Food wrote:Glad to be wrong and hear that items are being worked on from the get-go
By the way, when you say sacred uniques should follow a concept what do you mean exactly? I guess you mean that they follow the lore or are a better fit for a certain "themed" build (like, ice or storm etc) but there probably is something more to it
More like follow a theme or be unique, lore has nothing to do with it, the idea is to prevent boring items that are just a mash-up of stats or repeated themes. There's actually a topic in the hidden sigma forum by suchbalance, where he even describes the reasons to get rid of certain uniques. It's actually really interesting, and he does a great job, what better way to explain the thoughts behind this rework other than quote sb himself?
(I hope he doesn't mind)
Example:
Strength Beyond Strength
Strength Beyond Strength
Gothic Plate (Sacred)
Defense: (8339 - 9198) to (10115 - 11157)
Required Level: 100
Required Strength: 675
Item Level: 120
1% Chance to cast level 36 Pyroblast on Striking
Adds 25-38 Damage
150% Bonus to Attack Rating
+50% Damage to Demons
25% Life stolen per Hit
10% Deadly Strike
+(172 to 200)% Enhanced Defense
1% Reanimate as: Random Monster
-5 to Light Radius
Socketed (6)
vs.
Scales of the Serpent
Scales of the Serpent
Gothic Plate (Sacred)
Defense: (7481 - 8308) to (9074 - 10078)
Required Level: 100
Required Strength: 675
Item Level: 105
15% Chance to cast level 40 Arachnomancy on Melee Attack
4% Chance to cast level 12 Time Strike on Striking
(31 to 40)% Hit Recovery
+90% Damage to Undead
Adds 200-300 Poison Damage over 2 seconds
-35% to Enemy Poison Resistance
5% Chance of Crushing Blow
Weapon Physical Damage +(25 to 30)%
+(144 to 171)% Enhanced Defense
+100 to Strength
+50 Life on Melee Attack
Socketed (6)
suchbalance wrote:so both sbs and sots work with range wdm but give you an extra incentive to be melee in terms of a proc. honestly these are both very similar but sots just edges it on concept by virtue of being poison themed, whereas there are many other fire procs on chests and in all fairness aoe attack isn't really the most logical property to grant to an item which is not a melee weapon. finally while the pyroblast proc is powerful it has no synergy among the rest of the stats so it feels out of place thematically
Basically he's gone through all SU's (and TU's) analyzing them conceptually - since this is a heavy creative work, you can thank him for saving like a month time of development
and the good part is he's almost done.