[Idea] Adding New stat to attributes

I was thinking why not adding some stat beside the attributes passives bonus
Strength : Inscreased Armor and stun avoidance by 4%
Dexterity : add 4 dodge rating and 4 accuracy rating (talking about that one later)
Intelligence : grant 4% ward retention and add 1 ward per sec
Attunement : grant 2 mana and increased mana regen By 1%
Vitality : grant 10 health 2 % life regen and increased endurance treshold by 2%

Accuracy would be a solution for the actual problem of perma stun in endgame cause adding this stat to the game for players and monsters should mitigate the way that stun work.
Like for exemple accuraccy could be for 100% at base and being cut of by the total increased attack speed the players/monsters would have.

Exempl : A Weapon with a base attack rate of 1.2 + 120% increased attack speed with passives, gear and skills give you 140% more attack speed (wich is huge) accuracy would be down by 1% of that total

So you would end up with like 86% without some accuracy rating to upping it.

The base of accuracy rating could be a multiple of the total added flat damage that you proc on a skill when you hit.

Exempl : having like +160 total melee physical damage would mean that at 100% accurary you would have 1600 accurracy rating then with the previous exemple if you take of the neggative of having a big attack speed, 1600 - (1600 x 0.14) = 1376 you would have to chase for 224 flat accurracy rating on your gear and passive (or like i have mention it dexterity would be a good way for having a bit) an hybrid stat like for health (+X accuracy rating +X%accurating rating) could be welcome to.

Builds with low base damage but realy high attack speed would not being too hurted and those that have that big base damage and low attack speed either but you will have to invest into a bit if you want to have that 100% chance to hit your target.
For monster that could be a realy could way for not having big pool of monster with massive attack speed that bieng hitting like with 100% of chance if you have no dodge, like monster that benefit attack speed from monolith would loss some of his accurracy.

Blind is an non damaging ailement that not bieing used enough because it’s not look to do anything for you right now cause it’s purposed it’s to lower the crit chance and lower the accuracy of ranged attack only, if playing for exemple a ranged ward build with crit avoidance cap blind is useless for you as a layer defensive. It could be modified an have for exemple.
Halved crit, accuracy, and stun chance for 2 seconds. does not stack.(4 sec right now)
Now that’s a defensive ailement that synergies well with dodge build either with a ranged ward crit avoidance cap build or a melee build that would be perma stun if was going to cac with pack of mob now with chance to blind on hit that give him a chance to avoid that stun and stay at cac.

I was thinking of this systeme because i don’t feel like Attribute stats have a real impact in the game rigth now, like if you have skill that related on “strengh” you would never need “dexerity” somewhere on your gear with dexerity adding accuracy rantig it could serve any build or any class in the game when playing with high rate attack build.
same for strength and the famous perma stun that you couldn’t avoid haeven if you build into stun avoidance a real tankiest build could emerge with like 40 strength an 20 vitality (wich is hard to obtained) with only stat like that you could end up with like 200% more stun avoidance and 40% more endurance treshold that would be crazy to investe into those flat stat with that kind of multiplicator, rigth now having a stat on your gear that don’t synergies with your spell is not relevante.

Let me know what you think

Sure, as long as they make the mobs harder to balance out the power creep…

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