Regarding Trifecta.
You can't fix math. Exponentially compounding stats are a no-brainer. Small change in stat results in huge increase in damage? Small increase in any other damage stat makes the trifecta stat even better than it was before? Stop trying to beat math, and instead USE IT to make more and better items. That means killing or capping trifecta. That means making main stats scale linearly (additive) and not exponentially (multiplicative). Save percentage and exponential stuff for a very handful of exceptional items that are also limited in scope. Currently, the way the wording works, an item w/ "increases Skill damage by X%" isn't any better than an item w/ X INT/DEX/STR. Only the item w/ the main stat can be used for ANY SKILL IN ANY BUILD. Only a moron would choose a narrow stat over a general one. The only way to make it work is if the Skill damage stats so overpower main stat values, but that leads to even more and thornier problems, ones only exacerbated by a no-trade environment. Then you couldn't even USE a skill unless you built up a lot of gear specifically for that skill, kind of like Sacrifice on live today.
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You can't fix math. Exponentially compounding stats are a no-brainer. Small change in stat results in huge increase in damage? Small increase in any other damage stat makes the trifecta stat even better than it was before? Stop trying to beat math, and instead USE IT to make more and better items. That means killing or capping trifecta. That means making main stats scale linearly (additive) and not exponentially (multiplicative). Save percentage and exponential stuff for a very handful of exceptional items that are also limited in scope. Currently, the way the wording works, an item w/ "increases Skill damage by X%" isn't any better than an item w/ X INT/DEX/STR. Only the item w/ the main stat can be used for ANY SKILL IN ANY BUILD. Only a moron would choose a narrow stat over a general one. The only way to make it work is if the Skill damage stats so overpower main stat values, but that leads to even more and thornier problems, ones only exacerbated by a no-trade environment. Then you couldn't even USE a skill unless you built up a lot of gear specifically for that skill, kind of like Sacrifice on live today.