Thursday, April 12, 2012

Runed Hydra progression...? - Page 2

[:1]Quote:








Leveling Hydra *speculating of course*: A healthy mix of

Increased AP cost.

Increased duration.

Increased base damage.

Decreased cooldown.

Frozen:

Increased chill duration.

Increased AoE.

Lightning:

Increased bounces.

Increased range.

Arcane:

Increased AoE.

Increased attack speed.

Acid:

Increased AoE.

Increased DoT damage.

Firewall:

Increased AoE length.

Increased DoT damage.




I think these are some good assumptions that look pretty much like Diablo II, but with some Diablo III spice.|||Just some speculation: [All numbers are used for demonstration purposes only so they may appear either overpowered or underpowered]

Alabaster:

Level 1: Increases number of attacks per second by 20%.

Level 2: Increases Hydra spell duration by 5 seconds

Level 3: Adds small AOE effect to each arcane bolt

Level 4: Reduces enemy arcane spell resistance by 20%

Level 5: Hydra critical strike chance increased by 10%

Level 6: Hydra critical damage increased 100%

Level 7: Each Hydra critical strike adds a debuff that increases Wizard critical strike chance on affected target by 25% for 5 seconds.

Crimson:

Level 1: Damages and freezes enemies for 2-4 seconds

Level 2: Increase attack radius and range by 5%

Level 3: Reduces enemy movement speed by 15%

Level 4: Reduces enemy attack speed by 15%

Level 5: Increases critical strike chance of cold spells by 15%

Level 6: Increases critical strike damage of cold spells by 15%

Level 7: Hydra has a 5% chance on each attack to cast Blizzard equal in power and level to the Wizard's own spell.

Golden:

Level 1: Firewall length increased by 10%

Level 2: Firewall duration increased by 25%

Level 3: Firewall damage increased by 25%

Level 4: Firewall length further increased by 10%

Level 5: Firewall duration further increased by 25%

Level 6: Firewall damage further increased by 50%

Level 7: Causes Firewalls to travel in random patterns across the ground, damaging anything in its path.

Indigo:

Level 1: Increases range by 25%

Level 2: Increases number of jumps by 25%

Level 3: Each attack reduces enemy hit rating by 15%

Level 4: Increases Hydra attack speed by 15%

Level 5: Causes random thunderbolts to attack enemies while Hydra is active.

Level 6: Reduces enemy lightning resistance by 25% for 3 seconds after enemy is damaged by Hydra.

Level 7: Removes all damage reduction from each jump.

Obsidian:

Level 1: Adds an AOE effect

Level 2: Adds a DOT effect on primary target (not enemies damaged by AOE) that lasts for 4-7 seconds

Level 3: Attacks splash off enemies, leaving small acid pools that damage and temporarily slow enemy movement speeds.

Level 4: Increases Hydra attack speed by 10%

Level 5: Increases Hydra duration by 5 seconds

Level 6: Enemies below 50% HP take more damage from the DOT effect

Level 7: DOT effect reduces enemy health regeneration by 50% (affects health potion effectiveness)|||I doubt there will be such drastically different effects between different levels of the same rune type in the same skill. In every case we have seen so far, the basic idea stays the same, but becomes more potent when rune levels increase. I.e. more missiles, larger AoE, longer status length, or just higher damage.

However, many of those ideas are cool and would work as the progressive elements of the runes at hand.

No comments:

Post a Comment