Right now damage conversion is in bad spot outside of a few builds that have dedicated conversion legendary sets. Or items were blessed like Mythical Beronath Reforge. Adding the conversion on M.I. shoulder’s and chest was a small help. But conversion is still way behind in overall performance.
Having to use 2 and sometimes 3 pieces of gear just to get 100% conversion is way to steep a price to pay. All weapons that have 45% conversion should be buffed to 100%. Let’s be honest we all know you aren’t afraid to do this (I remind you of Mythical Beronath Reforge from early) This in no way shape or form will all of a sudden make weapons like Chillflame Evoker over powered.
Another one of the biggest issues with damage conversion is you need to figure out ways to get skill bonuses, but at same time stack another type of damage then the gear with skill bonuses usually give you. Making gearing a pain in the ass most times. Trying to rely on a +5 to a skill badge of mastery is not really a good solution.
M.I Shoulders should have their % conversion upped to 45% and on higer levels grant +2 to two different skills. This way you can convert some of your secondary damage also. Plus help with the bonus skill stat issue
M.I. Chests should lose the Conversion and instead grant +1 to a matching class skill (I believe there are 9 M.I. Chest’s right now which would be 1 for every class including Oathbreaker)
I wonder if I am the only one that thinks that conversion is good as it is right now. I mean, I don’t see any issues in not reaching a certain percentage of conversion at all - if you can get it, nice, if you can’t, okay.
I also think that if the game had even more conversion, we would have bullshit like pure cold PB (when it deals pierce, cold, bleeding, vitality and chaos damage) and sometimes hit more than twice the damage it was supposed to deal. On the other hand, some skills would be actually in a good spot (AAR, FoI, maybe DE).
All in one, if Crate added more conversion, sure, I don’t mind at all, but the game might get boring if we’d be able to stack up conversion up to 100% on every build. I’d rather see a possibility of conversion to a single skill, that it converts all damages a certain skill has to one particular damage type, again, for certain skills. Would be nice to have an item that converts all Primal Strike damages to fire, for example, but if we could convert 100% of physical and lightning damage to fire, globally, the game would be kind of stupid and boring.
I disagree. Using one dmg type is a stain advantage and should come with a price. A few skills is a reasonable price to pay for it.
We just need more conversion options for some dmg types. Most notable:
1)Aether to fire conversion for Arcanist
2)Chaos to fire conversion on Demo
3)Chaos to poison conversion on Ocultist
And what price is Being made Converting 100% of not 1 not 2 not 3 but 4 damage types on Mythical Beronath Reforge?
And the price for converting damage right now is absurd if you use any other item then MBR. You need 2 to 3 items just to convert the damage then depending on what you are converting you need to waste 2 to 3 more gear slots to get + skill points.
Only good conversion right now is converting procs And Callidor’s Tempest.
To me the point of conversion is to combine 2 skills that normally wouldn’t be paired together (Like BWC & DEE). Not making BWC do all fire damage which can already be done very easily.
A toggled buff that eats energy regen and energy reserved, no pluses to any skill in a mastery and the fact it takes a weapon slot. Not to mention the stats in Beronath Reforged are not exactly great. And the armor piercing on the weapon meant for physical, which means 10% of physical damage is turned into pierce.
Also, the game can’t have static conversion. There’s no 100% static conversions, because the value has to be always random. Avenger Crusher goes from 80% conversion to 120%.
Beronath has no +skills. Its a sword. Its a sword w/o flat dmg on it and with 10% pierce ratio.
Compare it to Warpfire - +1 to relevan masteries, imbued proc with 10% RR and its a dagger.
I’m also of a mind that global conversion is in a good position right now and is only going to get better as more options are introduced in Forgotten Gods. I especially like conversion being added to MIs though as it gives many that were neglected or outright outclassed before more of a niche (e.g. Fleshwarped Pauldrons and 2 Seal of Might gets 80% conversion).
If that is truly what you think, then that is a rather jaded view of conversion.
To me the point of conversion is to combine 2 skills that normally wouldn’t be paired together (Like BWC & DEE). Not making BWC do all fire damage which can already be done very easily.
Both of those are valid uses of conversion - enabling new concepts and empowering existing but mundane ones.
The second especially is important as it is one of the few ways that builds around pure damage spells like Trozans Sky Shard or BWC have of increasing their preferred damage on these spells (due to a lack of weapon damage).
Well, empowering non-physical epics is a good way to go. the other seals could get comparable conversion to seal of might (25% insteead of 10%).
putrid necklace/ugdenbog venom launcher could use more love in terms of conversion too. 45% is almost workable, but 50% would be better since it’s an item skill modifier (so static), and takes 2 slots for 90% ele,ental->acid conversion, wwithout good way to get both +skills for the skill to be converted, and relevant damage bonuses. Never mind that going for max overcap supercharges relevant elemental skills (TSS, Inferno, etc.)
compared to the craftable blood orb of chton, it’s nowhere near as strong, even with the best uber-rare affixes, and it’s either two weapons (giving up the +1 to class skills from some faction items, and the +2-3 to specific skills from mythical legendaries) or a weapon+amulet. Amulets are a contested slot, by the way.
Never mind the utter lack of any set or epic or MI that lets you beef up these DoT skills and also the %acid damage.
The problem with conversion builds is that outside of sets (that are fine) you suffer a serious damage penalty as a cost for your weird conversion. With the new MIs you can now do weird things like elemental drain essence but there’s no item support for it, you need to find a bunch of rares with the right stats, which either takes forever or you need to gdstash them. Neither is much fun for me.
Similarly you can make tons of skills physical with beronath but there’s zero item support for physical outside melee items, if you’re trying to make a caster, well bad luck.
This is what prevents me from making all sorts of conversion builds. Yes you can make them, but it costs you 500 to 1000% of damage and lots of +skills.
Edit: the power of conversion is to make skills with multiple damage types into one type, so that standard items still support your build. Not to do weird but fun things. Sadly.
Just one quick question about beronath reforged as I’m just making a build using it and I want to make sure I got it right. So as I understand it now, that weapon will only convert offensive skills, devotions, etc. Everything that procs on block, hit etc. probably doesn’t get converted. So let’s say for example I pick light of empyrion constellation, the proc activates only when hit by melee attacks. It gives physical and fire dmg, as I understand fire dmg won’t get converted on a proc since it’s not an offensive one.
However the dmg on one of the nodes will get converted, I forgot which node exactly, but light of empyrion also has a node with fire dmg.
Light of Empyrion’s Fire damage would get converted to Physical as well. Beronath, Reforged converts all Elemental/Chaos damage everywhere to Physical regardless of how it is found, conversion doesn’t discriminate between offensive or defensive procs like you think.
What doesn’t get converted that might be confusing you is Retaliation damage - Retaliation can never be converted.
Regarding the issue with item support for conversion. It is a problem unfortunately but an understandable one - there are so many different concepts and combinations of skills that can be done with conversion that it is difficult to support them all through gear. There are rare affixes as mentioned but they are hard to find as there are more than 1 for every combination of mastery (for different skill combinations) and making them more common is going to dilute the affix pool just like how people complain the single mastery prefixes or ‘of Spellweaving’ are too common. +5 Badge of Mastery are also hard to craft (due to RNG) which also doesn’t help.
What I’m saying is, I don’t know how they could improve the situation :undecided:
Make conversion also convert % damage relative to the amount of conversion you have. Then reduce % damage on gear by 40-60% (multiplicatively) but boost % damage scaling from cunning+spirit substantially.
AlienEmoji, all flat damage from all sources will be converted, except for Retaliation damage.
Considering that builds lacking in conversion would not convert the % damage that it has it would still be a nerf relatively to builds that do have conversion.
Still uncalled for.
I guess I omitted mentioning not to convert cunning/spirit damage, which should come naturally anyways since cunning/spirit don’t really interact with terribly much else as it is.
1)It discourages using a skill in its natural unconverted form even further. This is already the case for some skills (for example ABB) due there being more skill mods for the converted version then the unconverted version of the skills.
A Darkblaze pyromancer build would be buffed from this while a purifier/elementalist build around the ulzuin set would harshly nerfed.
2)Elemental damage %. This would make the elemental damage% stat incredibly powerful for builds that convert elemental damage to x(readily available for aether, chaos and physical damage). This could be solved by nerfing the amount of elemental damage % on gear/devotions but this would in turn be a rather large nerf for pure elemental builds that are already rather weak, with a few exceptions. I do not see a good solution for this.
Needing to invest more in cunning and spirit would mean a nerf to builds that deal magical damage vs builds that deal physical damage based due spirit being far less useful then cunning.
Forcing a x magic damage auto attack builds to pump spirit to deal the same damage as before while only getting bonus energy while the physical damage builds get more OA hardly seem fair to me.
If we’re discussing a theoretical change that will never happen, i think making spirit (and cunning) more appealing is also on the table.
As to 2), isn’t that only an issue if you treat it as three instances of % damage instead of one? Elemental, with respect to conversion, is already different from its constituents even today.