"New", Item Affix (idea) ***SUGGESTION***

I would like to see a multiplier added to ailment or on hit chance. ideally as a add to suffix pool on items.

An example would be a glove with a suffix that reads " ailment (x(lets say ignite)) has a (y%) chance to apply at (z) times (your current amount)on hit).

So it could read like "ignite has a 33% chance to apply at 2 times on hit.

So if u had 500% ignite and with no other factors outside of glove suffix when u hit with basic attack you would apply 5 stacks. And if you got lucky and rolled the suffix hit you would apply 10 stacks.

I don’t see the need for affix clutter. If they addit to ignite chance like “10% chance to ignite and 1% chance to doubble procc” I’ll be fine. But adding an extra affix that does the same as adding more ignite chance isn’t something I would look forward to.

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If you understand ailments and how they work then you should know the faster you get to max stacks the better.

Your example of what’s “Fine” is essentially my suggestion reworded.

This is not more ignite chance as it’s a multiplier and if you understand additive and multipliers for damage then you should understand the impact. If you look at it in a case where you have 100 chance with a x2 multi it’s just 200. And you may see it as why not just do more chance. Now if you scale things up to say 500 chance having a multi would be far more impactful

If you basically saying no to this because you don’t like it and don’t want this affix in the way of your desired affix’s. Or you don’t like it because you think it’s a waste of time to code. That’s a fairly narrow and limiting view.

It’s along the lines of don’t work on multiplayer most people just play by themselves. So any work on multiplayer is a waste and should be put on (whatever you want). Or saying merchant faction is terrible, this is an arpg not a trade simulator. And it makes it so player skip the point of the game, opposed to hunting items to craft on to get better you just go buy “any item you want” vs using the forge on your own drops. And make what you need to get better opposed to “p2w”.

As I said: I don’t want affix clutter. There are a ton of affixes already and adding more for a mechanic that is rather well made isn’t sutting it for me. So the only way I would be happy with it is if it is incorperated somehow.

So far DoT builds work and are even in a fine place. Sadly EHG can’t balance shit and that’s possibly the reason why you think DoT’s need more then there already is.

BTW to find a middle ground. Why not just make DoT’s beeing able to crit? Would be fun given this would have impact for enemies as well.

So it’s clear you and I won’t gel, and as you are dumping on the devs so quick I do not foresee any communication continuation between us going well.

Yes, a more modifier is multiplicative, so if there were a “more ignite chance” (or “more ignite damage”, such as one of the nodes in Enchant Weapon), then that would be multiplicative.

This is a 33% chance for 100% more ignite chance.

That’s exactly what it is based on the way you’ve been describing it.

Allowing dots to crti, or dot applying crits to use the crit multi when calculating the dot damage would be equivalent while utilising existing stats (depending on how they numerically balanced it obviously, whether they felt the need to use a new stat to give this effect, like % armour applies to dot damage, or just making it baseline, but it would also entirely negate the Salt the Wound gloves).

Just need to clarify I’m talking about a multiplier for your total chance so if you have 1,500 ignite chance the x2 would make it 3,000 chance so 30 stacks vs 15.

In addition LE has consuming stacks for additional effects look at Druid swarmblade form tree top let where it consumes bleed stacks. Working off this you can make builds that consume stacks fast and allows for build versatility and more play styles. Of which I always believe is a good thing even if I hate the new build style.

Yup, I know, that’d be 100% more ignite chance.

Each 100%chance is one stack and adding an extra 100% chance is not the same as x2 affix unless you were set at 100 on the nose.

Also there are cases where skills say on hit they can apply (x) stacks. Although my original post does not directly talk about it, a chance to do times (x) stacks on hit should ideally apply to those stacks as well. I can’t think of a specific skill example but I believe firebrand or flame reave has set stacks on hit.

Which is basically just 33% more ignite chance.

No, if the 100% is 100% MORE ignite chance, then it doubles because it’s multiplicative. x2 is just 100% more.

At the risk of just quoting your initial post, you described it as

The bolded part is quite literally a definition of 100% more chance to apply an ailment. I’m not saying it’s necessarily a bad thing, it would be a buff to ailment damage just like crit chance/damage is for for hit damage. The % chance for it to proc makes it conditional (just like crit chance).

You don’t appear to understand the difference between 100% increased X & 100% more X which is ironic given your comment here:

The way you have described it is quite literally 100% more, multiplicative, doubling the stacks applied if it procs.

Yes, this is coded as x00% chance to apply. The Rogue’s Disembowel passive is an example, every third hit applies 1 stack per point, so with 5 points every 3rd hit applies an additional 5 stacks of bleeding. This is coded as +500% increased chance to bleed. It’s not a separate type of modifier, it’s just described differently. Firebrand has the Crossfire node which gives 10% ignite chance per stack & Exothermic (Flame Reave consumes stacks to apply 1 ignite per stack consumed).

Over a large enough sample, yes. But that doesn’t change the fact and the maths that when it procs it’s 100% more ignite chance.

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So a few things.

  • I may have used x2 but the original value in example formula used a (y) value so it could be x1.7 it could be x11
  • I should of stated the x/y/z values were ranges and would probably be better if it was (x%-x%) so like 1.2%-3.5%
  • I made it a chance to proc affix as the way I view it if it was just a more ignite chance guaranteed I would agree with you that this affix is redundant. Especially if said item base that had ignite chance already possible. I can see the point of idea being redundant to add 100% more ignite chance to affix pool on items what have ignite chance additive. In that specific window it should be a case of increase additive base values.
  • It could be a possibility to my desired affix on items without any affix’s directly related to ignite like boots.
  • Addressing the affix pool clutter comment, fair valid point. To this I’ll pivot and say how would you take it if opposed to regular affix it was a special affix added to exiled mages. Or if that brings issues then insert mech (a) or item (b) in a future content drop of which u can choose to ignore.
  • Non of my suggestions/ discussions /post’s basically ever set in stone and I am open to alterations so long as the core concept is there.
  • When I make a suggestion I try to start with the general concept in either first sentence or a tldr end line. Then I’ll usually say how I would like it and then I try and provide an example. I find the more I pigeon hole my idea the worse it is received which is why I always try to have a line of the general concept.
  • If I’ve responded with incorrect or ping pong info that may be my fault of basically making two posts about similar thing(but different) at around the same time. And I may have gotten the numbers jumbled if so then my bad.
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