I was bored, so I thought I would make a poll and see what people think about this.
If each character could choose one ability of the following:
1) Increase all damage by 50% for 60 seconds, 5 minute cooldown
2) Decrease all damage taken by 50% for 60 seconds, 5 minute cooldown
Which would you choose and why?
The poll options don't seem to be cooperating, so I can't make a poll, which sucks.
___
I would personally choose #1, because I feel that regardless of how hard they promise Inferno will be, I get the feeling that eventually we will be geared up so extremely well that we won't need to be as careful with our defense and will instead want to exchange it for more offense so that we can clear things faster.
I would personally choose #1, because I feel that regardless of how hard they promise Inferno will be, I get the feeling that eventually we will be geared up so extremely well that we won't need to be as careful with our defense and will instead want to exchange it for more offense so that we can clear things faster.
I would have said the opposite, and here is why:
- Your offensive capabilities like DPS etc. will always be fairly high, even in inferno, if all the skills are based on weapon damage. A level X sword that you find within the first 5-10 mins of inferno will probably be comparable or maybe even superior to what you currently have equipped. That new sword = the damage level they want you to be at.
- Your defensive capabilities, although equally matched to items, will most likely be no match to any enemy on inferno since they are all the same level if not higher than you.
- So your best bet (since they will have massive hit points and can take a beating) is for you to increase your defense as much as possible to offset the absolute destruction they will be dishing out.
In fact, it was even said by the Bliz employees in the official Inferno vid that we will want to increase our defensive stats and resistances as much as possible.
I would personally choose #1, because I feel that regardless of how hard they promise Inferno will be, I get the feeling that eventually we will be geared up so extremely well that we won't need to be as careful with our defense and will instead want to exchange it for more offense so that we can clear things faster.
I would have said the opposite, and here is why:
- Your offensive capabilities like DPS etc. will always be fairly high, even in inferno, if all the skills are based on weapon damage. A level X sword that you find within the first 5-10 mins of inferno will probably be comparable or maybe even superior to what you currently have equipped. That new sword = the damage level they want you to be at.
- Your defensive capabilities, although equally matched to items, will most likely be no match to any enemy on inferno since they are all the same level if not higher than you.
- So your best bet (since they will have massive hit points and can take a beating) is for you to increase your defense as much as possible to offset the absolute destruction they will be dishing out.
In fact, it was even said by the Bliz employees in the official Inferno vid that we will want to increase our defensive stats and resistances as much as possible.
This is a good point, but I suppose my gameplay style is similar to what Sloth said; I myself will be playing a wizard, and I don't plan on absorbing the damage -- I'll be trying to avoid it altogether when possible.
Besides, once I start to collect gear I think I'd find the defense boost to be unnecessary and then I'd be begging to get the damage instead.
Since I'll be playing a barb and therefore taking damage... I'd have to go with B. I really hope they put in monsters that give you wizards problems because you all seem to think you'll be able to avoid all of the damage in the game. AE, snares, spell reflection, pull-in skills.... I hope they make you guys feel the pain too
Since I'll be playing a barb and therefore taking damage... I'd have to go with B. I really hope they put in monsters that give you wizards problems because you all seem to think you'll be able to avoid all of the damage in the game. AE, snares, spell reflection, pull-in skills.... I hope they make you guys feel the pain too
Oh, believe me, it's already there. I'm simply saying that the entire damage-at-a-distance mindset insinuates that I'll be avoiding damage and not taking it, therefore it's more logical to improve the focal point of my build--damage. If I were going to barrel through a mob like the Barbarian then yes, of course I would choose B.
If there's no strategic difference between playing a melee or a ranged character, like you just said you want, then there's no point to playing anything except for cosmetic reasons. And it's kinda boring when all classes play the same, amirite? If all monsters can spit damage across the entire screen, there's no point to anything. I play on the assumption that if I try to play like a Barbarian, I'll die. That's my limit.
I have always been a fan of glass cannon builds. I want to hit hard and avoid getting hit because i kill everything quick. I plan to do the same with my Demon Hunter. If i see that come inferno I am getting owned i will simply adjust to incorparate more dodge as I always liked being too elusive to get hit rather than being able to get hit, but to each his own.
Ya know, we have a poll system in place if you want to do a poll.
I know. But the poll system does not work. I can't add a second option. The poll system doesn't seem to like Chrome, so I tried to on IE and it didn't seem to want to work there either. If you can edit my post for me and add the poll, by all means go ahead.
If each character could choose one ability of the following:
1) Increase all damage by 50% for 60 seconds, 5 minute cooldown
2) Decrease all damage taken by 50% for 60 seconds, 5 minute cooldown
Which would you choose and why?
Mathematically speaking, you should choose the second option. With option number 2, you take half as much damage, so it actually doubles your "defensive power". Option number 1 doesn't double your "offensive power", it just multiplies it by 1.5. I'm assuming you wanted to make the two options equally viable, so I'd suggest the following options:
1) Doubles your damage for 1 minute. 5 minute cooldown.
2) Halves any damage taken for 1 minute. 5 minute cooldown.
Sorry for going all math police on you.
If you didn't understand my reasoning, there's an illustrative example in the spoiler.
The two percentages shouldn't be the same, here's an example.
1) Increase all damage by 100%
2) Decrease all damage taken by 100%
Clearly number 2 is much better than number 1, since it makes you immortal. Another way to think of it is: What would be the matching option to "Increase damage by 150%"? "Decrease damage taken by 150%"? That doesn't make sense.
The way to create "matching options" in this case, is to make sure the rate your damage goes up, multiplied by the rate the damage taken goes down, equals 1.
In the OP's example, 1.50 (damage rate) x 0.50 (defense rate) = 0.75, not 1.
In my example 2.00 x 0.50 = 1.
EDIT: This isn't taking into account that the wizard shouldn't get hit, or possible lifesteal, or any gameplay mechanic, it's just pure math.
Got through Hell Ubers just fine with my lite sorce. If you know what skills to use and you're quick, the strategy doesn't change.
the poor shitty AI/abilities of the ubers in D2 arent D3 inferno. if inferno isnt harder then everything in D2. then blizz definitely failed to make it even remotely challenging like they claim
Rollback Post to RevisionRollBack
"once the pretty hardcore gamers we had testing inferno found it fairly difficult, we then we doubled it" -trolololol jay wilson
When talking about Hardcore, at least one Blizzard guy said that players THINK that they can build Glass Cannon: "I don't need to build defence if I get more damage, because monsters won't get close enough to hurt me." I think it was Jay Wilson himself who said that, and he said that those gamers are flat-out wrong. You are going to NEED survivability on harder difficulty levels.
I think that option #2 would definitely win out all the time. #1 is useful when you're already facestomping and want to stomp even harder, but #2 gives you the option of having a panic button.
If each character could choose one ability of the following:
1) Increase all damage by 50% for 60 seconds, 5 minute cooldown
2) Decrease all damage taken by 50% for 60 seconds, 5 minute cooldown
Which would you choose and why?
Mathematically speaking, you should choose the second option. With option number 2, you take half as much damage, so it actually doubles your "defensive power". Option number 1 doesn't double your "offensive power", it just multiplies it by 1.5. I'm assuming you wanted to make the 2 option equally as viable, so I'd suggest the following options:
1) Doubles your damage for 1 minute. 5 minute cooldown.
2) Halves any damage taken for 1 minute. 5 minute cooldown.
Sorry for going all math police on you.
If you didn't understand my reasoning, there's an illustrative example in the spoiler.
The two percentages shouldn't be the same, here's an example.
1) Increase all damage by 100%
2) Decrease all damage taken by 100%
Clearly number 2 is much better than number 1, since it makes you immortal. Another way to think of it is: What would be the matching option to "Increase damage by 150%"? "Decrease damage taken by 150%"? That doesn't make sense.
The way to create "matching options" in this case, is to make sure the rate your damage goes up, multiplied by the rate the damage taken goes down, equals 1.
In the OP's example, 1.50 (damage rate) x 0.50 (defense rate) = 0.75, not 1.
In my example 2.00 x 0.50 = 1.
EDIT: This isn't taking into account that the wizard shouldn't get hit, or possible lifesteal, or any gameplay mechanic, it's just pure math.
Everything you have said is true and correct. Option #1 should in fact be +100% damage. Thank you for pointing this out.
I would go for the attack bonus untill I get to a spot where I would die a lot. Then change to the defensive ability. I kinda like the "agressive" playstyles in this type of games, thus I would probably attack like crazy till I find it uneffective.
Rollback Post to RevisionRollBack
Arukas
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If each character could choose one ability of the following:
1) Increase all damage by 50% for 60 seconds, 5 minute cooldown
2) Decrease all damage taken by 50% for 60 seconds, 5 minute cooldown
Which would you choose and why?
The poll options don't seem to be cooperating, so I can't make a poll, which sucks.
___
I would personally choose #1, because I feel that regardless of how hard they promise Inferno will be, I get the feeling that eventually we will be geared up so extremely well that we won't need to be as careful with our defense and will instead want to exchange it for more offense so that we can clear things faster.
Because good Wizards don't take damage. They avoid it entirely. Therefore, kill your enemies faster and you decrease the odds of taking damage at all.
I would have said the opposite, and here is why:
- Your offensive capabilities like DPS etc. will always be fairly high, even in inferno, if all the skills are based on weapon damage. A level X sword that you find within the first 5-10 mins of inferno will probably be comparable or maybe even superior to what you currently have equipped. That new sword = the damage level they want you to be at.
- Your defensive capabilities, although equally matched to items, will most likely be no match to any enemy on inferno since they are all the same level if not higher than you.
- So your best bet (since they will have massive hit points and can take a beating) is for you to increase your defense as much as possible to offset the absolute destruction they will be dishing out.
In fact, it was even said by the Bliz employees in the official Inferno vid that we will want to increase our defensive stats and resistances as much as possible.
This is a good point, but I suppose my gameplay style is similar to what Sloth said; I myself will be playing a wizard, and I don't plan on absorbing the damage -- I'll be trying to avoid it altogether when possible.
Besides, once I start to collect gear I think I'd find the defense boost to be unnecessary and then I'd be begging to get the damage instead.
lawl @ this guy come inferno mode. no one with any build will be able to avoid it entirely not even for a little bit
Take 1 if you can survive with it, otherwise take 2.
Oh, believe me, it's already there. I'm simply saying that the entire damage-at-a-distance mindset insinuates that I'll be avoiding damage and not taking it, therefore it's more logical to improve the focal point of my build--damage. If I were going to barrel through a mob like the Barbarian then yes, of course I would choose B.
If there's no strategic difference between playing a melee or a ranged character, like you just said you want, then there's no point to playing anything except for cosmetic reasons. And it's kinda boring when all classes play the same, amirite? If all monsters can spit damage across the entire screen, there's no point to anything. I play on the assumption that if I try to play like a Barbarian, I'll die. That's my limit.
Got through Hell Ubers just fine with my lite sorce. If you know what skills to use and you're quick, the strategy doesn't change.
I know. But the poll system does not work. I can't add a second option. The poll system doesn't seem to like Chrome, so I tried to on IE and it didn't seem to want to work there either. If you can edit my post for me and add the poll, by all means go ahead.
Mathematically speaking, you should choose the second option. With option number 2, you take half as much damage, so it actually doubles your "defensive power". Option number 1 doesn't double your "offensive power", it just multiplies it by 1.5. I'm assuming you wanted to make the two options equally viable, so I'd suggest the following options:
1) Doubles your damage for 1 minute. 5 minute cooldown.
2) Halves any damage taken for 1 minute. 5 minute cooldown.
Sorry for going all math police on you.
If you didn't understand my reasoning, there's an illustrative example in the spoiler.
1) Increase all damage by 100%
2) Decrease all damage taken by 100%
Clearly number 2 is much better than number 1, since it makes you immortal. Another way to think of it is: What would be the matching option to "Increase damage by 150%"? "Decrease damage taken by 150%"? That doesn't make sense.
The way to create "matching options" in this case, is to make sure the rate your damage goes up, multiplied by the rate the damage taken goes down, equals 1.
In the OP's example, 1.50 (damage rate) x 0.50 (defense rate) = 0.75, not 1.
In my example 2.00 x 0.50 = 1.
EDIT: This isn't taking into account that the wizard shouldn't get hit, or possible lifesteal, or any gameplay mechanic, it's just pure math.
the poor shitty AI/abilities of the ubers in D2 arent D3 inferno. if inferno isnt harder then everything in D2. then blizz definitely failed to make it even remotely challenging like they claim
I think that option #2 would definitely win out all the time. #1 is useful when you're already facestomping and want to stomp even harder, but #2 gives you the option of having a panic button.
Everything you have said is true and correct. Option #1 should in fact be +100% damage. Thank you for pointing this out.