#Occult Necklace rework suggestion

22 messages · Page 1 of 1 (latest)

topaz sleet
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This of course would be capped at an additional 1% if magic damage boots ever enter the game, but that would be the theoretical cap for it, as there are no other equipment slots that lack gear with magic damage.

knotty shale
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The boost should just be a flat number and have an attachment to give it whatever increase

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Imo down to 4% and have the 6% removed moved to ancestral, 2% per piece

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At the end of the day it's zero sum offtask and a slight nerf to slayer helm users (boo hoo)

topaz sleet
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I don't think it necessarily needs to be bound into just ancestral, I think it's a little more freeing on the game strategy level to have it be +1% per gear worn. I do like the idea of having it be a flat 4% and have an attachment make it scale with other gear

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You're still never going to be able to get around it for absolute max though, provided that ancestral remains BIS

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My proposal gives the opportunity for the scaling buff to be useful for something like Virtus on non-ancient spellbook; not as good as ancestral on a piece by piece basis, but allows the occult to scale up so you still get benefit from fully magic-ing out your gear

knotty shale
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Virtus is precisely the reason I want the removed damage to go to Ancestral.

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No reason for Virtus to not only bench Ancestral because of damage (would much prefer it doubled accuracy for ancients instead)
But also have all around magic damage so that it's less bad when using things that are not ancients.
Just like the prayers it's trying to wear 4 hats at the same time and it's coming at the cost of a hard to get set that gives a relatively small boost (compared to occult/tb) that reminds me of the arcane sigil dilemma

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So when the occult nerf comes which is way overdue i hope they use this to make ancestral less of a bad upgrade, which virtus will make an even worse upgrade.
(300m set for 6% vs a 100m set for 3%[12% ancients])

tight nest
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I agree with your 4% , as anything between 2-5% seems reasonable and useful.

But the rest of your suggestion would leave us in the exact same situation where your magic bonus is heavily reliant on the occult still

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The issue that they're trying to fix with occult is that it offers so much of a bonus that it limits the design space for all magic upgrades as you can't add incremental % without making the max too high
This suggestion doesn't address that

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Also unless I've misunderstood, this would literally be a buff to the occult if new magic damage gear came out in the form of boots or ammo slot

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Simple solution is best long term.
Nerf it to 4% , give the missing 6% accros ancestral pieces so they become more valuable.
Give the other mage robe sets a % bonus depending on their tier so people who don't have max yet still have similar max hits if they bring the switches

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I.e

Ancestral 4% per piece
Virtua 2/4% as per blog
Ahrims/dagonhai 2 % per piece
Mystics/Blood/swamp bark 1%

warm garden
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No

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No support

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Keep it at 10%

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There is no issue

wet fox
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i think this is a stupid idea because the way magic damage % works it already scales pretty hard with your gear

topaz sleet
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One of you doesn't understand the problem, and the other doesn't understand the suggestion, feedback disregarded

tight nest
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lol feel free to disregard it , but i would suggest you think throught the suggestion a little more