[v1.5 Update] All along +% weapon damage was not being factored into the final dps. talk about being freaking clumsy.
Go figure.
Now, I can appreciate the novelty of a program like this, but it's highly amusing that people will take at face-value something that can't even be accurately calibrated due to the relatively unknown nature of the affix roll system in Diablo 3. Certainly you can make an educated guess and come close, but likely it will never be 100% accurate (which can have disastrous results depending on the range of available numbers). Faux outrage derived from inaccuracies makes me giggle.
PS: I really do find your program interesting, thanks for presenting it.
[v1.5 Update] All along +% weapon damage was not being factored into the final dps. talk about being freaking clumsy.
Go figure.
Now, I can appreciate the novelty of a program like this, but it's highly amusing that people will take at face-value something that can't even be accurately calibrated due to the relatively unknown nature of the affix roll system in Diablo 3. Certainly you can make an educated guess and come close, but likely it will never be 100% accurate (which can have disastrous results depending on the range of available numbers). Faux outrage derived from inaccuracies makes me giggle.
PS: I really do find your program interesting, thanks for presenting it.
I don't think you're very familiar with the affix system. For instance, there is not just one +x-y% dmg affix at a given ilvl, there are multiple affixes like "31-35% dmg" and "46-50% dmg" and there is no telling what the odds are of each affix being rolled. It is likely that each range affix has different odds of being rolled and then each value in its range has equal odds, otherwise there would be no point in splitting up the ranges into different affixes to begin with.
I'm not asking to be showered in awesome gear. I love the fact that there exists gear which is super rare, even if I never find one myself. I just wish that I found a few more useful pieces in between.
So you want some arbitrary drop rate between bathing in excellent gear to the extent that trading is not necessary and the way it is now?
You do realize there is a massive gulf between those two points and that moving average item quality toward one end or another is not going to improve what you find (relative to what you already have) over-time, right?
ie. If tomorrow they make the minimum quality of an item ~good~ and you immediately find a bunch of ~good~ gear. What then? Then you go back to farming the very very long odds of finding something better.
I'm not asking to be showered in awesome gear. I love the fact that there exists gear which is super rare, even if I never find one myself. I just wish that I found a few more useful pieces in between.
So you want some arbitrary drop rate between bathing in excellent gear to the extent that trading is not necessary and the way it is now?
You do realize there is a massive gulf between those two points and that moving average item quality toward one end or another is not going to improve what you find (relative to what you already have) over-time, right?
ie. If tomorrow they make the minimum quality of an item ~good~ and you immediately find a bunch of ~good~ gear. What then? Then you go back to farming the very very long odds of finding something better.
Yes, I also read the blue post which explained the concept of a bell curve ever so nicely, thank you. Once I get good gear I realize that it will of course take longer to replace the pieces I have. However, the way it works now you just constantly find garbage. Non-stop garbage with affixes that are laughably useless.
I got lucky and found an ammy in act III while progressing on my Wiz that sold for $250. That allowed me to gear up my barb. My Wiz was given some gear that allowed me to get that far (a weapon being the most important piece). If I hadn't been handed a few pieces I would still be in act I farming with my Wiz. That is not fun, that doesn't keep people playing.
You should be able to progress between acts in inferno in a reasonable amount of time just by playing the game (i.e., no AH or, at least, using the AH to sell gear you found to buy gear you need).
Why do you think they are continually buffing item drops I may ask? It's because people don't like the current design. It's not fun. You can say whatever you like, but obviously even the devs disagree with you, so I'm not sure where you come off saying the things you do.
Finding good gear is *fun*. Buying gear on the other hand is not so fun. That's what matters. It's not fun when good gear drops every 10 minutes. It's also not fun when good gear drops every two months. By "good" I do not mean "OMG GG", I mean "cool, this piece will let me get a bit further than where I'm currently at".
Why do you think they are continually buffing item drops I may ask? It's because people don't like the current design. It's not fun. You can say whatever you like, but obviously even the devs disagree with you, so I'm not sure where you come off saying the things you do.
I would, honestly, have to say because they really overestimated how long WE wanted to spend in each act in Inferno.
I seriously think they very much overshot the difficulty & gear requirements that the average player had in mind and are slowly rewinding it back to a point where it actually is enjoyable for the average joe. I, personally, don't ever think Inferno should have been a tiered difficulty system, just a gradual difficulty curve. The whole idea of "progression" is something that this game has never, ever, needed and I'm not going to pretend to understand that design decision.
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Yes, I also read the blue post which explained the concept of a bell curve ever so nicely, thank you. Once I get good gear I realize that it will of course take longer to replace the pieces I have. However, the way it works now you just constantly find garbage. Non-stop garbage with affixes that are laughably useless.
I find lots of that too, but intermingled with moderately useful pieces. Obviously you realize what's "laughably useless," is subjective based on what you feel you need to upgrade. ex. My DH wears a lot of gear with no resistances, and a mix-match of secondary stats. I'm pretty sure most of his gearset would fall under the useless category if you saw it drop, even though it was a good upgrade for him.
I got lucky and found an ammy in act III while progressing on my Wiz that sold for $250. That allowed me to gear up my barb. My Wiz was given some gear that allowed me to get that far (a weapon being the most important piece). If I hadn't been handed a few pieces I would still be in act I farming with my Wiz. That is not fun, that doesn't keep people playing.
I think you grossly over-estimate the difficulty of act2, although I will agree act3 carries a high benchmark and I've said as much before.
You should be able to progress between acts in inferno in a reasonable amount of time just by playing the game (i.e., no AH or, at least, using the AH to sell gear you found to buy gear you need).
You can (and it has been done already) "progress," through every act of inferno using most classes without much (or any) AH use if you want. It will be tedious at times, but playing games on hard-mode always is. That's what not trading is in this kind of game, a self-imposed restriction. As I mentioned before, I think some players want that feeling of finding their own upgrades while others want that feeling of simply dominating the content regardless of how they got their items. Unfortunately you have to pick one or the other, but that isn't all bad. If you didn't have to choose at all the game would be trivially easy and inferno wouldn't be meaningful as a fourth difficulty level.
Why do you think they are continually buffing item drops I may ask? It's because people don't like the current design. It's not fun. You can say whatever you like, but obviously even the devs disagree with you, so I'm not sure where you come off saying the things you do.
I haven't read about any significant changes to drops. They gave all acts some chance at ilvl 63 and they are improving legendaries (something I agree with). Perhaps you misunderstand the point being made. The point is, you don't get to have your cake (ie. get to waltz into act3/4 without spending much time farming or trading) and eat it too (ie. find big upgrades every time you log on). I'm on board with reducing the difficulty of later inferno, but the argument you made (to which I took issue) was that the AH itself was the problem rather than difficulty curve.
Finding good gear is *fun*. Buying gear on the other hand is not so fun. That's what matters. It's not fun when good gear drops every 10 minutes. It's also not fun when good gear drops every two months. By "good" I do not mean "OMG GG", I mean "cool, this piece will let me get a bit further than where I'm currently at".
Everyone can do this. All they have to do is ignore the AH and play the game.
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Go figure.
Now, I can appreciate the novelty of a program like this, but it's highly amusing that people will take at face-value something that can't even be accurately calibrated due to the relatively unknown nature of the affix roll system in Diablo 3. Certainly you can make an educated guess and come close, but likely it will never be 100% accurate (which can have disastrous results depending on the range of available numbers). Faux outrage derived from inaccuracies makes me giggle.
PS: I really do find your program interesting, thanks for presenting it.
NVM, I missed a few other responses.
1046 DPS
+46 Int
+92 Vit
+256 Life on Hit
Level required reduced by 2
It's pretty epic and 1 of my top finds (found a legendry Earthshatter Plan last night)
but unfortunately dosent suit my build
Also looking to sell it
So you want some arbitrary drop rate between bathing in excellent gear to the extent that trading is not necessary and the way it is now?
You do realize there is a massive gulf between those two points and that moving average item quality toward one end or another is not going to improve what you find (relative to what you already have) over-time, right?
ie. If tomorrow they make the minimum quality of an item ~good~ and you immediately find a bunch of ~good~ gear. What then? Then you go back to farming the very very long odds of finding something better.
Yes, I also read the blue post which explained the concept of a bell curve ever so nicely, thank you. Once I get good gear I realize that it will of course take longer to replace the pieces I have. However, the way it works now you just constantly find garbage. Non-stop garbage with affixes that are laughably useless.
I got lucky and found an ammy in act III while progressing on my Wiz that sold for $250. That allowed me to gear up my barb. My Wiz was given some gear that allowed me to get that far (a weapon being the most important piece). If I hadn't been handed a few pieces I would still be in act I farming with my Wiz. That is not fun, that doesn't keep people playing.
You should be able to progress between acts in inferno in a reasonable amount of time just by playing the game (i.e., no AH or, at least, using the AH to sell gear you found to buy gear you need).
Why do you think they are continually buffing item drops I may ask? It's because people don't like the current design. It's not fun. You can say whatever you like, but obviously even the devs disagree with you, so I'm not sure where you come off saying the things you do.
Finding good gear is *fun*. Buying gear on the other hand is not so fun. That's what matters. It's not fun when good gear drops every 10 minutes. It's also not fun when good gear drops every two months. By "good" I do not mean "OMG GG", I mean "cool, this piece will let me get a bit further than where I'm currently at".
I would, honestly, have to say because they really overestimated how long WE wanted to spend in each act in Inferno.
I seriously think they very much overshot the difficulty & gear requirements that the average player had in mind and are slowly rewinding it back to a point where it actually is enjoyable for the average joe. I, personally, don't ever think Inferno should have been a tiered difficulty system, just a gradual difficulty curve. The whole idea of "progression" is something that this game has never, ever, needed and I'm not going to pretend to understand that design decision.
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Am I do something wrong??
sorry i didnt notice i set the file to private. its public now
I find lots of that too, but intermingled with moderately useful pieces. Obviously you realize what's "laughably useless," is subjective based on what you feel you need to upgrade. ex. My DH wears a lot of gear with no resistances, and a mix-match of secondary stats. I'm pretty sure most of his gearset would fall under the useless category if you saw it drop, even though it was a good upgrade for him.
I think you grossly over-estimate the difficulty of act2, although I will agree act3 carries a high benchmark and I've said as much before.
You can (and it has been done already) "progress," through every act of inferno using most classes without much (or any) AH use if you want. It will be tedious at times, but playing games on hard-mode always is. That's what not trading is in this kind of game, a self-imposed restriction. As I mentioned before, I think some players want that feeling of finding their own upgrades while others want that feeling of simply dominating the content regardless of how they got their items. Unfortunately you have to pick one or the other, but that isn't all bad. If you didn't have to choose at all the game would be trivially easy and inferno wouldn't be meaningful as a fourth difficulty level.
I haven't read about any significant changes to drops. They gave all acts some chance at ilvl 63 and they are improving legendaries (something I agree with). Perhaps you misunderstand the point being made. The point is, you don't get to have your cake (ie. get to waltz into act3/4 without spending much time farming or trading) and eat it too (ie. find big upgrades every time you log on). I'm on board with reducing the difficulty of later inferno, but the argument you made (to which I took issue) was that the AH itself was the problem rather than difficulty curve.
Everyone can do this. All they have to do is ignore the AH and play the game.