Definitions:
X,Y,Z... - static value.
? - in game calculated value
Follower - player's NPC ( for example Companions, Summons, mind controlled enemy, companion's Summon, ).
Allied follower - any NPC in you party including characters like Minsc in EE campaign and other player's followers.
Generic Poison - Yours damaging powers have chance to add Generic Poison stack on enemies. Basic poison deals damage based on your main weapon item level (for example) once per second for ? seconds. Each stack expires independently.
Special Poison - Poison type effects. Various effects.
Poison chance - Up to 50% chance to poison enemy.
Additional Poison chance - Independent chance to add bonus stack of Basic Poison on hit. Poison chance over maximum is converted to Additional Poison chance in X:Y ratio.
In listed character stats:
Poison damage: ?
x | Poison chance | Additional Poison chance |
---|---|---|
Any Power | ?% | ?% |
Single Target | ?% | ?% |
AoE | ?% | ?% |
At-will | ?% | ?% |
Encounter | ?% | ?% |
Daily | ?% | ?% |
Followers | ?% | ?% |
Add + to each ability that cause Generic Poison like Wererat Thief: "Active Bonus: On Encounter Use +3/+5% chance to poison target." Or Poisonous Gauntlets: "Equip: Your powers have a +3% chance to Poison their target."
Add poison description to each special poison ability with poison name, damage, time and ticks explained. (For example to Xuna, Tomb Spider)
Companion - Master Poison Maker
Active Abilities:based on Alchemist Experimenter
Active Bonus: +1%/+2% poison chance for yours powers and followers. Your and yours followers poisons decrease enemy defense, stamina gain and control resist by 1% per different poison and 0,5% per additional poison stacks, up to 3/5%
Companion - Poison Maker
Active Abilities: based on Alchemist Experimenter
Active Bonus: +1%/+2%/+3% poison chance for yours powers and followers.
Comments: Same template as Master Poison Maker, for example Master from Lockbox/Zen store/Epic Dungeon and this from campaign shop or daily task
Companion - Master Assassin
Active Abilities: Rotation: Deft Strike with poison chance increased by players single target encounter chance, Lashing Blade as a poisonous blade then Bait and Switch with exploding Bait
Active Bonus: On Daily Use +8% Poison chance, On Single Target use +4% Poison Chance
Companion - Assassin
Active Abilities: Rotation: Deft Strike with poison chance increased by players single target encounter chance, Lashing Blade as a poisonous blade then Bait and Switch with exploding Bait
On Single Target use +2%/+4%/+6% Poison Chance
Companion - Xuna, the Adventurer
Active Abilities: -||-
On At-Will use +4% Poison chance. Your Generic Poison ticks can Crit without activating on Crit effects.
Artifact - Knights of the Shield's Coin
Stats: Power, Poison Chance, Combat Advantage Bonus
Artifact Power: Summon Sniper Assassin for 30 seconds or until he make five long range attacks for ? dmg per attack. Sniper Assassin gain poison chance equal to yours Poison Chance as for Single Target Daily Power.
Set Bonus: Poisoning an enemy by you or yours follower increase damage he'll take and yours Combat Advantage Bonus by 1% for 5 seconds. Stacks up to 5 times.
Fraction - temporary name for something like Makos/Eku Omu shop or Icewind Dale or something else to apply 'Fraction's Rings' mechanic.
Fraction Mark - enchantment symbolizing one of the Fractions and another thing to farm for players during campaign.
Basic Idea of Fraction's Rings is simple, they are three slot rings with offense enchant slot, defense enchant slot and fraction mark slot. Putting fraction mark into slot change ring's enchant slots to double offensive or double defensive, depending on fractions.
After basic idea there comes some options like:
-resign from +1/+2/+3... rings bonus
-amount of stats in rings depends from fraction mark rank
-fraction marks are refineable
-fraction marks needs to be farmed at non-refineable rarities
-stats on rings are static
-stats type depends on fraction mark
-stats amount depends on fraction mark
-stats type depends on fraction mark and ring
-fraction marks adds most universal stats to ring (like hp on fraction 1 (2x def slots) and power on fraction 2 (2x off slots))
- 2 or more fractions?
- ring stats are increased after adding fraction mark
Some rings ideas (without changing stats due to fractions, if fraction marks give Power and HP, Power and HP on rings should be changed):
Ring of The Sewer Kobold
Special: Each third hit of yours At-Will combo have +50% chance to poison target. +10% for AoE At-Will instead.
Stats: Power, Combat Advantage
Degeneration Ring
Special: Damaging single enemy cause Degeneration Poison on him for three ticks. (30 sec cooldown). Degeneration Poison - Opponents deregenerate his life based on yours Regeneration.
Stats: Regeneration, Health
Commander's Ring
Special: Summoning a follower cause to increase yours and your's followers damage by 1% and give temporary Hit Points equal to yours Companion Influence for 5 seconds.
Stats: Power, Companion influence
Ring of The Laughing Skull
Special: At 3, 13 and 33 seconds in combat summon stationary Laughing Skull with 3HP and DoT immunity, 3' behind you. Gain 333 defense for each of your's Laughing Skull follower. Skulls are unsummoned 3 secs after the combat or after you leave 13' range.
Ring of The Doppelganger
Special: After 1min in party, copy random ring ability and stats among your's allies with higher item level.
Stats: Power, Recovery
Thousand Demogorgon's Falls
Special: On hit, next 1000 hits done to an enemy, decrease all his ratings by 1 until the end of the combat. Reduction stack up to 1000 times.
Stats: Armor Penetration, Power
Comment: Craftable from Demagorgon fangs and strange things.
Ring with a poisoned needle
Special: Critical hit against Poisoned enemy trigger additional tick from one of his poisons. 3 sec cooldown.
Stats: Critical Hit, Poison Chance, Power
Drunkard Lost Ring
Special: Deflecting an attack have yours Critical Hit chance to poison enemy with Enchanted Alcohol for 5 seconds. Enchanted Alcohol - Attacked enemy have 5% more Deflection chance, and if he deflect you'll have 5% chance to take damage equal to his Deflection.
Stats: Defense, Deflection
Artificer's Ring
Special: Apply cooldown reductions from Recovery to yours Artifact Power up to 33,3%.
Stats: Recovery, Power,
Special: On Encounter use: All alies affected by this Encounter Power regenerates health using your Regeneration % for three ticks. Overflow heal left as temporary health points for 8 seconds. Cooldown 60 seconds, reduceable by recovery.
Stats: Regeneration, Recovery