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Author Topic: Blizz looking for item affixes and modifiers  (Read 926 times)
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Namo
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« on: December 08, 2008, 04:55:57 PM »

From here

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.
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TheCurse
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Mahjong BunkerSte
« Reply #1 on: December 08, 2008, 10:05:31 PM »

sweet

hmmm...

how about... X% chance that Y% of your damage becomes splash damage over a small radius?

I'll try to think up some more.
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HEMA
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« Reply #2 on: December 09, 2008, 10:50:51 AM »

x% chance to banish target for Y seconds (cant attack, or be attacked double damage from spells)
Reduce resistance (all, or element specific) by X% for Y seconds
Successive attacks on 1 target deal cumulative damage (so say you have base damage of 20, second one does 24, 28, 32 etc.)

For ranged weapons:
X% chance to switch position with target of the attack
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« Reply #3 on: December 09, 2008, 11:29:52 PM »

Guaranteed Mod LK will find on his first itam: increased 2% light radius with each hit.
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Mahjong BunkerSte
« Reply #4 on: December 10, 2008, 12:17:24 AM »

Guaranteed Mod LK will find on his first itam: increased 2% light radius with each hit.

Too imba. I dissolve your parliament. GG
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« Reply #5 on: December 10, 2008, 12:35:35 PM »

I was going to mention the same one curse did, sort of a shockwave themed suffix or prefix. Bastard mind hacker.  hmmm

So some of my other ideas are maybe less tenable...

A hit dealing over X% of enemies maximum Health total adds bleed status which drains enemies health based on X% of their maximum health over X number of seconds. I know there was something like bleed in d2, but basically I think bleed/wounds needed to be more... interesting. In d2 it didn't do s**** in nightmare and hell. What? Do enemies just stop caring that they're bleeding to death? In the way presented here it's balanced because it's initiated only by a large enough chunk of their health being removed by a single hit rather than by any weak old hit. This is more or less something that should be innately imbedded in all 'sharp' weapons and abilities.

% of damage damages enemies mana or stamina (assuming they use mana and st in this one rather than just leaving those infinite, no clue). "of the wraith", "of exhaustion".

Attack has % chance of disabling a random enemy skill for x number of seconds (assuming enemies have a larger index of s**** to use, would be nice for pvp though). "of forgetfulness". Aww... that sounds kind of sweet. Grandpa forgot how to use his fireball.

Damage dealt to you that deals over x% of maximum health have a chance to cause you to become berserk (more physical damage, can't use magic spells but still certain mana based skills).

Attack adds burn/immolation over x seconds. (burn based on % of original damage, lowering incrementally over the duration). It would be awesome to see enemies on fire. : )


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« Reply #6 on: January 13, 2009, 08:24:50 PM »

havent read through em all so i'm not sure if it's been mentioned, but if this was allowable in code (clipping wise that is) i think it'd be really cool

X% chance to suck in all enemies in Y Radius by Z Distance towards the target you struck.

if you got that and something that splashed damage you could take out things nice like
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