JohnCarver wrote:Entirely inaccurate from my perspective. First, I don't think its reasonable to assume that anybody is going have enough rares to socket each piece with it. But even if they were, it would give them a total of +5 in that slot extra dmg on average. Multiplied by 8 slots thats a total difference of +40.
+40 in gear difference is pretty insignificant. Certainly the guy with all extreme rares has an edge, but as I stated before, this is nothing a player 'needs' to be competitive as I can guarantee a skilled fighter who spent his time learning the system and perfecting his technique will overcome a +40 stat difference over the guy who spent the same time spamming/farming rares.
People would not be using it instead of the second best thing but the worse thing that they would otherwise slot, so its a lot bigger difference, also remember that most of the top clothing items require rare drops too. Look at Piercing Power the top 2 are rare drops(because Bears are so rare their paws/claws may as well be considered rare) and the 3rd is still fairly uncommon and the difference between the rare drops and everything else is substantial, 25 PP on a needle and 13 on a fang, and of course WSS are very rare and still easily the best combat artifact.
The problem I see with all the rare drops is that while grinding them you do not feel like you are making any progress, you are just spamming **** and praying to the RNG god that you get lucky. I think it would be much better if the top **** instead required more items, but items that dropped more often. So that even if it took the same amount of work to get them you could be making progress over time, this would also help prevent RNG from screwing people and encourage trade to get all the parts of the items.