NKlint
26-07-2008, 07:57
I'm assuming, from the demo game-play video that elements on weapons do secondary damage and/or status ailments... (numbers are hypothetical)
Cold, like Diablo II causes freezing to your enemies.
It's mentioned that Lightning can Stun your enemies.
I noticed that the Fire Maul sets enemies on fire, or immolates them with fire.
What could poison do, is it still strictly damage over time?
Disease damage from Mongrels "enchanted" with Locust Swarm. Is that damage over time, also?
Does the fire damage cause damage over time too? If someone's on fire they're being damaged until the fire goes out, right?
Does poison and disease damage cause more damage over time, or damage over a longer period of time like Diablo II. What I mean by that is... someone recieves 40 poison damage over 2 seconds and 35 disease damage over 2 seconds. Do they recieve 18.5 damage a second over 4 seconds, or 37.5 damage a second over 2 seconds.
How much should the fire damage per second be if the Burning animation isn't just an animation...
What does the community think about the different elemental damage types.
I think that cold and lightning secondary effects are basically the same, it debilitates your enemy. Stun seems more powerful than freezing, at least when it comes to who it can effect in Diablo II. Stun debilitates all classes whether they're caster, melee or ranged. However freezing only really effects attackers both ranged and melee in Diablo II. I think that freezing should slow casting rates too. Hopefully the health degeneration from fire(?), poison and disease will stack the damage and not the time. Meaning your weapon does 100 poison damage over 4 seconds, and your amulet lets you do 50 poison damage over 2 seconds, resulting in you doing 50 damage per second for two seconds then 25 damage per second for 2 seconds after that, or it could average up the difference between the durations of the two different poison modifiers and cause 50 damage per second over 3 seconds. Each scenario would result in 150 poison damage.
---------Duration (Seconds)------
--------1------2-----3-----4---->
--------|_____||____|_____|___>
2-4(s)--|50___||50__|25___|25_>
--------|_____||____|_____|___>
3(s)----|50___||50__|50___|___>
==========================
With freezing and stun duration, should the duration stack with multiple modifiers or last as long as the longest modifier only increasing the chance at which the target is frozen. For example; a weapon could cause 25 cold/lightning damage and a freeze/stun duration of .5 seconds combined with a ring that deals 10 cold/lightning damage and a freeze/stun duration of .25 seconds. Would it be better to result in a combined 35 cold/lightning damage and .75 second freeze/stun duration each time a target is by chance frozen or stunned, or the duration could have twice the chance to freeze/stun but freeze/stun either .5 seconds or .25 seconds.
Perhaps fire damage, instead of another d.o.t. modifier it could cause splash damage, causing fire damage to each for adjacent to the target. Stacking fire damage would have the obvious benefit of causing more splash damage with no need for elaboration.
Cold, like Diablo II causes freezing to your enemies.
It's mentioned that Lightning can Stun your enemies.
I noticed that the Fire Maul sets enemies on fire, or immolates them with fire.
What could poison do, is it still strictly damage over time?
Disease damage from Mongrels "enchanted" with Locust Swarm. Is that damage over time, also?
Does the fire damage cause damage over time too? If someone's on fire they're being damaged until the fire goes out, right?
Does poison and disease damage cause more damage over time, or damage over a longer period of time like Diablo II. What I mean by that is... someone recieves 40 poison damage over 2 seconds and 35 disease damage over 2 seconds. Do they recieve 18.5 damage a second over 4 seconds, or 37.5 damage a second over 2 seconds.
How much should the fire damage per second be if the Burning animation isn't just an animation...
What does the community think about the different elemental damage types.
I think that cold and lightning secondary effects are basically the same, it debilitates your enemy. Stun seems more powerful than freezing, at least when it comes to who it can effect in Diablo II. Stun debilitates all classes whether they're caster, melee or ranged. However freezing only really effects attackers both ranged and melee in Diablo II. I think that freezing should slow casting rates too. Hopefully the health degeneration from fire(?), poison and disease will stack the damage and not the time. Meaning your weapon does 100 poison damage over 4 seconds, and your amulet lets you do 50 poison damage over 2 seconds, resulting in you doing 50 damage per second for two seconds then 25 damage per second for 2 seconds after that, or it could average up the difference between the durations of the two different poison modifiers and cause 50 damage per second over 3 seconds. Each scenario would result in 150 poison damage.
---------Duration (Seconds)------
--------1------2-----3-----4---->
--------|_____||____|_____|___>
2-4(s)--|50___||50__|25___|25_>
--------|_____||____|_____|___>
3(s)----|50___||50__|50___|___>
==========================
With freezing and stun duration, should the duration stack with multiple modifiers or last as long as the longest modifier only increasing the chance at which the target is frozen. For example; a weapon could cause 25 cold/lightning damage and a freeze/stun duration of .5 seconds combined with a ring that deals 10 cold/lightning damage and a freeze/stun duration of .25 seconds. Would it be better to result in a combined 35 cold/lightning damage and .75 second freeze/stun duration each time a target is by chance frozen or stunned, or the duration could have twice the chance to freeze/stun but freeze/stun either .5 seconds or .25 seconds.
Perhaps fire damage, instead of another d.o.t. modifier it could cause splash damage, causing fire damage to each for adjacent to the target. Stacking fire damage would have the obvious benefit of causing more splash damage with no need for elaboration.