channeling/dual wield/double attack mods

Zurkka1

Dalayan Adventurer
- New mechanics for overcap Channeling, Dual Wield, and Double Attack. The overcap for these things is +25 just like any other skill overcap.

- Channeling overcap now provides a bonus to spell crits (all kinds), dual wield provides a bonus to haste, and double attack provides a small chance for an extra attack.

could the percentages be posted for these things, I know + 5 alteration is 1 percent to healing but ive heard or assumed that +1 channeling is 1 percent spell crits but i feel this is way to over powered to have 25 extra crits, or is it +5 channeling for 1 percent spell crits?

in short iam asking if +25 of these skills translate into +5 percent crits/ haste/ bonus attacks or is it a smaller percentage
 
Last edited:
They would certainly be OP if they were easily obtained, but there are very few items with these mods any more, and what is left only has +1.
 
Does dual wield mod, double attack mod, bane dmg on items not on arrows/bows (like an ring) have any effect on bow dps? I have heard mixed answers, thanks.
 
does the haste bonus for dual wield work for classes that don't have the skill? Or is that a silly question, because these skill bonuses only provide benefits insofar as they put the character's skill over 250?

On that note, my divination skill is only 170, does that mean that I would need to max it before getting the resist-rate reduction benefit of the divination skill mod?
 
I dont understand why "you" dont just call them what they are...

+1 Extra Attack
+1 Haste
+1 Critical Spell

And also i think that they should cap at 10% if they are really 1% chance a level.
 
And also i think that they should cap at 10% if they are really 1% chance a level.
Why? The pre-existing mods out there were rebalanced when the changes went in.
 
Why? The pre-existing mods out there were rebalanced when the changes went in.

Source?
(What "mods"? What did the rebalance change? How did that change justify 25% extra spell crit, 25% extra haste and 25% chance of doing an extra attack on each melee round...)
 
Last edited:
like silobolsi was basically saying, there is no way to get +25 to any of these mods with the actual amount mods that exist on equipment now, so there's really no need to worry about such big numbers
 
How exactly do you plan on getting to +25 in any of that and still be able to make a valid balance argument? It's just not happening with the gear out there, and dealing with such a softcap can be an interesting item development consideration.

Also, who are you? Do you even play this game?
 
Source?
(What "mods"? What did the rebalance change? How did that change justify 25% extra spell crit, 25% extra haste and 25% chance of doing an extra attack on each melee round...)
The source is my eyes via my ability to look at how much dual wield/channeling/whatever an item had before it was implemented versus what it has now. How is it justified? Why does it need to be? Who has +25 of any one of these skills right now? Why does it bother you if those stats were made worthwhile?
 
Last edited:
Why? The pre-existing mods out there were rebalanced when the changes went in.

So by looking at your Melee spam? you can see that the "mods" have been rebalanced....

Subjective argument, invalid.


As for "How" i plan to get the mod up to 25 is totaly irrelevant. Then why not just set the cap to 100? You cant get it anyway right?!

I play Thanman as my main atm. Can't really see the relevance here either, but now your enlightened.
 
I still dont understand why these mods arent just called what they are...

+1 Extra Attack
+1 Haste
+1 Critical Spell
 
So by looking at your Melee spam? you can see that the "mods" have been rebalanced....

Subjective argument, invalid.
No by looking at items that once had +10 dual wield skill that now have +3 dual wield skill on them, genius.

As for "How" i plan to get the mod up to 25 is totaly irrelevant. Then why not just set the cap to 100? You cant get it anyway right?!
How is it irrelevant? The cap of 25 is known, the pre-existing bonuses on items were reduced with this change in mind, obviously this is kept in mind when zones or tiers or whatever are itemized to keep it balanced. Sure you might be able to get +25 right now to one of these skills but I am willing to bet you'd be sacrificing a lot of other stats for it.
 
Last edited:
You did notice how for example, Hellhound Ring's +10 Double Attack was changed to +1 right?

Also it no longer adds to my double attack skill, it gives me 1% chance of doing an extra attack, per melee round (as i understand it).

Anyway Rorne, what ever way you try and defend your previous statement, its still wrong, and yeah compared to you, im quite the genius ;)
 
How is it irrelevant? The cap of 25 is known, the pre-existing bonuses on items were reduced with this change in mind, obviously this is kept in mind when zones or tiers or whatever are itemized to keep it balanced. Sure you might be able to get +25 right now to one of these skills but I am willing to bet you'd be sacrificing a lot of other stats for it.

Its irrelevant because what i said was, i think the cap should be 10%

And the answer was "why? you cant get 25% anyway!"

And i say, its irrelevant, what is relevant, is how balanced (or not) a char with 25% is.
 
Its irrelevant because what i said was, i think the cap should be 10%
Oh this note can we please limit hitpoints to 4000, I think it is kind of messed up that some items have more hitpoints than others and you can wear items with lots of hitpoints but fewer other stats if you want hitpoints most of all it's pretty insane can anyone address this. I have noticed a disturbing trend that items from harder fights also have MORE hitpoints on them and this in turn is just going to allow the players that obtain them to do even tougher content until you have this unending cycle of players getting items with MORE HITPOINTS from each HARDER BOSS and where does it end? Have you devs even put a hitpoint cap in!? I mean what happens when bosses can't get any harder. Anyways look Valorian and I are not just complaining for the sake of complaining we have valid concerns and I will be in irc if any of the staff would like to discuss my game design ideas further.
 
Your problem: Having it say "+ <skill>" bothers you horribly when it does something you wouldn't normally expect.

What you are missing: Integrating this as an extension for the skills is really neat to many of us. This follows a logical pattern from the main 5 casting skills going overcap. Repeating your (bad) argument ad infinitum and complaining about it will not help.

The solution: Stop complaining.


Your problem: You want a cap of 10 to these skills when the cap is 25. Supposedly you would prefer they follow the pattern of Critical Strike, Mind Shield, Stun Resist, and the like.

What you are missing: This would much better fit the pattern of the casting skills than creating new item stat categories. Having a cap of 25 is just as easily balanced at a cap of 10. Having a larger cap allows for more diversity in itemization. Being able to reach a cap of 25 currently has little or no correlation to an efficient or high-end character setup. Our devs are easily capable of understanding the balancing issues that a cap of 25 would bring.

The solution: Stop complaining. Create a defensible argument for your position, replete with item information and builds. Repost argument. Be prepared to defend it with logic. Never again use an argument such as "Its irrelevant because what i said was, i think the cap should be 10%".
 
Last edited:
You did notice how for example, Hellhound Ring's +10 Double Attack was changed to +1 right?

perhaps a better way to think of this is... it went from doing "absolutely nothing" to giving you a "1% chance to get a free attack"
 
Back
Top Bottom