Obviously I didn't come up with ideas for different equipment slots but here are some of my ideas. Notably magic find, life steal, and resource bonuses are absent because I felt magic find would be too powerful, and life steal may not be in at all. As for resource I think that Blizzard wants each tool to be distinct so if you want to mess with attributes you need to use charms. What are other people's thoughts?
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If that made sense to you, Bravo! I think I even confused myself...
I think all the elemental stuff will (damage and resistances) will be the enchant's job. I think charm will overlap runes in some points. Basically because they are not equipament related.
So i think Runes gems can give stuff like:
% Critical Hit
% Spell Damage
% Cast Rate
% Increased chance to drop a Health Globe
% Chance to decrease damage done by enemies
% Evasion
Thorns
FHR
% Reduced chance of being critcally hitted
% Reduced duration of unfriendly status
% Chance to reduce enemy health by y% (cblike effect)
% Chance to boost your Spell Damage for 5 seconds
% Chance to boost your willpower for 5 seconds
So many possibilities !
There's plenty of possibilities but only 6 types of Gems.
Each Gem need to fill a niche of its own. And I'm also considering that one type of Gem would at least always give the same stats the better it gets.
Though, higher level gems could give more than 1 bonus (for example, Emerald could increase % resistance on armor, and once it hits level 5 Emerald and above, it gives +% speed.).
Point is I think there should (and will) be some form of logic between them.
@italofoca: I like the Health globe drop chance increase, But I doubt that Crit chance will be one because that's an attribute modifier and the realm of charms(traits too?) I think that anything covered by some other customization system will likely not show up in gems, but that might just be me.
Rollback Post to RevisionRollBack
If that made sense to you, Bravo! I think I even confused myself...
“We act as though comfort and luxury were the chief requirements of life, when all that we need to make us happy is something to be enthusiastic about.” - Albert Einstein
Yea just the fact that they will be used in higher level items makes them considerably more useful. I can't wait to see what kind of effects they have. The helmet ones mentioned in that battle.net thread sound really interesting.
If elemental effects are enchants, and attributes are charms, what sort of effects are likely for gems. Here are my thoughts...
1: Damage boost
2: Resistance penetration
3: Cool-down reduction
4: Movement speed increase
5: projectile speed/range increase
6: Resistance boost
Obviously I didn't come up with ideas for different equipment slots but here are some of my ideas. Notably magic find, life steal, and resource bonuses are absent because I felt magic find would be too powerful, and life steal may not be in at all. As for resource I think that Blizzard wants each tool to be distinct so if you want to mess with attributes you need to use charms. What are other people's thoughts?
Here is the tweet
So i think
Runesgems can give stuff like:% Critical Hit
% Spell Damage
% Cast Rate
% Increased chance to drop a Health Globe
% Chance to decrease damage done by enemies
% Evasion
Thorns
FHR
% Reduced chance of being critcally hitted
% Reduced duration of unfriendly status
% Chance to reduce enemy health by y% (cblike effect)
% Chance to boost your Spell Damage for 5 seconds
% Chance to boost your willpower for 5 seconds
So many possibilities !
Each Gem need to fill a niche of its own. And I'm also considering that one type of Gem would at least always give the same stats the better it gets.
Though, higher level gems could give more than 1 bonus (for example, Emerald could increase % resistance on armor, and once it hits level 5 Emerald and above, it gives +% speed.).
Point is I think there should (and will) be some form of logic between them.
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