Winterburn
It's the nature of man to ask questions.-Belgarath
Hi.
Now this is going to ruffle some feathers, of that I'm sure.
There are monsters that get healed by certain elemental damage (Iron golems gets healed by fire, the acis stone elementals in acid wit gets healed from acid and then there are some that gets buffed by some, like the flesh golems that gets hasted by electric and there might be more that I just can't think of on top of my head).
Then there is also monsters that are immune to certain elemental damage. Now both the sorcerer and alchemist have a bypass skill for this which I for one are all for (saw another post a few days ago about someone not liking that, something about no more "silverbullets" or something like that if you want to read that guys post).
Now for my suggestion:
Since the pact damage is really the key damage output on a warlock I don't think it should count as elemental as in like a fire spell or an acid spell. For me it's more like a deity damage that just happends to be elemental in it's "shape". I would like it to be counted as untyped damage and it could either be boosted by the element it's supposed to represent aka fiend pact although the damage type is "untyped" it gets boosted by fire spellpower and fire lore for crits or all warlock pacts could be boosted by impulse and kinetic lore spellpower which would make gearing easier since the other part of the damage is force (unless you use the skill that makes it evil).
I would be ok with either of those options but if that makes it too easy then make it boost by the element that it's representing, aka Fiend - fire spellpower, Great Old One - acid spellpower etc, just make the damage type untyped.
This way you don't have to turn off your pact every time you run into monsters that are healed or buffed by your main damage type. Or be secerly crippled when fighting mobs that are immune to your pact damage.
I don't want to change the look af the blasts or anything and I kind of still want them to be representative of the elements since it makes it cool, I just don't want it to be treated as for fiend as example as normal fire, but a demons fire that nothing is immune to or gets healed/buffed from and the easiest way to make that change i think would be to make the damage untyped but still look like fire.
Edit: I kind of take back where I want it to be boosted by impulse/kinetic lore. Even if I would be ok with that change I would rather it's boosted by the element it's supposed to represent.
Now this is going to ruffle some feathers, of that I'm sure.
There are monsters that get healed by certain elemental damage (Iron golems gets healed by fire, the acis stone elementals in acid wit gets healed from acid and then there are some that gets buffed by some, like the flesh golems that gets hasted by electric and there might be more that I just can't think of on top of my head).
Then there is also monsters that are immune to certain elemental damage. Now both the sorcerer and alchemist have a bypass skill for this which I for one are all for (saw another post a few days ago about someone not liking that, something about no more "silverbullets" or something like that if you want to read that guys post).
Now for my suggestion:
Since the pact damage is really the key damage output on a warlock I don't think it should count as elemental as in like a fire spell or an acid spell. For me it's more like a deity damage that just happends to be elemental in it's "shape". I would like it to be counted as untyped damage and it could either be boosted by the element it's supposed to represent aka fiend pact although the damage type is "untyped" it gets boosted by fire spellpower and fire lore for crits or all warlock pacts could be boosted by impulse and kinetic lore spellpower which would make gearing easier since the other part of the damage is force (unless you use the skill that makes it evil).
I would be ok with either of those options but if that makes it too easy then make it boost by the element that it's representing, aka Fiend - fire spellpower, Great Old One - acid spellpower etc, just make the damage type untyped.
This way you don't have to turn off your pact every time you run into monsters that are healed or buffed by your main damage type. Or be secerly crippled when fighting mobs that are immune to your pact damage.
I don't want to change the look af the blasts or anything and I kind of still want them to be representative of the elements since it makes it cool, I just don't want it to be treated as for fiend as example as normal fire, but a demons fire that nothing is immune to or gets healed/buffed from and the easiest way to make that change i think would be to make the damage untyped but still look like fire.
Edit: I kind of take back where I want it to be boosted by impulse/kinetic lore. Even if I would be ok with that change I would rather it's boosted by the element it's supposed to represent.
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