Calm down certain affixes

I’ve looked through possible affixes for Kilrian’s Skullbreaker (but applicable for all maces, if not melee weapons) and here are results:
“Of Spellweaving” has 21 variations at any giving level range. Those count separately and maybe 4-5 of them are somewhat useful for this particular weapon at best.
The rest magic suffixes combined take only 17 slots. Basically 55% of slots are taken by a single suffix, which itself can give useful bonuses around 11% of times. So 40% of magical suffixes are literal filler.

Next is Riftscourge Slicer (a dagger):
“Of Spellweaving” takes up merely 50% of magic suffixes, because there are 21 other magic suffixes.
However, its prefixes is an absolute shitfest, both rare and magic ones. Certain prefixes have like 20 variations and there are several of them. For example, magic prefixes have 6 mastery-based groups, each having 25+ variations. So it’s 150 prefixes of questionable usefulness, while there are only 5 non-class prefixes.

Honestly, it would be better if “of Spellweaving” would give +% all damage while taking only 1 slot. And magic mastery prefixes changed to +1 mastery skills, while rare to +1 to different masteries.

Hopefully I’m misinterpreting your magic class affix suggestion of giving +1 to a Mastery, because that would be OP. I could see +1 to 2-3 skills, but not +1 to all. I agree there’s way too many versions of the class prefixes though.

Not realy OP, most good legendary have +1 to mastery on top of other powerfull bonuses, like %OA, or crit dmg, or RR proc.

Strigvir, i agree, most of green afixes are useless placeholders that should be changed for something usefull at least for someone =)

Yes, but keep in mind these are MAGIC affixes we are talking about, which are ridiculously common. Not to mention this would allow +1 to all skills to be found on slots where it currently doesn’t exist, like on medals, rings, and chest armor. No magic affix currently even approaches this level of power, and it would be stronger than 95% of rare affixes as well.

Why not restrict +1 to amy, weapons, hat and chest armor? Problem solved =) And we have better chanses to roll something usefull on other slots.

TQ has affixes that give +1/+2 to.masteries and that alone makes greens competitive against legendaries.

We are talking about MAGIC affixes because I am too lazy to do a complete analysis. It’s just abundance of trashy affixes gets super apparent when you see a list of them.
Also there are certain magic affixes which do better than most of rare ones. “Of Vitality”, “Vampiric” and “of Alacrity” come to mind. They only get beaten by straight rare upgrades which include their base stat.

They may represent 50% of the affixes, but not 50% of the drop rate.

80%?

FeelsSpellweavingMan

I generally don’t dislike “of Spellweaving” that much but the endless combinations are really a bit annoying.
I feel like trading one of the “+% to x damage type” bonuses for a “+% to all damage” bonus and consequently toning down the other magical damage bonus’ percentage rating accordingly wouldn’t be such a bad move, but instead giving a skill bonus could not only make that affix too powerful, it would also not mitigate the problem of too many possible combinations.
Instead of having a bonus for a damage type that is of no use to you, you would then have a bonus to a skill that your character doesn’t even have.

Agree. I think prefixes and suffixes should be mastery dependent.

That’s never going to happen because it doesn’t encourage you to play multiple characters, which I think is a goal of this game.

Even if it’s not 50% drop rate, the affix itself is only useful 11% of time for any given weapon it spawns at.

This is possibly by design, so as to create a distinction between good and bad items, and also control rarity. Might as well ask for a flat increase of drop rates.

Do you like Path of Exile by any chance?

so ? the way I see it the drop rate accounts for that. Either you get fewer drops with a higher chance of a ‘good’ affix or more with a lower chance, either way you find about the same amount of ‘good’ items.

If you think you overall get too few, you are probably better off just changing probabilities for affixes and double-affixes on dropped items