channeling/dual wield/double attack mods

While I'm very tempted to say </thread> and close the thread after Zaela's and Cless's very clear and accurate posts, I think I'll leave it open.

Be sure not to let this thread get any less civil.
 
Can someone please explain to me where i complained about anything?

I said i didnt understand why it wasnt called what (in my at the time oppinion) it is, an addition to already well known mods, aka, Advanced Item Effects.

But if Dual wield, Dubble attack and Channeling not only does, what i felt was a new line to Advanced Item Effects, +1% to haste, extra attack and crit spell respectively, but also adds to the skill it self, meaning that Monk and Rangers may get more tripple attacks and casters can channel thrue what ever might interrupt them, then its not just +1% to something new, but also +1 to the skill it self....

So to answer my first own question "Why dont you just call it +1 Crit Spell, +1 Haste and +1 Extra attack", it doesnt only do that, it actually also still adds to the skill, and you will also benefit from it at such (thanks Zaela for clarifying that for me).

----

Now my 2nd statement, very very offensive one i suppose, but im gonna try and explain my self again....
I feel that 25% chance of Extra attack, Spell Crit and Haste is over powered, and I think that the cap should be at 10% (regardless of what current items are able to give me).
Also i dont really care what any body but the staff feels about that, cause in the end, they are the ones who will leave it as is, or change it, if they feel i have a point.

In closure, i really like the changes made, huge fan, thx staff.
I really dont like the people who read everything in here with there "omg how dare he complain" glass's on.
Be less subjective, be more objective.
 
The solution: .... Never again use an argument such as "Its irrelevant because what i said was, i think the cap should be 10%".



I guess i need to define what i understand by a cap.

A cap is something you put in, to prevent someone from gaining more than the cap allows. Probably to prevent something from being over powered, or "to good".

So when i say the cap should be 10%, then the argument "why does that matter? you cant get higher than 6% atm anyway!" is irrelevant.
I am talking about a cap, what the max should be, if we assume you can get as many as you wish.

But sure, if currently you can only get 6-7% max, you could argue that speaking about a cap at all, is irrelevant. But imo thats a very short sighted solution, and i like to deal in long term solutions, hence my suggestion.
 
So, you completely ignored Cless' post, and posted more of the same, yet again? You say that you think the cap should be 10%, but no real reason why, and no proof or examples to explain your "reasoning". Yes, you said you think is 25% is OP, but never say why, or prove how it would be so.
It's 25%, because it is. Eventually, we might be able to make it to the cap.. and by that time, we may need those boosts to help us with the bosses we encounter at that point. Unless you are at the edge of the existing cap, what difference does it make to you what it is at?
 
yeah.. but it seems you never read it, or failed to understand what you were reading.

Have to agree with this. Right now there is a softcap of mods limited by the number of items that have said mods on them. Going around and fomeloing all the ubers, I can find a few items with +double attack on them. HH ring has +1, Cinn's 1hb has +2, Spires Monk Bracer has +1, Faelus's 2hb has +5 but thats caster only so it's not important, and Kise has a mask with +1.

So from what I can tell there is a max mod of +5 for Monks +4 for BLs and +2 for everyone else. I trust that the devs will be able to balance further increases of these mods

Solo has +2 channeling mod, there are the IP arms for DPS classes that have +1, I couldn't find anything else.

I've seen a +1 Dual Wield mod on Kiseble's pants, thats it.

I don't see the point of making the cap +10 now, if ever. No toon can amass enough of these mods right now to make any of them overpowered and I'm sure it will remain that way. You need to think things through and trust the item devs to do their jobs.


TLDR:
I think letting the cap remain at 25 gives players and devs a lot more flexibility than simply increasing the Dmg Inc/etc etc focuses in the manner of VII, VIII IX, X and so on. That's boring and they don't stack. By putting stuff like double attack on items in small increments you open up another section of stats that become important and makes players choose between items if they are trying to min/max
 
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this thread is pretty good but i did feel a little queasy at the end when things started going in circles (i get motion sick easily) anyway good read thanks all
 
... if we ever decide that the numbers from these effects are too big, we can just reduce how much you benefit from each point.

I see...

Then i agree that with the current gear, a change is not needed x)

p.s.
Sorry Slaariel, i didnt mean to make you even more motion sick....
 
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