here are currently many affixes, most of them are either useless, or redundant. What we need is to combine all these affixes into proper combinations that work well, and open up build variety,. All affixes are ranked from common to legendary. via Rune System
Crafting Affixes
Any gear that drops, will allow you to extract affixes as right now. You will then take these affixes and combine them at a specific ratio, to get a āruneā. Runes are what you socket into items. An Item can have 4 runes.
The runes are made INDIVIDUALLY. If you want a Mythical Rune of Hybrid Health, you would need to farm all those affixes. Once a rune hits a higher lvl, it requires you to add the affixes you want to complete the craft [upgrade]. The #ofshards required must match the level it would take. For a Tier 2, you would need to insert 2 shards.
Common Rune: tier 1, or tier 2 exp
Uncommon Rune: Tier 2 or Tier 3 Exp
Rare Rune: Tier 3 or Tier 4 Exp
Epic Rune: Tier 4 or Tier 5 Exp
Legendary Rune: Tier 5 or Tier 6 exp
Mythic Rune: Tier 6 or Tier 7 Exp
Common runes: 4 Affixes:1
Allow: 0, 0, 0, 0, 0 ,0 runes
Uncommon: Require 4 [CR]: 1
Allow: 1 Common Rune to be added in addition
Rare: Require 4 [UCR]:1
Allow: 2 CR, 1, UC, to be added in addition
Epic: Requires 4 RC:1
Allow: 3 CR, 2 UC to be added in addition
Legendary: Requires 8 Epic:1
Allow 4 CR, 2 UC, or 1 ER in addition
Mythic: Requires 8 Epic:1
Allows: 5 CR, 3 UC, 2ER, or 1LR in addition
Eg: A Mythic Item has: 4 tier 7 [exp] or 4 tier 6 Affixes, and up 4 tier 5s to 20 tier 1 affixes
Which means you can combine stats from various affixes into a single item.
Affixes Reworked
To begin with: There are to many affixes, even with the above system. Hence I will merge some as an example, uses these as basis when you consider the above runic system.
Dots:
- Hybrid Elements, are combined with %elemental dmg, base are not combined [fire, cold, lightning]. The new affix: EG: %elemental dmg is increased and you and minions get 8% with lightning attacks.
Some Examples
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%elementaldamage over time is leached, and %you leach health when transformed.
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%damageovertime is leached, and you leach %dmgdealt while transformed.
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%ofdotsismitigated [exp], %nonephysicaldamagetaken is reduced
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All minions do more damageovertime, increase minion damage variations
Dodge
*%dodgerate, +dodge, +stun avoidance merged
Block
- Heal of Block, %chance to block, %block effectiveness merged
*+blockmitigation, +endurance, %endurance is merged
- %relaiate on block, +retaliatedmg, +stunavoidance merged
*%hastegained on block, Haste Duration Extended, %aoeformalee is increased
Physical attacks
- +%physical, +Physical with X element [unique affix for each variations as above],
- Elementaldmg + Elementaldmgdonewithphysicalhits + physical critical
- %physhdmgisleached + %regeneration +%lichonhit
- Physical%shredarmor, %sizeofaoehits, +endurance
- Attackspeed, +%attackspeed, + Stun avoidance
Spell Damage
- +spellX, +%spelldamage, +%Spellpen
*%mana regan, manapersecond, +mana merged - Experiemental mana pots, +pots, +healthrecovered by pots merged
- Spellcritical, +spellcritical, +hasteduration
+ To Minions
Combine these in a way that actually makes sense
eg: +4 to [insert minion], +%dmg to minions + %minionhealth, +hybrid minion health
* Minionretaliation, +retaliation, +%retaliation
*minionsleach%, Minions Heal on Hit, %minionstunavoidance
To Skills
Combine these in a way that players use them: Egs:
*+4 to golems, + 2 to skeleton mage, +Xexperimentalminionsontraversal
- +4 to Smite, +2 to void cleave, +Xtorange
- +4 to Manifest Armor, +2 to fire, +2to Forge Strike
*+4 to Acid Flask, +2 to Multishot, +%attackspeedwithabow - +4 to cathonic fissure, +2 to Infernalshade, +dotduration
Thanks for reading my book.