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Skill Runes

No change in size, 13:00, 16 April 2011
Rune Functions
[[File:Runes5.jpg|thumb|125px|The five Runes.]]
The functions of the runes are not entirely predictable in a given skill. Their bonuses vary widely and wildly, and all rune functions are custom assigned by the devs; none of them are simply +x damage, or +X casting speed. ([[Gems]] provide those sorts of predictable bonuses when socketed into items.) Creating and implementing the rune effects was a tremendous amount of work for the developers and artists; there are nearly 150 120 skills x 5 runes in each.
While the rune functions can not be entirely known in advance, it was thought that hey they would have general properties that transferred across skills. This may no longer be the case, as it seems the developers are shuffling the bonuses around unpredictably, probably in an effort to make the different types of runes equivalently useful.
Prior to Blizzcon 2010, runes (which had different names at the time) were generally accepted to do the following:
::[[Bashiok]]Yes the mechanic stays the same for the rune type in all ranks (more or less), it simply increases in power. For the alabaster in poison dart example I’m actually not sure the increase in effect, but likely plays off of the stun effect (higher ranks stun the target for longer). Runes that reduce cost reduce even more cost as the rank increases. A rune that would cause multiple projectiles would fire even more projectiles as the rank increases, etc. It’s not necessarily a hard and fast rule though that the increase must only be one thing. Maybe it means more projectiles AND ups the damage a little to make sure it remains competitive with other runes or skills. It has to be a somewhat fluid system.
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==Runestone Scarcity==
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