

Or, the fireball could be buffed by a few legendary/rare polearms, that turned out to be magical polearms or whatever. Or let Spells like Fireball only get buffed by the Weapon Damage of Wands, Staves or other Magic Weapons, so that even if your Sorceress has a Polearm equipped, she can cast Fireball, but the Fireball does not get buffed by its Weapon Damage. But get a legendary that turns it into a lightning explosion, well now that can also add in some overload scaling.

Hammer of the Ancients isn’t an “overload” skill. It also means you can do things with Legendaries. But you’re no longer just looking at what gives a big number, but what can support your skill build. Obviously such a system still has major issues in terms of balancing and complexity. This also means you get gear that can have 2 or 3 different stats, and you don’t have to worry about generically just increasing the damage of everything like the trifecta problem of Crit, Crit Damage, and AS/Elemental damage. You now don’t just choose which green number is bigger, but can consider if you want to lose some basic attack damage, for a new milestone bonus. What this does is it gives soft caps for stats that players will seek out. If you get 50 “impact” now you can chose a bonus for all your impact skills. What you can do with a different stat system is add in milestone bonuses. Physical damage and Magical damage are just that. There’s no possibility for variety in what those stats do. There will still be other stats that boost the dmg of all skills, and there should also be stats that boost some skills and not others (like +fire dmg, +single target dmg etc.)īut all it is is damage increase. And it makes sense within the context of the skill without just slapping scaling on everything for a dual stat system.īut that will also be true for for a physical/magical system. So both classes can take advantage of a stat based on the skill without relying on P. It’s really just boring number crunching to try and get a good balance for shoehorning in a stat system that doesn’t really fit intrinsically to a physical/magic based class.Ī single damage value is fine, if there’s other stats that apply to skills based on what they do.Īn example is those two skills have impact (they hit hard), so an “impact” based stat could be applied to both easily.īut one can have an elemental “overload” stat (meteor) and the other can have a “strike” stat (Hammer of the Ancients) and now you have 3 stats which apply to said skills, but one is shared and increases both.

If asymmetrical then how do you balance out a phys Sorc/Barb vs a mag Sorc/Barb? If no then what’s the scaling for how much phys or mag is applied to said skills? Is a Meteor or Hammer of the Ancients physical, magical or both? If both then does it matter if one weapon has 200 phys and 1000 mag, or 1000 phys and 200 mag? I really find it boring to constantly fall back onto that system.
