What if you just offered a straight up conversion: 100% of all damage is converted to arcane?
The only problem I foresee is that with the Crystal Shard (20% arcane affinity and practically the only time I've ever seen arcane infinity), you'd be wandering around damn-near invincible for the bulk of the game.
On the flip-side, my earlier suggestion was to just increase the resistance cap 15-25%. I still like that idea… ultimately, the reason resistances are kind of pointless in this game (and I honestly don't even bother paying attention to them unless I'm trying to kill Atamathon) is because of resistance penetration and spellshock.
It's hard enough to get resistances very high and then to have it hit a ceiling at 75% is irksome but then, that number isn't really useful because you're constantly getting hit with things that reduce them anyway. To some extent, it's just an overly-complex mechanic. I think the idea of this prodigy could solve that, for those who wanted to prioritize it.
Given how many things can lower resistances (and in the case of something like feed, I'm not sure why a distinction is made between individual resistances and "all." Why is that even a separate category?), it's always struck me as odd to have a resistance cap at all.
Aether Permeation prodigy
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Re: Aether Permeation prodigy
Yeah that's correct though how common it is never met this artifact before. converting 100% damage is bad idea(both player damage asking for OP mess, and recieved esp. this rare as arcane easy to counter cause you throw away lot's of stuff), 50% is good enough. In fact if with crystal shard in mind it can give 5% affinity and just convert half. or just convert this interesting idea tooDelmuir wrote:What if you just offered a straight up conversion: 100% of all damage is converted to arcane?
The only problem I foresee is that with the Crystal Shard (20% arcane affinity and practically the only time I've ever seen arcane infinity), you'd be wandering around damn-near invincible for the bulk of the game.
On the flip-side, my earlier suggestion was to just increase the resistance cap 15-25%. I still like that idea… ultimately, the reason resistances are kind of pointless in this game (and I honestly don't even bother paying attention to them unless I'm trying to kill Atamathon) is because of resistance penetration and spellshock.
It's hard enough to get resistances very high and then to have it hit a ceiling at 75% is irksome but then, that number isn't really useful because you're constantly getting hit with things that reduce them anyway. To some extent, it's just an overly-complex mechanic. I think the idea of this prodigy could solve that, for those who wanted to prioritize it.
Given how many things can lower resistances (and in the case of something like feed, I'm not sure why a distinction is made between individual resistances and "all." Why is that even a separate category?), it's always struck me as odd to have a resistance cap at all.
30% with primal to break even or 40% for weak heal though I dunno maybe there is a lot of damage reduction in game)hmm shield torques, shields of solipsist. question does damage absorbed to shield contributes to affinity gain(I mean damage shield, disruption shield, dispersion, time and such) then maybe just convert half is good enough you gain weak heal every time you shield and use primal would think will work with skeletons if premanition gets 1-5%. otherwise you rely on crystal shard.