Melee Damage on Full Life
"use BOTH =p | |
What about melee on full life where full life mean the opposite of low live (more than 65% life) ?
That would make this gem usefull then | |
i made that suggestion (to add that sort of condition, not replace) for skills and items in the suggestion section of forums and it was never noticed by other players...
Last edited by soul4hdwn on Mar 23, 2013, 12:06:55 PM
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"This one having a much more powerful quality bonus and a lower mana multiplier, as a trade-off for being specific, and it being a different gem meaning they can use both if they can support the mana and socket requirements. | |
" Wiki says that they both give 0.5 increased physical damage per Q. Checked trading forums for confirmation and it seems to be right. Last edited by Scol91 on Mar 25, 2013, 6:59:37 AM
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"This. The only reason I can find for using the one on full life is if you are going with Chaos Inoculation or if you are using both, a 10% increased cost is not enough to lose the surety of knowing it will work on every hit. | |
"Apologies, this changed and I didn't know about it. The On Full Life one used to get a bonus to it's "more" damage multiplier for quality, rather than a separate "increased" damage modifier like melee physical does. I guess that was too good. | |
" Any plans to buff it then? This gem is only used in CI melee builds and usually together with More Melee Physical Damage anyway. Perhaps allowing ranged attacks to use it(physical archers are much worse than elemental ones), or making it new 'On high(>70%) life' modifier? | |
brainstorm...
melee damage on full life should work similar to point blank (sliding scale): * 100% life = 50% more damage * 93-99% = 40% more damage * 86-92% = 30% more damage * 79-85% = 20% more damage * 72-78% = 10% more damage * 65-71% = normal damage * 58-64% = 10% less damage * 51-57% = 20% less damage * 44-50% = 30% less damage * 37-43% = 40% less damage * 30-36% = 50% less damage * 23-29% = 60% less damage * 16-22% = 70% less damage * 9-15% = 80% less damage * 2-8% = 90% less damage * 0-1% = no damage at all just like point blank support, gaining levels should not modify these numbers, but instead detract from some kind of instituted penalty... this would make the gem far less niche and far more strategic... naturally, the gem might need a rename... Last edited by PlaceholderText on May 22, 2013, 4:44:44 AM
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CI melee builds would require far fewer chromatics if this gem were blue. There are too many red support gems for melee (this, melee phys, added fire, wed, multi, splash). For a non-crit phys melee there is only one good blue (conc effect) and one good green (FA).
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