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Blizzard Callout! Item Affixes & Modifier Brainstorm i

Discussion in 'Diablo 3 General Discussion' started by zero, Dec 9, 2008.

  1. zero

    zero IncGamers Member

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    Blizzard Callout! Item Affixes & Modifier Brainstorm

    Blizzard need help. In the blizzard forum Bashiok posted this:



    [BLUE="http://diablo.incgamers.com/blog/comments/item-affixes-modifier-brainstorm/"]In a recent thread I gave some information on our customization options in Diablo III. In that thread I also let everyone know that we’re adding a ton of new item affixes. We’re looking to have a lot of interesting stats and to really kick down the gates and see how many different modifications we can throw out there. To help us with that we’d like you to throw out some of your own ideas.

    An affix is essentially is just a stat or modifying statement on an item. It may increase a basic stat like Strength, or it may do something a bit more interesting like cause an enemy to take nature damage over time. An example of the kind of post we’re looking for (these aren’t final):

    Increased chance to find gold
    Additional XP gained from killing monsters
    Restores life for each successful hit

    It’s not necessary to worry about how balanced it may or may not be, if it scales or is a fixed amount, or any in-depth details on how it will play out. This is essentially a brainstorm. Throw out your ideas however crazy they may sound and let us worry about seeing if it’ll work or not, and how. A list just like the one I gave works perfectly well for us. If you want to also throw on an affix name feel free but it isn’t necessary.

    Let's keep any discussion to a minimum too please. It's a brainstorm, this isn't a place to critique off the wall ideas.

    Also I know a thread was already started, which I’ve now locked, and I wanted to thank Reddog22 for starting that and everyone that’s already posted. Please go ahead and copy and paste what you’ve already posted into this thread to keep it consolidated. Thanks![/BLUE]
     
  2. mywrisoicy

    mywrisoicy IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Ability affixes like:
    Damage abilities: Just plain +dmg... not a lot of strategic depth
    Corpse explosion
    Frenzy (might be cool if you have high crit rate of damage and a freeze weapon)

    Status abilities +% to cast low lvl: This is so you can add disables to your play style.
    Frost nova
    Blizzard
    Chain lightning
    Fire explosion
    +chance to freeze, burn, stun, shock enemies

    Items that grant charges to other classes spells on chance per hit:
    So once in a while u might get 1 time u can teleport
    or one time u can frost nova etc...This spell would go on the bar and ungray itself once u have a charge. You could collect charges for days and then spam them. or after X charges the spell rank goes up and charges go back to 1.

    Chance that an item might help you enter a "clear casting state" so for those seconds you can go buck wild with all spells and not pay the mana. Chance triggers on cast or hit or both.

    Items that reduce total mana per cast. Strategic advantage for spamming spells that take little mana.

    Items that help mana regen
    Items that help life regen
    Items that raise crit chance for hits and spells. Add disables to your build
    Items that conver some mana spent into health.
    Items that + chance of mana/health orbs
    Items with mind control chance. For builds that need lots of tanks. Or extravagant builds... like a barbarian that invests only on dmg and throw weapon and has 2 mercenaries and needs more tanks. or a withcdoctor that wants to spend skill points more on spells than summons.
    Items that help only critical damage... good for characters with high critical chance
    Items that add % damage to spells of a certain element

    ok thats it im done... for now :)
    This should be a good start... i hope ur more creative than me... GL
     
  3. gerbele

    gerbele IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    I think they should introduce random negative modifiers.

    I also hope that whatever modifiers they have, they make it possible for a rare item the potential to be just as, if not stronger than a unique/set, etc... Pre LOD, the best D2 players didn't have the uber uniques and runewords. They had to imbue or (God Forbid) find and rare lance or bow and hope for good modifiers.

    Once LOD was introduced with Elite Uniques and Runewords, you could hardly compete unless you had them.

    Other mods...

    Weapon:
    Chance to convert enemy to ally for X seconds
    Chance for instant death (1-2% max)
    % chance for random spells that actually do significant damage
     
  4. ManBearPig

    ManBearPig IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Stronger at night
    Stronger at day
     
  5. Zeek

    Zeek IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Back in the sega genesis days I played a game called Shining Force where you'd get "cursed" by equiping dark weapons. The dark weapons were always much stronger but the curse had negative effects. You could go to attack and find yourself paralyzed or you could attack and take a pretty decent amount of damage to yourself at the same time as you damage your opponent. It was a sort of cool trade off IMO. It's basically rolling the dice for the chance of doing greater damage.

    You'd even have to visit a priest to have the curse lifted to unequip the item.

    So, maybe they could introduce items that are possessed by darkness or something. Maybe when you attack it triggers something that will hurt you about 2% of the time. Like you attack and get the cloud of poison or shots of lightning like when you stand idle in the world stone keep.



     
  6. ManBearPig

    ManBearPig IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    that actually sounds like it would be cool.


     
  7. Pyrohemia

    Pyrohemia IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    For Armor:
    Curse length reduction
    Low % energy shield effect -- Damage hurts mana/fury instead of life
    When struck have a X second long window in which you no longer interact with monsters -- you can walk through them and their attacks pass through you with no effect
    Damage to enemy monsters just by walking near them -- all of those pointy spikes need to have some effect
    Elemental damage modifiers that are applied directly by the armor -- your armor is on fire, statically charged etc. and this fire hurts melee range enemies


    For Weapons:
    Increased stun effectiveness -- stuns monsters longer when hit, or stuns as if a stronger attack had been preformed
    Piercing -- when you swing your weapon have a chance for your weapon to pass through and injure another monster behind the first, or hit the original monster a second time in another part of its body, for example its head then its feet
    Increased momentum when striking physics objects -- allows you to send boxes, tables and corpses flying farther and faster (could also tie into strength)



    For Jewelry etc:
    Reflect a percentage of magical attack damage -- you are hit by a fireball: a portion of the damage is returned in a smaller fireball that bounces off of your character
    (With a high chance of effect or high damage return percentage players could have games of fireball tennis!)
    Minor skills with no combat use that are granted by the jewelry -- something like a flashlight for looking down dark corridors or telekinesis to open chests and doors (I think that all jewelry should have this as a inherent bonus or have it not occupy an attribute slot because people would not choose to use jewelry that reduces their combat effectiveness) It would also give jewelry with no magical attributes, AKA 'white', a minor use.


    For gloves and weapons:
    Increased weapon range
    I think that gloves that aren't made out of leather should have a small inherent damage rating as they are constantly swinging past enemies just like the weapon itself


    For all:
    Enhanced decoration percentage -- allows rare items of the same type to not all look identical
    Very bright colored glow effects that are not tied to a specific modifier -- illuminates the area around you and could fit a theme rather than being cartoony: ex. a piece of equipment made of magma would glow and illuminate your character and the surrounding area
     
  8. stillman

    stillman IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    of barbarism-X% chance to destroy body on kill.
    of madmen- +X% damage when surrounded by 10 or more monsters.
    of suicide- increases monsters’ walk/run speed by X% when attacking the wearer.
    of ridicule- increases monsters’ chance to miss by X%.
    of riddance- slain monsters are set ablaze and burn living monsters for X damage (like immolation arrow).
    of the rainbow- Absorb all +X.
    of the unicorn- Absorb all +X%.
    of the clouds- Heavy armor no longer impedes walk/run speed.
    of circumstance, desperation- increases mana orb to full when health falls below 20%, 30%.
    of traumatism-monster takes X damage over X seconds after strike. Same as poison, only it’s physical damage.
    of desire- let’s you reroll any magic drop once by dropping it on ground again.
    of remembrance- a ghost image of your character replays his death over and over on the spot where he died.
    of worship- converts X% of damage into arcane damage.
    of the dinosaur- triples your base health. [this mod often spawns on an item with a very negative affix]
    of the cosmos-triples your base mana [this mod often spawns on an item with a very negative affix]
    of awe- monsters spend X more time just standing, too hesitant to advance. Great for casters/ranged characters.
    of potential- X% chance of attacks doing maximum damage instead of average.
    of abuse- damage taken gets added to damage dealt on next attack.
    of the mantis- ‘male’ monsters have +X% greater chance of receiving critical hits.
    of paranoia- +X defense against attackers from behind.
    of controversy- casting monsters must all launch separate spells at you or do nothing.
    of bombardment- increases stun duration of missiles.
    of contortion- increases double jointedness of rag dolls visually. It causes knockbacked monsters to collide with more other monsters and increases overall stun.
    of the galaxy- X% of arcane damage taken gets turned into defense points (glowing purple armor) for X seconds.
    of the universe- X% of any elemental damage taken is added to your damage for X seconds.
    of the planets- X% of your fire and cold damage is converted to physical damage.
    of the Ice Age- arcane spells launched at you get converted to cold damage, turn blue, and have damage reduced by X%.
    of the Jungle- adds X poison resist AND adds X damage to poison attacks.
    of solitude- increases exp by X% if you are alone on the screen.


    Drunkard’s- walks or runs in zig zagging stagger, but increases potion find substantially.
    Toxophilite’s- increases attack speed for bows only.
    Preacher’s X% of monsters’ spells fizzle out upon reaching wearer.
    Merchant’s- adds item slots.
    Alchemist’s- transforms normal weapons and armor drops into their vendor price equivalent in gold. Only works on ‘low quality’ dropped items.
    Aristocrat’s- level 20 items or below no longer drop.
    Coward’s- increases walk/run speed by X% when health is less than 30%
    Blacksmith’s increases defense of all worn armor items by X%.
    Sentinel’s- automatically attacks any approaching monster while standing still. You can leave your computer while in battle.
    Tinsmith’s- X% chance of ‘low quality’ items being dropped as ‘superior’ instead.


    Party-oriented mods:

    Oracle’s- let’s you see what someone else is wearing, but only one item for each Oracle’s mod you are wearing.
    Rambler's- Each class has a reserve of 100 things he/she blurts out at random times. This mod greatly increases the instances of babbling. Examples: "Guys, can you come over here please? Guys...guys?" and "Did you all see this door here? Look. There's a door, see it? It's right there." and "Ughhh! There's blood everywhere! It's in my hair. It's under my finger nails!"

    of intoxication-increases party member’s chance to find elixirs by X%.
    of breadcrumbs- leaves footprints wherever you walk. Monsters that encounter footprints have X% chance to follow them and attack the wearer who becomes the designated ‘tank’ for the party.
    of the turtle- decreases your run speed but increases the run speed of the rest of the party.

    Highly unlikely and humorous negative party mods to give players ways of ‘cheating’ without breaking the game rules:

    Swinard’s-globes from your kills only heal you even when touched by other players.
    Troll’s- periodically autotypes insults to the party from a list of 200 random phrases. Example: “you guys suck†if there are 2 or more other players in game.
    Politician’s- Any numbers you type get printed on other people’s screens as different numbers.
    Braggart’s- Worn cloaks, etc appear on wearer as heavy armor.
    Trickster’s causes other players to see extra uniques drop which vanish on pickup.
    Addict’s- allows you to see other players’ drops, though discolored.
    Troublemaker’s- Some unique drops that are yours can also be seen by other party members. So it looks like you’re taking their unique drops….

    of mutany- monsters have X% less damage for you, and X% more damage for the rest of the party.
    of conspiracy- on other player’s screens, they see your attacks drain life bars of monsters substantially, when really it is only shrinking the total bar size.
    of the good old days- X% chance for high runes Lo-Zod to drop although they can’t be used for anything and cannot be placed in trade screen. Collect the whole set.
    of villainy- when you drop unwanted items, they spawn fake mods for X seconds.
    of piracy- can carry another players’ identical item for X seconds after other player is in game. It cannot be placed in trade screen.
    of the fittest- a party members death increases your health by X.
    of scandal- X% of party members’ gold goes to you, but they notice if they do the math after pick up.
    of sadism- X% of party members’ incurred fire damage is converted to your health.

    THERE SHOULD BE MODS THAT GIVE BONUSES TO MALE OR FEMALE CHARACTERS ONLY! I'll add some later....

    Here is my old list from another thread copied here for appropriateness:
    Let's not forget their 'philosophy' mentioned in the gameplay video: you can never be too powerful!

    -Maybe unique rings (extremely rare) that make you immune to fire, but that ring won't have much else on it so it won't be too OP'd.
    -Shields or plate armor that have a reflecting mod to send some spells back at the enemies.
    -Expand on knockback: the barb seems to have kb tacked on to most of his attacks, but what about other chr's? Maybe they could have kb on items, along with mods for distance of kb, chance to kb, and even kb resist.
    -I'd also like to see knock down and knock out, with additional mods like how long each knockdown or knockout lasts. Mosnters knocked down have to waste time getting up again and they are easier to hit. Monsters knocked out cannot attack or move for X seconds and you have 100% chance to critiacally hit them.
    -Instead of just magic find, they should split it up into magic find, rare find, unique find and set find. There could even be rune find and gem find. Mods Mods Mods!
    -A very rare mod that increases 'all damage by X%' whether it's physical damage from your weapon, elemental, pest, summon or anything.
    -Take the 'attacker takes damage of X' mod and make it hell viable. Have items that do 200 damage to attackers. The way it stands in d2 now, even if you go all out and wear gear to maximize this mod, it still won't do much in hell mode.
    -Divide frw mod into separate mods; one mod for faster run, a different mod for faster walk. And, make it so players actually walk in the game. If you leave walk mode on for 20 seconds, you would then get a 30% damage increase which stays until you switch to run.
    -Chance to confuse/convert on strike.
    -Chance to silence on strike.
    -Thievery mod: gold droped gets teleported to your inventory so you don't have to walk over to it.
    -Walk through doors/barrels mod, no need to click.
    -A mod that makes spells fly through the air faster, making them harder to dodge.
    -knockbacked bodies can do damage to whatever they hit.
    -Corpse explosion on a mod, except the damage is a small percentage or large integer. When an enemy dies it has X% chance to corpse explode causing X damage over X range. All three mods can be increaed with separate gear.
    -Posion explosion on a mod.
    -Actually, take a ton of other d2 skills and turn them into mods for items. For instance, a mod on a bow that gives X% of shots to become multishots turning one arrow into X arrows. A mod that keeps blaze on all the time, etc.
    -Inteligent weapons: the sword shoots out a fireball or electricute spell periodically and auto aims it. Also, a helm that sometimes fires out a disentegrate beam and aims it while you are walking/running.
    -A mod that creates a small aura of silence so a melee chr can kill caster monsters up close with more ease. Overpowered? Sure, but you need to wear the mod which means less damage gear.
    -Chaos mods: an item that keeps switching some bonus, not sure what yet; just an idea.
    -Earthquake mod: the whole screen trembles slowing all mosnters down a bit and/or lowering their AR a bit.
    -Urkle mod: all destructable things in the environment collapse right away.
    -Shrine mod: increaes the number of random shrines the party finds.
    -Medusa mod: all normal enemies on the screen turn to stone, but this only happens once every 2 minutes or w/e. The statues revert back after for X seconds.
    -Ghost mod: chr becomes translucent and invincible, but only once every minute for X seconds. You can also walk through walls/doors in ghost form.
    -Invisibility mod: chr is invisible if you collect an entire set.
    -Expand on cannot be frozen mod: cannot be stunned, cannot be slowed, cannot be critically hit with weapons, etc.
    -Ignore target's chance to block.
    -Mods that break specific immunes: ignore target's fire immunity, etc.
    -New absorb: the fire damage visually gets soaked up into your weapon and the energy gets converted to life, mana, temporary str bonus, or temporary fire damage on weapon. There could be seperate mods for each of these bonuses and more mods for each elemental absorb.
    -One hit kill mods (obviously, the maximum stackable total should be low, maybe even single digit %. And, this only works on regular mosnters. AND, it's a very rare mod AND it would ocupy a whole ring w/o other mods).
    -Lore mods: seeing how much gold each monster has, or seeing which monsters will drop health globes, map info, that sort of thing.
    -Super Fun Mods: A mod that lures XX% more regular monsters to your area. So the battles rage on in one dungeon room for 10 minutes sometimes! Also, another mod that increases the number of super unique bosses that are thrown at you.
    -Hunting mods: +X% damage to particular monsters groups. So not just demon/undead/animal but sub categories like skeletons,gouls,goatment, lizards, cultists, etc. So zombies, hungry dead, embalmed, or anything undead with flesh on it falls under 'goul' category.
    -Experience mods: +x% exp for killing demons/undead/animals
    -Goldtouch mod: X% chance for a slain mosnter to tranform into a big pile of gold. It's basically like goldfind but you get the fast reward instead of slowly gathering gold.
    -Contagous mods: Poisoned enemies have X% chance to spread the poison to all other monsters in X radius.
    -Mods that improve various performace issues with your merc.
    -And let's not forget those cursed mods from d1 like brittleness, fools, etc. Some of those could be affixes tacked on to nice mods just to help ruin your day and give you more agonizing decisions.
     
    Last edited: Dec 10, 2008
  9. Leord

    Leord IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    wow, Stillman, that's amazing =P
     
  10. mouseman

    mouseman IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Mmmm.. stillman, be sure to copy those over to the official forums!! I especially liked the idea of affixes affecting only to male/female characters! Though you don't want add that one to the end-game uniques or otherwise we could end up seeing only male/female versions of certain characters..

    I saw this one in Bashiok's list: Restores life for each successful hit

    I thought there wouldn't be life leech in Diablo III? This was even confirmed..

    One mod I thought of:

    of masochist - restores life each time you get hit

    Far funnier than damage absorb :)
     
  11. Galtrovan

    Galtrovan IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    I concur. The "effects" list alone is amazing. Giving each effect a realistic affix name is well beyond my level of creativity.



     
  12. Leord

    Leord IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Getting X amount of health per successful hit is NOT the same as leech where you get a percentage. You are right though, it's like a weaker and more static leech effect.


     
  13. slickr

    slickr IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    When on earth add chance of uproot; affects 1 monster, chance 15%
    Medalion/jewell: adds 2 more uproots
    when on tarmack/stone/etc... Increase player speed by 10%
    10% chance of creating up to 4max hallucinations per taken hit
    firelayer sword: chance of creating a carpet of fire in a straight line
    25% chance of getting better items when gambling
    10% chance of dropping more HP potions
    10% chance of dropping more mana potions
    adds 0.25 point of strenght with every monster killed
    increases HP orbs healing power by 10% percent
    increases chance of finding unique items by 5%
    with every 10 monsters killed increases attack rating by 1
    everytime you kill a boss/mini-boss 10% chance of creating 50% less powerful pet that lasts 5 minutes
    medalion of life: increases time of powerful pet creation^ to stay with you 2 minutes longer
    increases armor by 30, but decreases attack damage by 10
    aura that increases party defence rating by 5%
    aura that increases party attack rating by 5%
    aura that increases party damage by 5
    aura that increases party armor by 10
    aura that makes player spawned pets 10% stronger
    40% chance of unleashing poison in an AOE of 10foot that does 20 damage per second for total of 5 seconds
    50% less reliability but increases damage and armor by 10%
    50% cheaper repairs
    20% chance of monsters up to level 10 to join you
    increase level of monsters that can join you^ by 5 levels
    10% faster leveling-up rate but 20% less stamina
    monsters are 10% stronger but rate of HP orbs droping increased by 30%
    10% additional chance of monsters missing you
    firedamage and fireresistance increased by 50% but cold/ice damage taken and cold/ice resistance decreased by 50%
    50% more chance to find gold rather than items
    decrease monsters HP by 10% but you loose 1HP every 2 seconds
     
  14. Knight_Wolf

    Knight_Wolf IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Here are mine ^_^

    -...of Sympathy: ( extra damage to monsters by a (%) of the player's lost health )
    • EX --> ( Hammer of great sympathy = 50% of player empty life turned to extra damage ) so if the player has ( 10 life points left out of 100 ) the extra dmg added to the weapon base damage = 100-10 /2 = 45 point

    -kaleidoscopic ... of Rainbow:
    ( Item Has the chance of (%) to switch elemental affinity after [attacking/receiving damage] )
    • EX --> ( kaleidoscopic two handed sword of Rainbow = each attack with the sword has a 20% of causing the weapon to switch its elemental affinity, and in no particular order )

    -...of Jeopardy: ( Every attack does increasing damage [110%->120%->130%->140%->....etc etc] but half that damage is inflicted upon the player )
    • EX --> ( Long Bow of Jeopardy = if the bow does 110% damage with the value of 60 dmg points to a monster .. 30 dmg is done to player, and so on ..... also using it while on low HP reduces HP to (1) and resets the damage counter back to 110% ... but doesn't kill the player ... it also ignores defense )

    -...of Madness: ( attack has the chance of (%) to replace the monster with another random monster )
    • EX --> ( Rusty Spear of Madness = every attack has a 30% chance to transform target monster into another monster type changing its speed, resistance and attacks according to the new monster while retaining two things .. its base HP and the damage already done to it, and of course it doesn't work on major bosses or mini bosses )


    -...of the Ancients:
    ( Knowledge of the ancients makes every successful Critical attack adds +(%) to XP gained from kill )
    • EX --> ( Gold Amulet of the Ancients = every successful critical attack gives 30% more XP from monster )

    -..of the Specters: ( Has the chance of (%) to turn the monster that receives a physical attack into a specter temporarily )

    • EX --> ( Dagger of the Specters = has a 30%t chance to turn monsters temporarily into a specter .. specters can't attack and can't be attacked until effect wears off )

    -..of Munificence: ( Item possessed by an evil greedy spirit that uses (%) of gold to [damage monster/absorb damage] by a percentage )

    • Ex --> ( Breastplate of Great Munificence = when attacked 30% of damage is reduced but in return 40% of total gold in possession by the player is taken away ..even if it is at the stash, we are talking about an evil spirit anyway )
    • Ex 2 --> ( Flail of Greater Munificence = when attacking the weapon does 50% more damage but in return takes 60% of total gold owned by the player )

    -.. of Mummification: ( Every attack has a (%) chance to mummify enemy )
    • Ex --> ( Falchion of Severe Mummification = attack has 45% chance of mummifying monsters .. mummified monsters turn white, move 30% slower, have 40% increase in their magical/physical damage, a 20% increase in Def, and are very susceptible to Fire and Thunder damage (x3) )

    -.. of Banditry: ( Every kill with a critical strike has a (%) chance of making monster drop (%) more gold than usual )
    • Ex --> ( Crossbow of Fierce Banditry = every kill with a critical strike has 35% of dropping 60% more gold than usual )

    -..of Haunting: ( Has a chance of causing Arcane damage equal to the amount of empty Mana )
    • Ex --> ( Long Boots of Haunting = has a 20% chance that attackers will receive Arcane damage equal to 25% of the empty mana amount ) .. like if the player has 40 points of mana out of 100 mana .. Arcane damage to attackers will be 25% of the 60 points used = 15 points Arcane elemental dmg.
    -..of Pulverizing: ( Attacks has a (%) chance to reduce monster defense by (%) with every Critical attack )

    • EX --> ( Double Axe of Pulverizing = attack has a 30% chance to reduce monster defense by 25% with every critical attack )
     
  15. Angel_of_Wrath

    Angel_of_Wrath IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Apologies to stillman if he already brought this up, cause I didnt have time to read that whole post. These are from a dicussion a while back about negative mods and such, where the negative was a realistic offset to a powerful mod.

    I'd like to see some mods that have multiple property groups, perhaps both are good (like King's or Grandmaster's) or one is really good and one not so good. Then, if you can get the properties on a rare, the combinations of affixes that might offset the bad ones would result in extraordinary items.

    Like:
    Adds crushing blow or increased critical hit chance and damage but reduces the chance to hit or attack rating. This is where you swing so hard that you would crush your enemy... if only you hit them. (Offset with additional % to hit)

    Or:
    Increases missile speed and splash damage (bows) but creates a chance to misfire. So you are firing arrows faster than anyone, but you might miss one here and there for going too fast. (Offset with additional attack speed)

    Or:
    Greatly increases attack speed, but you have a chance to cause damage to yourself. (Offset with a leech or regeneration)

    Or:
    Reduces spell cooldown but also reduces mana regeneration. (Offset with additional mana regen).


    So no negative modifiers are totally unable to be mitigated under the right lucky roll circumstance.



    It would also be nice to see affixes that apply to finding all the different item types rather than just magic find and gold find. So if you really need some p.gems, you can put on all you Gem Finder gear and have a bit of a better chance at it, or if you need runes, you can put on your Runic Hunter gear and do that. For item collectors like me, I wouldn't mind having self made sets of this type of gear... especially with a shared stash for easy access.
     
  16. loesr

    loesr IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Bashiok's request for Item brainstorming is a great way to get good ideas. We've come a long way since the days of prefixes and suffixes.

    I'd like to see living items, which require certain goals to be reached or certain sacrifices to be made to use them. King's Bounty: Legend has a great feature of having to suppress an item in order to bend it to your will. They also have certain racial and moral alignments. So, if you want your character to be a demon smiting expert, great, but the uber demon-smiting sword has a thing for wildlife, so you can decrease moral and eventually have to take control of the item if you tick it off enough.

    On a more general note, how about modifiers that define types of physical damage. We always have multiple magic damage types, but what about piercing, blunt, and slashing damages. It's a great mechanic to switch between weapons against skeletons when arrows are near useless, but fire or blunt damage rules. Like wise, heavily armored foes are very resilient to slashing, but are slow and vulnerable to arrow fire.

    Also, how about broadening modifiers to affect character specifics? Let's say you are a zombie-wall summoning WD. If the weapon has + magic fire damage, how about the combination producing a zombie-wall dealing fire and subsequent burn damage? It would be a lot of fun trying to customize characters with specific skill sets and modifiers that stack in certain ways to achieve a desired effect.

    How about the idea of runeword combinations applied to skills+modifier+weapon type (or the like)? In that idea, finding just the right combination of character skill, modifier, and weapon (or more) would give the user a bonus that is greater than the sum of the parts. For example, a Barb with, let's say, - 1. a unique lightning enchanted poleaxe, 2. a rune with multi-target, 3. using the whirlwind skill, 4. and a pair of +frenzy +attack speed gauntlets - actually creates a small tornado effect around the Barb, with lightning shooting out in all directions, and wind stunning enemies.

    Over the top, i know, but it is just brainstorming.
     
  17. Angel_of_Wrath

    Angel_of_Wrath IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    It is my understanding that this is the exact mechanic introduced by the skill runes, in their current form. For example, the 'Multistrike' rune increases the number of clones produced by the Wizard skill Mirror Image. It has lots of potential.



     
  18. sirroman

    sirroman IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    @ Angel_of_Wrath: I love the "positive and negative" mods idea!
    ---
    I read mostly of the previous posts, but some ideas can be similar or equal, if then, sorry.

    1: weapon (w) - on hit, % to teleport enemy randomly.
    2: armor (a), jewelry (j) - after being hit, % to teleport yourself randomly.
    3: (w) - damage inficted heals allies
    4: (a), (j) - damage taken heals allies.
    5: (w), (a), (j) - damage taken is redirected to allies. (they take part of the damage)
    6: increase overall party experience gaining.
    7: invisible to type X of monster (like skeletons, ghouls, insects).
    8: attracts type X of monster (same of above).
    9: explodes upon death (cause damage when the character dies, like exploding the head of the siege breaker when he kills you, totally awesome xD)
    10-11-12: (w) - attack cause damage to adjacent enemies, adjacent allies or everyone.
    13: (w) - when killing enemies with crits, "fear aura".
    14-15: (w), unique (u) - feeds on enemies blood with each attack, when full: heal (14), increase damage of the next attack (15) or any other effect.
    16: (a), (J): after being hit, changes place (teleport) with a random ally.
    17: (j)- chance that a benefic spell cast by a monster affects you.
    18: (j)- chance that a malefic spell cast by a monster affects them.
    19: (j) - chance that a spell cast upon you targets a random target, instead.
    20: (w) - increase damage if the durability is higher than 50%.
    21: (w) - increase damage if the durability is lower than 50%.
    22-23: (a) - same as (20) and (21), but increase-decrease defense based on durability.
    24: (j) - gives % chance to block a ranged attack.
    25: (w) - increase blocking %.
    26: (w), (a), (j), (u): entraps enemy's souls, similar to "blood-feeding" above, but increase eficiency based on the number of souls and can be "discharged" into some cool effect.
    27: (j), (u): "entraps ally's souls", so they ressurrect closer to the group when they die, and not into a way point or town.
    28: (w): gives % chance to cripple enemy, so they run, attack, cast slower and weaker.
    29: shield: increase defense of adjacent allies.
    30: (w), (u): "twins": two allies that use each one of these weapons (barb use twin1, wizard use twin2) recieve greater bonus, or cause greater damage when they attack the same monster.
    31: (j), (u): "twins": share damage with the other "twin-bearer", similar to (30), or one of them recieve every crit the other recieve, or something like that.
    32: (w): increase damage to any monster that have damaged you in the last X seconds.

    OK, i'm officially out of ideas.
     
  19. TheMightyShoe

    TheMightyShoe IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Stillman, this list is amazing!


    -Shields or plate armor that have a reflecting mod to send some spells back at the enemies.

    This could be "Polished" (prefix) or " . . . of Reflecting" (suffix). Maybe both . . . A "Polished shield of Reflecting" sounds both obvious and cool. :)
     
  20. Holyelephant

    Holyelephant IncGamers Member

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    Re: Item Affixes & Modifier Brainstorm

    Randomly generated abilities that work like sets: the more items with that ability, the more powerful the bonus.

    Item X "of improvement" - any other item Y of the exact same type, sharing k mods with X can be combined with X to create a new item with the max value of the k shared mods from either item. If there are unshared mods they are randomly replaced. Essentially you can slowly improve a given rare/magic item as you collect new ones with slightly better stats, and customize an item by replacing stats over time.
     

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