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Post by joethalou on Sept 30, 2020 0:23:57 GMT 1
Event runes or socketables like other jewels such as topaz, quartz, opal for additional effects. Level/Tier 1, 2, 3 is about all you would need, or not even cap it per se, but the wield cost and rarity would prevent high numbers. +50% runic cost to wield vs dragon runes: 45/90/135 for level 1, 2, 3. So 405 runic skill needed for 3 level 3s. Or you can cap it at 1 of these special runes/jewels per piece of gear. +5, 10, 15 AP/DP, or have +10%, 20%, 30% to the gear they are applied to might help keep the balance +1, 2, 3 protection of a particular element (fire, lightning, cold, poison, acid) - for those low damaging elements, you can reduce the damage to 0 +1, 2, 3 strength, agility, intelligence, instinct, will - here you can customize your armor and weapons for specific purposes +5, 10, 15 health points (not the 'health' stat) +3, 6, 9 mana points, is mana really needed? probably not +10%, 20%, 30% double item find rate on explores (and maybe mob drops?). not sure on a good percent for this +5%, 10%, 15% to double the movement point gained for that tick +5 AP AND DP, +10, +15 but only on that particular terrain, like forest. forest charm, mountain charm, lava charm +1 view, but no additional tiers to it, so 1 per piece of gear +15%, 30%, 45% health and mana regen speed These ideas could be used for all sorts of gear really, not just socketing. Also keep in mind these things are supposed to be 2-5x more rare than dragon runes. I also propose some sort of mana use upon combining and unsocketing these things and dragon runes. Maybe the mana usage is equal to the runic cost to wield them.
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