- Fire damage deals much more damage at the first hit but monsters build resistance after every finished hit. Very good for slow attack weapons. Very weak for fast attack weapons.
- Lightning damage deals more damage but your character also receives the same amount, greatly reduced by lightning resistance. Lightning effects suggest that you can not control that element. Build lightning resistance to the max or you will kill yourself.
- Poison damage has a chance to spawn a poison cloud that damages everything (including the player) inside of it. Procchance is based on the % of damage it dealt on the attack. Leave a thick poisonous mist aver every won battle (and try to lure new monsters into it).
- Ice damage deals much more damage to demon type monsters. reduced damage to everything else. The "boss" - farm element. Demons hate ice.
- Holy damage has a chance to heal you. Can proc only once per finished attack. Very effective for AoE and quick attacks.
- Arcane damage increases the physical damage the monster receives. Barely any effect on low HP targets but best against high HP targets.
So, Loot 2.0 hit and I don't know about you guys but I felt very underwhelmed. It was supposed to be the great change in loottables and I was looking forward to have some new interesting affixes. Well, we got +x% elemental damage as a new roll on rare+ items.
Unfortunately, this new affix doesn't do ANYTHING because elemental damage is nothing but a recoulering of your damage. So yeah, they added a choice. The choice what colour you throw at your enemies. *clap*
I'm still a huge fan of the series but it bothers me greatly how they decided it is a good thing to let every item do every thing for every body in every situation so I tried to come up with ideas for elements that not only reinterpret the archetypes of the elements a little (cold != slow) but also create character by giving benefits for certain elements to certain weapons in certain situations. Chosing an element should have an influence on how you play and it should be visible by all other players what element you are specializing in, so let's give this a shot:
First, we need to introduce the idea of elemental split damage: The damage you deal is split up into all the modifiers you have and is calculated seperately. So if you have 1500 physical damage and 1500 fire damage you deal both physical and fire damage on every attack. If you also have 100 ice damage you deal 3 types of damage on every attack. Every damage type is calculated seperately. This is very important to allow skills to have more character ( skill A turns every source into lightning damage, skill B turns physical damage into ice damage,...) and allow for a proper interaction as players will want to specialize into a single elemental type of damage. Of course we need more itemslots that give basic + x elemental damage for this. Now, we only need interesting mechanics for the elements:
LIGHTNING:Ahh, lightning damage. My absolute favourite one in this game. Looking at the Mage's electrocute or the Monk's thunderclaps is just a feast for the eyes. It's an uncontrollable force spreading everywhere, hurting everything and it's FANTASTIC. So, let's give this element that characteristic? It's uncontrollabe, it's everywhere, so why not make it harm the player as well and put some interesting math behind it?
I'm not talking about 1% of the damage dealt goes to the player. I'm talking about a full 100% of every damage dealt as lightning also affecting the player. You crit for 1 million on 5 enemies ? Well, you take 5 million damage for it! Insane isn't it? To make this work we need to change the lightning resist formula a little bit:
Lightning damage that is dealt by the player TO the player gets mitigated like this:
1 - ( 1 - ( Resistance / Resistance + 5 * characterlevel ) ^ 4 )
This formula is actually very similar to the normal lightning resistance formula with the only exception that it is raised to the power 4. This creates a very interesting mechanic where every additional point of lightning resistance makes you MUCH more resistant to your own lightning damage.
Here is a table that shows you how much damage you take if you deal 5 million damage per attack, based on the lightning resistance you have:
Here are the important values: EHP = Effective HealthPoints; deltaEHP = Effective HealthPoints gained per additional 100 Resistance; HtK = Hits to Kill yourself with your own damage.
Okay, now what makes this so great? If you want to deal lightning damage you turn into a lightning immune zeus-equivalent because you have to stack huge amounts of lightning resistane. The first 100 lightning resistance give you 86.000 additional health against your own attacks and it gets more the more resistance you stack. Imagine you could get up to 2400 single resistance, of course the single resistances neeeeed to roll a lot higher, the next 100 resistance would give you 26.000.000 additional effective HP against your own attacks. THIS is what you should aim for. A lightning affine character is going to look for completely different loot. His damage isn't held back by his attackspeed or his critdamage but by his own recklesness. And of course, with 3000 resistance to lightning he isn't going to give a shit about "lightning storm" affixes of monsters. Why? Because he is a fucking tesla-coil himself!
FIRE:Very straight forward compared to lightning but it stems from a interesting fantasy: Fire is VERY bursty. Fire spreads rapidly it devours rapidly and it destroys rapidly. A fire starting in a forest DEVESTATES the entire area in short periods of time. A second fire though? Not nearly as dangerous. The damage has been dealt already. So yeah, enemies that have been attacked with fire gain a natural resistance to it after every attack:
1. Attack: 200% damage
2. Attack: 150% damage
3. Attack: 100% damage
4. Attack: 75% damage
5. Attack: 66% damage
6.+ Attacks: 50% damage
So yeah, fire excels at quickly devestating masses of monsters, especially in conjunction with really slow 2handers but ends up being terrible against high HP targets or when players use weapons with rapid attacks, such as daggers.
ICE:I hate that ice is ALWAYS the exact same thing in every game ever made. It deals less damage but it slows. BLEH. In this case, ice deals MORE damage but only to DEMONS. After all, demons are not used to the chilling freezes, they are not used to the piercing projectiles and heavy bolders and the icy winds greatly weaken their immune system:
Ice damage: 133% damage against Demons
No slows, no freezes. A simple multiplicator that turns this element into the best at everything demon-slaying related and into the worst at everything else.
POISON:Let's make one thing clear: Poison is not your friend, Poison does not create, Poison does not benefit ANYBODY. It destroys, withers living beings away and gives you up. So we have to make this as anti-Rick-Astley as possible. One great image that always comes to my mind when thinking about characters using poison is the image of huge areas being covered in a thick toxic mist that slowly decays everything inside. Nobody would want to enter that fog of war, that fog of death. How do we implement this correctly?
Every finished attack has chance to spread a poisonous cloud that spreads slowly for 30 seconds dealing 100% of your poison damage per second. The chance to proc is based off of the % of total damage you dealt on your attack.
Example: Monster is at 100% HP. You deal 50% of the monsters HP as poison damage on your attack and therefore have a 50% chance to spawn a poisoncloud. If you kill the monster in a single strike the chance to spawn a cloud is 100%. If it takes you 50 attacks to kill a monster you have a 2% chance per attack to spawn a cloud.
Poison is uncontrollable. Nobody should want to fight in an area that has fallen victim to a poison character, not even the character himself. However, the player can chose to lure new mobs to these old battlefields giving him a huge tactical advantage if he manages to escape the clouds himself.
ARCANE:What is there to say about the nature of this mystic force? It is impossible to understand or even perceive for most living things. An unreachable realm, impossible to grab for those seeking immediate gratification. However, those that decide to dedicate their life to the study of it can harness great benefits and reach power and knowledge unimaginable to everyone else. Arcane damage works just like this. It perceives the battlefield. Gathers information. It reveals the enemies weaknesses while empowering your own strengths. The greater your pursuit of the arcane element the quicker you will find the sought revelations.
On every proc arcane damage places a debuff on the target that increases the amount of physical damage you deal to it by 10%. The chance to proc the debuff is based on the % amount of damage dealt as arcane and it stacks up to 20 times for a total amount of 200% bonus to physical damage:
1. 40% of your total damage is arcane. So your chance to apply a debuff on every attack is 40%. However, after 20 stacks you gain 60% * 200% = 120% bonus damage. Total damage with 20 stacks = 220%
2. 80% of your total damage is arcane. Your chance to apply the debuff is 80%. After 20 stacks you gain 20% * 200% = 40% bonus damage. Total damage with 20 stacks = 140%. However, you apply the debuff WAY WAY faster.
Arcane damage takes time. Arcane damage takes thinking. Arcane damage takes calculating. It is the opposite of fire, weak against small targets but uncomparable against high HP targets and it is difficult to figure out the proper ratio of physical damage to arcane damage to maximize the output.
HOLY:Holy damage deals +50% damage against demons. That's BULLSHIT. The light does not strike. The light does not destroy. The light sends out warriors into the battlefield and gives them the power they need. It helps those that struggle and it embraces those that embrace it in their darkest hours. It grants power to those that are disciplined and strong and those that abandon their own strength shall fail. Holy damage creates a duality between physical damage and holy damage:
Holy damage has a chance to heal you for 50% of your total % damage dealt as physical. The proc chance for a heal is based off the % of damage dealt as holy per target. It can proc only once per attack.
This sounds fucked up, doesn't it? So let's make it simpler: It has a chance to heal you based on your physical damage. The chance for the heal to occur though is based on your holy damage.
Example 1: One target
Example 2: Five Targets
3. Example: 20 Targets
The first 3 columns show the varying ratios of damage you have. 30% holy damage and 70% physical damage would result in a procchance of 30% agains 1 target, 83% against 5 targets and an incredible 99% against 20 targets. It can proc only once and the grey area indicates the "ideal" ratio of holy / physical damage based on the numer of targets that get hit by the attack. the % of life you gain is based on how much physical damage you deal. 90% physical damage would heal you for 45% of your total life. 50% physical damage would heal you for 25% of your total life
As you see, holy damage helps those that are at their darkest time - swarmed by large enemy forces. Those that rely solely on holy damage barely benefit from the blessings (low heals), those that abandon holy damage very rarely receive those blessings (low procrate). It's ideal for fast weapons and tanky builds (and people that don't give a shit and jump into massive groups of monsters).
That's it, thanks for reading!
If you wonder why I created those. Well, I suck at painting and drawing things but still wanted to give something for people to look at, so this is my way to create an omage to the game ^^ - Excel sheets.