlined."
The tooltips from gamescom are more or less indicative of what's actually implemented in the internal builds right now this second (quite a bit less really), but not of what will be available at release, and certainly not what we plan for down the road.
As has been discussed in the thread on Attacks Per Second ( http://forums.battle
Sans a deep discussion of the innate advantage of faster attacks, I am really curious if the Devs are trying to phase out percentage bonuses entirely.
I lamented how Elemental Damage bonuses in D2 were always flat damage rather than percentage damage bonuses. It made elementally charged fast & light-hitting weapons a clearly superior choice to elementally charged slow & heavy-hitting weapons.
I would like to see an affix like "+50-60% fire damage" that is based on the base damage of the enchanted weapon, rather than always seeing affixes like "+15-20 minimum and +30-40 maximum fire damage." I think it would open up more possibilities for larger weapons to actually be effective.
Is there a chance?|||No one else wants to talk about flat bonuses versus percentage bonuses?|||It's all moot either way if they don't factor into the skills. How elemental enchantments factor into skill damage is the important part. On top of that, how weapon speed affects skill speed is also something they haven't given us any info on. Wait for beta, we'll see what discrepancies pop up.|||I imagine that weapon-based skills (e.g. any of the combat skills seen on the Barbarian, Monk, and Demon Hunter) will carry over all damage mods that apply to basic physical attacks.
I am less concerned if the Wizard and Witch Doctor have very few weapon-based skills that carry over such damage.|||I think it goes without saying that random modifiers are a staple of Diablo games. I would be surprised if they used standard mods on all drops.
edit: I think I misunderstood your point. So, to answer the original question it doesn't matter much to me. There will likely be some sort of combination.|||
That is what I am hoping for - a mix between percentage bonuses and flat bonuses.
Q u o t e:
edit: I think I misunderstood your point. So, to answer the original question it doesn't matter much to me. There will likely be some sort of combination.
If you get a low-level item with high-level flat affixes spawned on it, then it could be viable anyway; there is a compelling reason to include flat affixes in the affix pool, as it increases the range of potentially useful items. On the other hand, getting a high-percentage bonus to spawn on a high-level item can make for an incredibly valuable and useful combination.
Most of the time I prefer percentage bonuses (e.g. the example of bonus fire damage I suggested), and I have been concerned about the Devs making it sounds like the increased Attack Speed affixes are mostly based on increased Attacks per second.|||
Q u o t e:
DPS being equal, innately slower but higher damage weapons benefit more from flat bonuses to Attacks Per Second, whereas innately faster but lower damage weapons benefit more from flat bonuses to Damage.
...assuming that that highest +APS modifiers are not restricted to spawning only on the largest/slowest weapons, of course.|||
Well, the inspiration for the +APS affix was based on an armor mod, not a weapon mod, and such mods you cannot control what item the mod will be paired with.
Q u o t e:
...assuming that that highest +APS modifiers are not restricted to spawning only on the largest/slowest weapons, of course.
Neglecting that, I see your point. The unrestricted mods (that show up on armor as well) may very well be inferior to the best possible mods, which may be restricted such that they balance out this apparent disparity.
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