how does vampiric icon work?

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lol, does that put us over 9k hp at 120? lol

On a more serious note - I was thinking something that has a middle base value, and has some scaling mechanic with base vitality (not bonus, not % if that's possible).

So we have a little hp but nothing obsurd. probably bring us to 5-6kish at 105, but not so obsurd it scales every thing else. Seems nearly impossible to balance around late game while being useful early.

maybe even a buff that turns avoid > hp% but looses the avoid. since 12k+ hp alongside 60% avoid and free 50% dr is just way to high (dr can't be counted on for ranged though). would need to be an interesting scaling though, since avoid hits what 60+ sometimes? . . . .75% per avoid at the start would be what. 37.5% . . . . but the difficult with this is requiring perfect balance for the avoid to be required.

alternatively - something that gives vitality per dex/energy/str/vit placed.

the vitality per str/dex/vit (base not bonus)/energy (with x2 value on vitality), or +mo level in gear is probably the easiest to balance as it has a smoother scale. (the per vitality here, is to give a potential full vit build when doing purify ubers. but i haven't been there so not sure.). edit: it couldn't be as extreme as amazons gem scaling since our avoid numbers are kind of nutso. 60% avoid + 12k base hp is a little too strong. i'm thinking 7-9k just seems like a better value. IDK how i'd scale it though, outside adding a +vitality/flat hp % growth.
Edited by cyborgtemplar 6 years.
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ChuckNoRis
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investing in vitality for an assassin is a fantasy . it's nothing more than wasted stats . you would be trading block/damage for worthless hp gain per hard point in vitality
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ya, was just a thought regarding how i see people adjusting for some of the purify ubers to hit 35k+ hp. since damage looks to be a moot point there

it's early and i just woke up. so just an idea or two that popped into my head. nowhere near thought out enough
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ChuckNoRis
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assassins gain 2 hp per point in vitality . 1k vitality = 2k hp . worthless trade .

to compensate the low hp , it has a shitload of avoid , easy to get 50% DR and may reach max block without much pain . i agree that without block it's more squishy , but there are support skills to compensate .

purify ubers are doable with enough practice even with crapy hp (below 10k) . that only needs proper gear and practice
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hmm . . . . ya 400 points would be 800 hp + passive at only a 1.6k hp so horrid gain.

hmm, to keep the theme of life leech, block, avoid, and lower hp pool. Here's a potential thought.

Have the vampiric icon to give 2-3 block % and life/mana leech (10% base +1% per base point). maybe restrict it to be within the symbol?
'
+1 block [shield], class shield, +2 passive, = 57% @ 2k dex 120.

+2 block [shield], class shield, +1 passive = 66% @2k dex 120

essentially a way that allows sin to hit their max block at an earlier rate, because it's what they're balanced around. maybe even nerf it so you can add a passive allowing energy to count towards block instead of just dex for caster/throw sins.
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ChuckNoRis
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you just need full abandoned crafts , all extra sigs eaten (nihlatak farm) and half the charms to get max block . it's not something hard to get .

her HP is the only spot where she suffers in early-mid game . and overall on the fact that she already has way too many passives which are almost mandatory for all weapon damage builds . i would rather have the main attacks scale better than being forced to invest in passives (wotp/wots) for more damage . i'd like to live and see the day when those passives are gone (wotg too).
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i'd be ok with the ways going away as well. that alongside shadow refuge is a pretty large investment. I find it difficult to max gryphon + pheonix + SR + prismatic. and still have enough points to place into either of the actual synergies for the damage skills themselves. (i won't give up a minimum of like 11-12 into blink, just play style wise, i like the lower cooldown.)

I haven't played shurriken, throw, or trap well enough to know. Did a little getting trap to 40ish just for a little practice using the skills, and it's not my type of traps. the AoE explosion damage is relatively low, the good damage is when lightning is under a target. I like fire in theory, but neither of them is lightening sentry so i'm very highly biased lol. Limpet could also be really really good, but wall mounts aren't a mechanic i like. I'll probably try psychic next, as it looks to be pretty solid if you find a way to get a front line. I know throw is good for farm content but not ubers and that's fine since he's good at farm content. Shuriken looks like it could be powerful, but take getting used to the mid range, since you're still very much in danger at the range of the skill. I'm working on the throw builds mid game crafting gear atm, it's all on if i get enough shrines of that type to drop.

side note: charged strike is really really strong. all i have is the +14 from endless loop (so lvl 23) and it does more dmg than my noctule lol.
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ChuckNoRis
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cyborgtemplar wrote:side note: charged strike is really really strong. all i have is the +14 from endless loop (so lvl 23) and it does more dmg than my noctule lol.
actually , charged strike is bugged . not working 100% as intended . there are times when it doesn't apply to the initial target