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Post by gazoo on Dec 15, 2017 11:54:18 GMT -5
Some mechanical effect would be fun with these. It can be small and the stones are fairly expensive to add...so I'd predict that these mods would be more of a tiny, final tweak on a item.
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Post by Psionic-Entity on Dec 15, 2017 12:12:21 GMT -5
Any suggestions?
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Post by gazoo on Dec 15, 2017 13:45:17 GMT -5
There needs to be some imaginative lore texts to write with the various gems, considering EoA is essentially no-magic.
Some ideas could be such as:
Melee +1% crit chance bonus +2% crit dmg bonus +% elemental dmg bonus of same type element, when activated -5% stamina activation cost of mods on item +%damage phys +% wounding when wounding dmg dealt +1 to wound DC
Guns +1% crit chance bonus +2 % crit dmg bonus +% elemental dmg bonus of same type elemental, when activated -5% stamina activation cost of mods on item +%damage phys +% wounding when wounding dmg dealt % bonus to amount of ammo reloaded from reload skills +1 to DC with various skills (wound, slow, etc)
Shields +1% crit immune +2% elemental resistance of a type -5% stamina activation cost of mods on item +% elemental dmg bonus of same type elemental, when activated +% dmg bonus physical +2 % AoE resistance or wound resist, etc. Various possibilities
Generic
1% bonus to hunting effects either offensive/defensive
I haven't put significant thought into the exact numbers - I mostly stuck something in to highlight the examples. Elemental, physical, and wounding % are tricky, as below a certain % would essentially mean 0 bonus (and examples might seem high at a first look and would vary with weapon type...so I left them blank).
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Post by Kitsunenotsume on Dec 19, 2017 1:47:44 GMT -5
Given that every character can only use 2 gem sockets maximum, it strikes me that any buffs that gems grant should be consistent across all combat styles and provide perks that are not mandatory for a given build without duplicating other effects that can come statically on gear (such as from material). Seeing as we (currently) have 7 types of gems, a simple way would be to divide the three stats and the four elements like so: Semiprecious stones encourage the flow of various humors: Amethyst: Improved rate of toxicity drain (the effect currently assigned to green dragon-hide*, amethyst actually has RL lore about preventing intoxication) Garnet: Improved rate of regeneration out-of-combat Topaz: Improved rate of Stamina regen (Brown dragon-hide effect*) Precious stones improve the effect of elements, perhaps by reducing the elemental resistance/increasing the elemental weakness of the target. Ruby: Fire Sapphire: Electrical Diamond: Cold Emerald: Acid Even so, Two-weapon and One-hand fighters are going to net the best bonus simply because they have two gem sockets, while two-handers both melee and ranged are going to only get one, and unarmed fighters get completely shafted with no gem sockets. If we were interested in adding more, I would be interested to see something like Tourmaline: 5% of fire damage converted into power for the equipped item (because pyroelectricity is a thing!) *: From my understanding, Green/Brown dragons are more of a theory thing anyway, so this would be an alternative to get the same benefit in.
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Post by Lugwy on Dec 19, 2017 1:51:19 GMT -5
I'd probably recommend the bonuses only apply when the character is considered to be out of combat, like extra health/stamina regeneration, slightly less cumulative damage taken, or toxicity drain, or bonus EXP gained through RP/quests. That way within combat everyone is still on the same theoretical playing field.
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Post by llapgoch on Dec 31, 2017 15:50:06 GMT -5
I'd suggest it be added only to gun scopes since adding it to melee weapons seems magical. Bonus for common gems could be a +1 dmg, semi precious +1 crit, precious +2 crit or a +1 to hit, +1 to crit or some combo of hit +crit or dmg.
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