New Unique Item Idea (Inspired from Perfect Agony in PoE)

So, the idea here is to try to find a way to make dot benefit from critical strikes sort of in a way that dot benefits from Perfect Agony in PoE, but just not exactly that way. My idea here is inspired not only from that passive in PoE, but also from noticing that there are various specialization trees in LE that encourage you to take both critical and dot nodes. So I thought why not have a way to connect these choices more meaningfully? So, here goes my idea:

Heartseeker’s Crest – Silver Amulet (Crit Implicit)

+(25-40) Health
(30-40)% increased Critical Strike Chance
-(35-25)% to Critical Strike Multiplier

Your Critical Strike Chance is added to your chance to inflict Bleeding, Poison, Ignite, Electrify and Frostbite at twice its value for each of these ailments of which its chance to be applied is above 0%.

For those of you who find the text too complex:

First of all, I’m trying to list all existing damaging ailments one by one (just tell me if I forget something).

Next, the value that is added to your ailment chance is the total amount of your % crit chance, meaning if you have 60% crit chance the amount that will be added will be 60x2=120, so if you have eg. 60% chance to ignite, your ignite chance will now be 60+120=180%.

Lastly, the last clause (the one that says “for each of these ailments of which its chance to be applied is above 0%”) is there to ensure that you don’t suddenly get a chance to apply all damaging ailments with one single item. And more specifically, the “above 0%” part works as a futureproof clause in case we see effects that reduce your chance to apply ailments in the future.

And that’s my idea. I’ll be happy to see your thoughts.

EDIT: Please focus on the idea and not the numbers. The numbers may be too strong or too weak, I’m not sure. I just want to introduce an idea that will make dot benefit from crits.

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I quite like the idea. We kinda have something similar already with Salt the Wounds which converts crit into bleed/poison effectiveness, but it would be nice to see this concept expanded upon.

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Sounds awesome, but id limit it to more generic ailments.

Specifically, poison, bleed, and ignite.

I really enjoy that frostbite and electrify are rare and hard to get sources to inflict, coming exclusively from skills, uniques, and class based affixes which give them more identity.

We as the other three are generic enough that they can be put on any weapon.

That being said the reason I like it, is because it opens up the option for multi ailment scaling through a unique mechanic. You can build a bleed/ignite build by simply using two suffix on weapon and then scaling crit chance.

Maybe you 're right. I would agree for Electrify, since we only see it on Javelin and Smite but Frostbite is more common I think. There are many cold skills with Frostbite specs, so maybe it could make an appearance there as well. Thanks btw!

My only concern is that it would make the Rogue even more bonkers for applying poison/bleed/etc than it already is, given they get Crit Vulnerability (an easy 20 stacks for +100% flat crit chance) as well as a large amount of % increased crit chance.

That’s easily fixable. It could have cap, a maximum amount of crit chance that is allowed to be added to your ailment chance.

Good observation though.

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Crit vulnerability wouldn’t apply in this case since it’s a debuff on the enemy and not your stats.
Its also necklace slot so you can’t try to cheese it with gamblers + singularity.

Yeah, not sure TBH, since the game uses the flat crit chance in the calc so it clearly has to treat it as your crit chance at some point.

I feel that a much simpler way of achieving this as item variants.
In POE there are a few uniques that roll from a pool of affixes and select one (see aul uprising, the sinth rings, or watchers eyes).
You can borrow the same idea and have one variant of the unique for each possible ailment, so you would have the bleed variant, the frostbite variant and so on.

I feel that making it this way would make it also much easier to balance.
Getting a positive chance to inflict an ailment is almost trivial in this game, so the item would need to be balanced accounting for the fact that it might often affect multiple ailments at the same time.

I understand what you are saying, but I strongly disagree with the “watcher’s eye” variant idea because it would be much more difficult to find the specific item that you want and it gets into “target-farming” territory, which is something I hate.

Getting a positive chance to inflict an ailment is almost trivial in this game, so the item would need to be balanced accounting for the fact that it might often affect multiple ailments at the same time.

I’m not sure if this would be too much of a problem, because if you don’t invest in the ailments you happen to inflict along with the main one that you want to inflict, they won’t be as effective. If for example, you want to play with ignite, you have to focus on ignite and if for example you also get +30% chance to inflict poison from some source, it won’t be as effective, because you need poison damage, more poison chance, etc.

But I see your concern and I partly agree with you on one aspect: Elemental damage. This may pose a problem for ignite, electrify and frostbite. These 3 ailments scale with both elemental damage and elemental damage over time. Yes it could possibly pose a problem there and I’m not sure what the solution could be. It could maybe be limited to Bleed, Ignite and Poison, which are more common ailments, as another commentor stated above.

Whatcher’s eye is a very extreme implementation of the mechanic, where getting a specific watcher is next to impossible. I mentioned it in my post because it is perhaps the most well known implementation.
In this case, there are only a handful of variants to consider. There is already an example of item variants in the game (scales of eterra).

I don’t think this is really that big of a deal to be honest. There are uniques whose utility is heavily predicated on how well they are rolled, so needing to farm multiples of the same unique to get a usable one is not really anything new.

Additionally, if the drop in question is sufficiently common (say a common boss drop) you end up getting multiple copies anyway, just by virtue of playing the game.
At this point I have so many siphons of aunguish it’s not even funny.
If there were multiple variants of the ring to collect, I would personally find it more interesting; however this is just personal opinion.

Double dipping might still be a concern if the dot chances granted are allowed to be converted, which is something that a lot of skills do.
To avoid the conversion from happening, the clause “for each of these ailments of which its chance to be applied is above 0%” should be applied after the conversion has occurred.
I would argue that preventing the chance from converting is necessary, however I would find this behaviour quite counterintuitive.

One thing that occurred to me, is that getting a lot of dot chance that deals very little damage might be problematic for another reason.
Put simply, it could be very laggy.
So, aside from the balance concerns, I feel that this should also be considered.

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