![]() ![]() You prefer damage % over vitality, but you have already rerolled a stat to cooldown reduction. ![]() You have an ancient weapon with damage range, main stat, vitality and you have rerolled cooldown reduction onto it. ![]() This could be quite confusing, a more elegant solution is welcome.īelow is a table for an example of damage increases at 0.2% per level: Level Percent rolls like damage %, cooldown/resource reduction, wouldn’t change per level, they would increase by 1% per 20 levels. would be increase by ~0.2% of the base (original) value per level. Weapon Upgrade MechanicsĪ setup much like the current paragon system, when you upgrade the weapon you are able to choose one of the stats to upgrade.ĭamage range, main stat, vitality, life on hit etc. This would reroll all the stat ranges on the weapon, while keeping the same stats, thus you being able to reroll a stat that your build requires. The weapons stats would be increased per level (not exceeding the max rolls), details below.Īfter a certain amount of upgrades, around 50 (maybe more, maybe less if that’s required for balance) the weapon would be able to be “remade” (insert better name here) for a large cost of materials, maybe 50 of each bounty mat (maybe more depending on balance). The result would be the ancient weapon with a “level 1 upgrade level” (call it refinement, enhancement, etc). Two duplicate legendary weapons, one ancient and one non-ancient go in the cube with some materials (forgotten souls, death’s breath, bounty mats, a new item sold by the girl in act 2(as a gold sink), this is open for suggestions.) This would need to be suitably balanced, we don’t want it to be too strong. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade ThreadĪ cube recipe that would take a non-ancient legendary to upgrade your ancient version, a way to slowly craft a tailored weapon with your desired rolls. ![]()
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