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TOPIC: Transmute Ideas Please!

Transmute Ideas Please! 1 month 1 week ago #457

Bob Chasan wrote:

Picc wrote:

Wade Schwendemann wrote:

Picc wrote: I would be very down for a ring of focus type item at the rare level. Maybe break it out into healing or damage if there is concern about the original rings power level.


What about each one as a rare, and both as a 4 star transmute?


I think it's fine from a power level point of view. I'd be a little leery of the 4 star transmute because Its so close to the UR ring of focus and 4 stars are typically between rare and UR, but ring of focus is generally considered to be one of the weaker focus items. Over all its probably fine, but I might put some kind of restrictions on it, like no stacking the 4 star and one of it's rare components at the same time for example. That all said it's been a while since ring of focus was in print and its kind of considered mandatory for most serious caster builds so we'll probably have to reprint some version of it eventually. Might as well go for it sooner then later since it keeps getting suggested year over year.


How about a Ring of Focus reprint with a transmute combo of Ring of Stone Cold Concentration for +3 cold damage for spells.?
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I don't think Ring of Focus should ever be reprinted - it has joined +1 Falchion of Lifestealing and +1 Plate Armor on the UR dustheap of history.

A rare ring that conveys the same effect as Ring of Focus would be fine. Alternatively print +2 to damage, and +2 to healing in separate rare rings.

Melee players can get +5 damage in rings with a UR and a $20 combo token. (And leave unused at least two different +1 melee damage rare rings)

Ranged players can get +4 to damage rings with a UR and a UC.

Spell players can get +1 to spell damage and healing with a UR ring, and nothing below UR.

UR/R spell players could use a ring that boosts focus.
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Last edit: by Matthew Hayward.

Transmute Ideas Please! 1 month 1 week ago #458

Xavon wrote:

Fiddy wrote:

Xavon wrote: Thinking about the discussion in the rare thread, how about something like this:

Ring of Channeled Thunder
+2 pts of Shock damage with spells


For most purposes, that is effectively a +2 Focus item that only affects offensive spells. Probably too powerful for a Rare, where we've mostly had +1 Focus items. Side thought: whenever we add typed damage to spells it is a little odd (my opinion), since the party card doesn't actually track bonus damage types for spells as a separate thing.

Xavon wrote: Necklace of Focused Flames
+2 pts of Fire damage with melee attacks


That part seems perfectly reasonable.

Xavon wrote: Emblazoned Chains
+2 pts of Fire and +2 pts of Shock damage to melee/ranged/spells. Uses neck slot and one ring slot.

The recipe would be the two rares plus a handful of other stuff.


It sounds like you're intending this as a 4-pt Exalted transmute? You're taking up two of the more powerful slots, but giving a bonus that is just shy of the Boots of the Four Winds. Now, the BoT4W is Eldritch, so you aren't going to run across something that can resist the damage added by the Boots. But we also haven't seen anything vulnerable to Eldritch (and I think we have occasionally seen things vulnerable to other energy types?) Alternative comparison: you're giving double the bonus of Draco-Lich Claw Charm (a Relic).

Yes, you're taking up two powerful slots, but it still feels a bit on the strong side. I'd probably change the ring to a functional reprint of the Ring of Focus (moving the reprint down to the Rare level), swap the necklace over to shock instead of fire (shock is less likely to be resisted) and change the Exalted to +3 total bonus (shock).


Where would you say Glove slots compare to Ring or Neck?


Gloves are closer to rings...unless you are strangling someone, then it's neck&neck.
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Transmute Ideas Please! 1 month 1 week ago #459

Matthew Hayward wrote: A rare ring that conveys the same effect as Ring of Focus would be fine. Alternatively print +2 to damage, and +2 to healing in separate rare rings.


For Wizards, those are basically a +2 Ring of Focus and a Ring of Does Nothing (and the opposite for Clerics basically).

I know we shouldn't do +1 at UR again, but +2 at Rare feels a bit extreme of a swing.

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Transmute Ideas Please! 1 month 1 week ago #460

That all said it sounds like the +1 ring of focus might actually be a good target for a target for a transmute in the same vain as belt of ogre mage power/Girdle of Hill Giant Strength
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Transmute Ideas Please! 1 month 1 week ago #461

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The reason I brought up gloves is because last year we had Blessed Wind Gloves, which gave +2 damage to both range and spells. Those transmuted to Blessed Tempest Gloves, which are +3 to range/spells.

So I would have a hard time thinking that a Exalted neck slot that gives +3 to range/spells and melee too would be unbalanced, as the neck slot is the premium slot. Adding an additional +1 for a ring, another high tier slot and already has some +1 melee items also doesn't seem out of bounds. Especially since you are locking in both of those slots, and double especially considering you could get high numbers with the right UR or higher ring and neck slots. It might give a leg up to spell damage, and maybe it should be non-typed instead....
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Transmute Ideas Please! 3 weeks 4 days ago #462

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Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).
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Transmute Ideas Please! 3 weeks 4 days ago #463

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea
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Transmute Ideas Please! 3 weeks 4 days ago #464

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?

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Transmute Ideas Please! 3 weeks 4 days ago #465

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Endgame wrote:

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?


Um, no? It's not like everyone will own the relic, more or less the legendary.

We might end up seeing a lot more half Fire/half X damage.

Besides, if TPB did make this token, and then eliminated Fire completely, it would be bad for the game.

Finally, -X Fire damage is fairly prevalent, and it's not that hard to get -15 or even -20 Fire damage, which will knock out Normal and even HC Fire damage most of the time.
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Transmute Ideas Please! 3 weeks 4 days ago #466

Xavon wrote:

Endgame wrote:

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


Wouldn't this basically mean that you would never see fire damage in the dungeons to make sure things are balanced?


Um, no? It's not like everyone will own the relic, more or less the legendary.

We might end up seeing a lot more half Fire/half X damage.

Besides, if TPB did make this token, and then eliminated Fire completely, it would be bad for the game.

Finally, -X Fire damage is fairly prevalent, and it's not that hard to get -15 or even -20 Fire damage, which will knock out Normal and even HC Fire damage most of the time.

So lets say this is implemented, and fire damage is not removed from the dungeon as a common damage type.

We end up with a binary situation where some groups breeze through the dungeon because they ignore large chunks of damage, while other groups get roasted because they aren't packing anything to reduce fire damage to 0.

Of course, the ring of fire resistance already exists to halve damage, so what do I really know?

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Transmute Ideas Please! 3 weeks 4 days ago #467

Bob Chasan wrote:

Xavon wrote: Earcuff of Fire Resistance
Reduce Fire damage taken by half (rounded up)

Earcuff of Fire Negation
Reduce Fire damage taken to 0.

Earcuff of Fire Absorption
Reduce Fire damage taken to 0, heal the amount of Fire damage negated (up to 5 pts).


I really like this idea


I really like this idea, I think the level of power is maybe wrong though. Rare rings do this same thing as the ultra rare already, granted in a different slot.
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Transmute Ideas Please! 3 weeks 4 days ago #468

macXdmg wrote:

Xavon wrote:

OrionW wrote: Earcuff of the Firebird: 3 Fire Resistance and Heal 3 when you would take Fire Damage.

I am not sure if 3 is the correct number, but I think the concept would be fun.


But more often than not, it just works out to 6 fire resistance.


Fixed it, I like it. 4 points of fire and 4 points of physical would be almost nearly become 0 with such an item.


Earcuff of the Fire Falcon: 5 Fire Resistance and Heal 5 when you would take Fire Damage.

Shiva’s Earcuff: 7 Fire Resistance and Heal 7 when you would take Fire Damage.

Because ideas are like a forest floor, worth exploring ... with fire?
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