Before I spend like a day on this just wondering if the community would find this at all helpful or conversely duplicitous because someone already has it out there... point me to it if so!
These games foster scientific practice and use of the scientific method. I enjoy the analytic side of these things, it brings me satisfaction and I believe others too. It's not so fun to just hate on other peoples fun, but feel free to troll if you like.
why dont yyou just play the game to your own liking and not make mathmatical equations for a game >.>
Some people enjoy things outside of the game even more than the game itself. Some people find a lot of enjoyment out of finding the perfect build for them.
Anyway, I think a spreadsheet is helpful. It's very difficult to keep all options in mind due to the overwhelming number of runes for each skill and how certain runes completely change the functionality of the skill itself.
I think its an excellent idea and i have yet to see one done well so far.
I think that its complicated to do it properly and i do hope you can achieve this, ill be checking because i could see myself using this!
And to say that its just a game and to put less thought into it for that reason is a ridiculous comment, i don't see why someone posting on the forums would post something like that. quite ironic. lol
Ya i only got this far but only put like an hour into it... I am starting to see how difficult this is actually....
mainly because of the different types of attacks
some are straight damage type skills, then there is channeled, defensive, echoed skills, AOE, Shaped AOE.... uhhhhh im starting to get intimidated by this idea. but others should download it and see if they want to add or have better ways to just write down the actual amounts of damage, healing, defensive abilities
You know what's awesome about D3? All the math in the world won't be able to accurately foresee the best skill in the game. There's so many little, tiny things that nobody notices until they play it that has such a HUGE impact on gameplay. Take the wizards Arcane Torrent. A channeled spell that does mass AOE damage at the target location you pick. What it doesn't tell you is how long the spell takes to reach the target (longer than other spells) and that it's pretty slow in reaction time if you move the target elsewhere. Still an awesome spell, but it's something like that that completely changes up how good a spell is.
The WD's poison dart with splintering rune. All the math is in the tooltip, but it takes actual gameplay to realize the animation of firing three dots means you stand there for a quarter of a second longer before being able to move, making it less effecting in certain situations.
I'm just in full on Blizzard Fanboy mode and I'm in awe at how awesome this game is going to be, and all the little things we can't even theory craft on until we play at release =D
You know what's awesome about D3? All the math in the world won't be able to accurately foresee the best skill in the game. There's so many little, tiny things that nobody notices until they play it that has such a HUGE impact on gameplay. Take the wizards Arcane Torrent. A channeled spell that does mass AOE damage at the target location you pick. What it doesn't tell you is how long the spell takes to reach the target (longer than other spells) and that it's pretty slow in reaction time if you move the target elsewhere. Still an awesome spell, but it's something like that that completely changes up how good a spell is.
The WD's poison dart with splintering rune. All the math is in the tooltip, but it takes actual gameplay to realize the animation of firing three dots means you stand there for a quarter of a second longer before being able to move, making it less effecting in certain situations.
I'm just in full on Blizzard Fanboy mode and I'm in awe at how awesome this game is going to be, and all the little things we can't even theory craft on until we play at release =D
I totally get this, and even agree with you. I have some of my own ideas about how to use this in conjunction with actual gameplay though.
first off why is everyone so anti-sicence? we will methodically study the game, record our findings, reproduce them and report them aback to you all on the forums
I want to just play this game and not think about it the same as all you guys. But the idea is to improve upon empirically learned strategy with some analysis of straight up numbers. Also i just wanna take the game community to the next level, even if this spreadsheet doesn't work its a stepping stone to something else that will.
You know what's awesome about D3? All the math in the world won't be able to accurately foresee the best skill in the game. There's so many little, tiny things that nobody notices until they play it that has such a HUGE impact on gameplay. Take the wizards Arcane Torrent. A channeled spell that does mass AOE damage at the target location you pick. What it doesn't tell you is how long the spell takes to reach the target (longer than other spells) and that it's pretty slow in reaction time if you move the target elsewhere. Still an awesome spell, but it's something like that that completely changes up how good a spell is.
The WD's poison dart with splintering rune. All the math is in the tooltip, but it takes actual gameplay to realize the animation of firing three dots means you stand there for a quarter of a second longer before being able to move, making it less effecting in certain situations.
I'm just in full on Blizzard Fanboy mode and I'm in awe at how awesome this game is going to be, and all the little things we can't even theory craft on until we play at release =D
I totally get this, and even agree with you. I have some of my own ideas about how to use this in conjunction with actual gameplay though.
first off why is everyone so anti-sicence? we will methodically study the game, record our findings, reproduce them and report them aback to you all on the forums
I want to just play this game and not think about it the same as all you guys. But the idea is to improve upon empirically learned strategy with some analysis of straight up numbers. Also i just wanna take the game community to the next level, even if this spreadsheet doesn't work its a stepping stone to something else that will.
oh no no no, I'm not anti science at all. The game is number based down to it's core, I'm cool with it =D I just wanted to share my thoughts on the subject, and why i'm stoked about D3's skills!
oh no no no, I'm not anti science at all. The game is number based down to it's core, I'm cool with it =D I just wanted to share my thoughts on the subject, and why i'm stoked about D3's skills!
awesome, i think i put that out there because people can be that way... ya this game is going to be a whole different monster when it comes to gameplay compared to most any other game.
the skills alone make for a truly variable skill option... even in beta i was seeing how certain things work and certain dont, but there are many ways to do it right. even if there are ten best options... thats huge.
The WD's poison dart with splintering rune. All the math is in the tooltip, but it takes actual gameplay to realize the animation of firing three dots means you stand there for a quarter of a second longer before being able to move, making it less effecting in certain situations.
It's EXTREMELY interesting that you brought this up.
He explains how he did it a few posts into the thread.
That combined with what you mentioned got me thinking, more skills than we think might use a system like this. I would be under the impression that Poison Dart with the Splinter Rune would shoot the 3 darts at whatever your APS was and that the animation or mechanic itself didn't affect the speed it fired off.
But what if it does? (I don't think it does personally, unless you have some proof somewhere?)
I get what you're trying to say about how certain things just aren't easy to theorycraft, but the main reason that is is because we lack information. If Blizzard would just tell us certain things, then we COULD use math to figure it out.
I hope their game guide reveals all the little nuances and mechanics some of the skills use.
even in beta i was seeing how certain things work and certain dont, but there are many ways to do it right. even if there are ten best options... thats huge.
That's based on limited content though, there are plenty of things you look at in the beta and say "I'm not using that, it's pointless" but once we're in Inferno or PVPing there's a use for everything.
But yeah, even if there are a bunch of BEST options, as long as a ton of others are viable, it's going to be fun.
EDIT: On topic...
I actually think the spreadsheet is pretty cool. I can quickly see which skill is "Fire" damage or which skill will Snare my enemies at a glance.
The WD's poison dart with splintering rune. All the math is in the tooltip, but it takes actual gameplay to realize the animation of firing three dots means you stand there for a quarter of a second longer before being able to move, making it less effecting in certain situations.
The more you try to learn about how this game works the more you realize how difficult it is to nail anything down. You basically end up having to know as much about the game as the people who created it in order to understand exactly what's going on.
Of course it's not just poison dart that works like this. Each skill has individual nuances that make them difficult to nail down. I could go into this more, but no point in doing it here really.
You're much better off just understanding how abilities work in general, and then trying to create a build that combines game mechanics / stats into something that's likely to work well. Comparing two effective builds is going to be really difficult I think. I feel like it's better to just pick a general playstyle that appeals to you and making the best possible build for that playstyle.
If you know what you're doing it's pretty easy to make a highly effective build for any class that could do well at any stage of the game. But when you really get into min/maxing it becomes much more difficult.
It's like they say... "easy to learn, difficult to master." It's pretty easy to make a really good build, but to make a great build (including item choices of course) you end up having to know an awful lot about how the game works.
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Some people enjoy things outside of the game even more than the game itself. Some people find a lot of enjoyment out of finding the perfect build for them.
Anyway, I think a spreadsheet is helpful. It's very difficult to keep all options in mind due to the overwhelming number of runes for each skill and how certain runes completely change the functionality of the skill itself.
I think that its complicated to do it properly and i do hope you can achieve this, ill be checking because i could see myself using this!
And to say that its just a game and to put less thought into it for that reason is a ridiculous comment, i don't see why someone posting on the forums would post something like that. quite ironic. lol
Ya i only got this far but only put like an hour into it... I am starting to see how difficult this is actually....
mainly because of the different types of attacks
some are straight damage type skills, then there is channeled, defensive, echoed skills, AOE, Shaped AOE.... uhhhhh im starting to get intimidated by this idea. but others should download it and see if they want to add or have better ways to just write down the actual amounts of damage, healing, defensive abilities
The WD's poison dart with splintering rune. All the math is in the tooltip, but it takes actual gameplay to realize the animation of firing three dots means you stand there for a quarter of a second longer before being able to move, making it less effecting in certain situations.
I'm just in full on Blizzard Fanboy mode and I'm in awe at how awesome this game is going to be, and all the little things we can't even theory craft on until we play at release =D
LOL you forgot to end with "MR SCIENTIST!!!"...
D3 Channel: OnetwoD3
I totally get this, and even agree with you. I have some of my own ideas about how to use this in conjunction with actual gameplay though.
first off why is everyone so anti-sicence? we will methodically study the game, record our findings, reproduce them and report them aback to you all on the forums
I want to just play this game and not think about it the same as all you guys. But the idea is to improve upon empirically learned strategy with some analysis of straight up numbers. Also i just wanna take the game community to the next level, even if this spreadsheet doesn't work its a stepping stone to something else that will.
oh no no no, I'm not anti science at all. The game is number based down to it's core, I'm cool with it =D I just wanted to share my thoughts on the subject, and why i'm stoked about D3's skills!
awesome, i think i put that out there because people can be that way... ya this game is going to be a whole different monster when it comes to gameplay compared to most any other game.
the skills alone make for a truly variable skill option... even in beta i was seeing how certain things work and certain dont, but there are many ways to do it right. even if there are ten best options... thats huge.
It's EXTREMELY interesting that you brought this up.
I recently read about the Spirit Generator APS modifiers here -> http://us.battle.net...27706988?page=1
He explains how he did it a few posts into the thread.
That combined with what you mentioned got me thinking, more skills than we think might use a system like this. I would be under the impression that Poison Dart with the Splinter Rune would shoot the 3 darts at whatever your APS was and that the animation or mechanic itself didn't affect the speed it fired off.
But what if it does? (I don't think it does personally, unless you have some proof somewhere?)
I get what you're trying to say about how certain things just aren't easy to theorycraft, but the main reason that is is because we lack information. If Blizzard would just tell us certain things, then we COULD use math to figure it out.
I hope their game guide reveals all the little nuances and mechanics some of the skills use.
That's based on limited content though, there are plenty of things you look at in the beta and say "I'm not using that, it's pointless" but once we're in Inferno or PVPing there's a use for everything.
But yeah, even if there are a bunch of BEST options, as long as a ton of others are viable, it's going to be fun.
EDIT: On topic...
I actually think the spreadsheet is pretty cool. I can quickly see which skill is "Fire" damage or which skill will Snare my enemies at a glance.
The more you try to learn about how this game works the more you realize how difficult it is to nail anything down. You basically end up having to know as much about the game as the people who created it in order to understand exactly what's going on.
Of course it's not just poison dart that works like this. Each skill has individual nuances that make them difficult to nail down. I could go into this more, but no point in doing it here really.
You're much better off just understanding how abilities work in general, and then trying to create a build that combines game mechanics / stats into something that's likely to work well. Comparing two effective builds is going to be really difficult I think. I feel like it's better to just pick a general playstyle that appeals to you and making the best possible build for that playstyle.
If you know what you're doing it's pretty easy to make a highly effective build for any class that could do well at any stage of the game. But when you really get into min/maxing it becomes much more difficult.
It's like they say... "easy to learn, difficult to master." It's pretty easy to make a really good build, but to make a great build (including item choices of course) you end up having to know an awful lot about how the game works.