I was checking out the gems on battle.net & i saw that the gems only had bonuses when they were put in armor. Did blizzard just not put the bonuses for weapons up yet? Otherwise, the only way barbarians will get non physical damage is if it comes with an elemental damage bonus. If there were no bonuses to weapons then wouldn't barbarians have a very tough time fighting physical resistant monsters. (this excludes wrath of the berserker). Does anyone know?
Mmmmmm good observation. I'm not sure if weapons are going to get sockets or not. If they do have sockets, I would assume that they would just get the regular +stat effects that armor get.
I think weapons can have sockets just like every other item. Due to the size of the armor icons, it looks like items can only 1 or 2 sockets. All items seem to fit either 1 slot or 2 slots, so the gems problem fit the same way.
That armor currently states it has 3 sockets. Again take the warning from Blizzard that this info can change or is not accurate.
I do not think I have seen any weapons on the database with sockets or seen any in the beta streams. They might no be finished with the weapons side.
It appears that the mystics can add elemental damage to weapons (do not know by how much and whether you can use the recipe more than once. We also do not know what the cost of the recipe is either. I feel that gems might be needed and possibly the grade of the gem may have an impact on the damage it adds. Again this is speculative.
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I see that the mystic can add specific types of elemental damage so that solves the only physical weapon damage problem if weapons wont be allowed to have gems in them. I still hope that they can be put in weapons too for the increased customization.
Remember that even Gems +stats could be placeholders for all we know.
Nobody has found gems in the beta for us to compare, and I'm sure we're not going to have a Gem that gives +100 to all stats, while the other gives +20% extra experience. Who knows - just a headsup, though.
Also remember that gems, on the database, currently have no level restriction... So once you unlock the Jeweler's max level and get the needed recipes... You can pretty much level just one character -> level the Jeweler -> get a super low level helm with 3-4 sockets -> insert Radiant Rubies -> ??? -> Profit.
That's one of the reasons why the gems we currently see are most likely placeholders as well. Not to mention that they have 2 bonuses - one for Helms, one for Others. You'd think that's a bit of a give-away.
What stats are we expecting to see?
--> Topaz added lightning damage before, which I'm not sure now.
--> Is Sapphire now a permanent life steal instead of the awesome cold damage when I socket it in weapons before?
--> Is Emerald an increase in spell cast rate now instead of the poison damage before?
--> Likewise, is Ruby a permanent increase in spell damage instead of the fire damage before?
It seems that gems do not give elemental damage anymore, when I think it would have been better for that extra elemental damage we could benefit from.
I most especially like the cold damage that has the chance to freeze the monsters I hit and slow them down, which is so cool.
Although, they now gave that ability to the Mystic. When you level up your Mystic, it can learn Magic Mystic Formulas like:
--> Enhance 1H Weapon - Minor Frost - Teaches the Mystic how to enhance a 1H Weapon to deal minor Cold Damage to monsters.
--> Enhance 1H Weapon - Major Frost - Teaches the Mystic how to enhance a 1H Weapon to deal major Cold Damage to monsters.
--> Enhance 1H Weapon - Superior Frost - Teaches the Mystic how to enhance a 1H Weapon to deal superior Cold Damage to monsters.
I don't get why you assume it's only for armor. Checking the gems on the Item Database you see that HELM has a specific bonus compared to the rest, so I don't see where you get that only armor can get gems. Even if it turns out it is true, who cares really? It's hard enough as it is to get lots of max level gems, why would you want to spend even more time on that?
Another thing to keep in mind here is that you're assuming there will be some kind of blanket physical damage reduction like there was in Hell mode of Diablo II. I don't believe that will be the case in Diablo III.
Physical damage reduction and elemental immunities were necessary in Diablo II because players started dumping all their skill points into 1-2 skills. It basically trivialized content. Blizzard didn't anticipate this during design, and so they didn't have a good way of balancing mob difficulty to counter this build trend. Ultimately their solution was the blanket damage reduction and immunities, but even Blizzard has stated that this wasn't a fun fix at all.
Because of the way skills are handled in Diablo III, Blizzard is not going to have this same problem. It will be a lot easier for them to tune things if needed. Therefore, I don't believe we're going to have to worry about mass physical damage reduction and elemental immunities. There are much better and more interesting ways to make mobs tougher and more challenging.
Gems are basically being turned into choosable affixes while the previous role of gems is being replaced by the enchantments you can get on your weapons and gear by the Mystic.
Gems are far more powerful than in D2, but are also going to be much harder to find, and there will be far fewer slots to put them in. I'm guessing except for high power inferno characters we're looking at fewer than five slots, maybe a few more with the best inferno gear, but it's not going to be like D2 where you can have about 20 gems socketed on one character.
Remember that even Gems +stats could be placeholders for all we know.
Nobody has found gems in the beta for us to compare, and I'm sure we're not going to have a Gem that gives +100 to all stats, while the other gives +20% extra experience. Who knows - just a headsup, though.
Also remember that those level 14 gems are endgame material. As in, once you have been farming inferno, and found all the best gear, you need some little upgrade to keep you going, if only nominal or for bragging rights. That's where gems fit in. So the highest ones should be super rare, and the top levels should be considered quite powerful.
If you get a level 14 ruby and want to toss it to an alt to use to level 20% faster, you've earned it. Especially since it will have to go in an item with a level cap, that will eventually be put aside (for the next alt).
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Mystics will be able to enchant some items. You will be able to get elemental damage from that.
http://us.battle.net/d3/en/item/mystic-formula/
That armor currently states it has 3 sockets. Again take the warning from Blizzard that this info can change or is not accurate.
I do not think I have seen any weapons on the database with sockets or seen any in the beta streams. They might no be finished with the weapons side.
It appears that the mystics can add elemental damage to weapons (do not know by how much and whether you can use the recipe more than once. We also do not know what the cost of the recipe is either. I feel that gems might be needed and possibly the grade of the gem may have an impact on the damage it adds. Again this is speculative.
Nobody has found gems in the beta for us to compare, and I'm sure we're not going to have a Gem that gives +100 to all stats, while the other gives +20% extra experience. Who knows - just a headsup, though.
That's one of the reasons why the gems we currently see are most likely placeholders as well. Not to mention that they have 2 bonuses - one for Helms, one for Others. You'd think that's a bit of a give-away.
Ha. Bagstone.
--> Topaz added lightning damage before, which I'm not sure now.
--> Is Sapphire now a permanent life steal instead of the awesome cold damage when I socket it in weapons before?
--> Is Emerald an increase in spell cast rate now instead of the poison damage before?
--> Likewise, is Ruby a permanent increase in spell damage instead of the fire damage before?
It seems that gems do not give elemental damage anymore, when I think it would have been better for that extra elemental damage we could benefit from.
I most especially like the cold damage that has the chance to freeze the monsters I hit and slow them down, which is so cool.
Although, they now gave that ability to the Mystic. When you level up your Mystic, it can learn Magic Mystic Formulas like:
--> Enhance 1H Weapon - Minor Frost - Teaches the Mystic how to enhance a 1H Weapon to deal minor Cold Damage to monsters.
--> Enhance 1H Weapon - Major Frost - Teaches the Mystic how to enhance a 1H Weapon to deal major Cold Damage to monsters.
--> Enhance 1H Weapon - Superior Frost - Teaches the Mystic how to enhance a 1H Weapon to deal superior Cold Damage to monsters.
Check out some changes they made with the gems from this previous thread dated 08-19-2011: Gem effects from BlizzCon2010
.
My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
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Physical damage reduction and elemental immunities were necessary in Diablo II because players started dumping all their skill points into 1-2 skills. It basically trivialized content. Blizzard didn't anticipate this during design, and so they didn't have a good way of balancing mob difficulty to counter this build trend. Ultimately their solution was the blanket damage reduction and immunities, but even Blizzard has stated that this wasn't a fun fix at all.
Because of the way skills are handled in Diablo III, Blizzard is not going to have this same problem. It will be a lot easier for them to tune things if needed. Therefore, I don't believe we're going to have to worry about mass physical damage reduction and elemental immunities. There are much better and more interesting ways to make mobs tougher and more challenging.
Gems are far more powerful than in D2, but are also going to be much harder to find, and there will be far fewer slots to put them in. I'm guessing except for high power inferno characters we're looking at fewer than five slots, maybe a few more with the best inferno gear, but it's not going to be like D2 where you can have about 20 gems socketed on one character.
Also remember that those level 14 gems are endgame material. As in, once you have been farming inferno, and found all the best gear, you need some little upgrade to keep you going, if only nominal or for bragging rights. That's where gems fit in. So the highest ones should be super rare, and the top levels should be considered quite powerful.
If you get a level 14 ruby and want to toss it to an alt to use to level 20% faster, you've earned it. Especially since it will have to go in an item with a level cap, that will eventually be put aside (for the next alt).