[RoS FAQ] Reaper of Souls: Frequently Asked Questions

  • #41
    Are they kidding? Does it mean i can reroll say 10lvl items into 500+ primary stat making leveling even bigger joke that it is? I honestly don't like this change.
  • #42
    I was actually under the assumption this is how it was in beta all the time. That's why enchanting legacy items was so ridiculously OP. Then there was a bluepost someone digged up yesterday making a whole lot of my statements wrong, and I corrected everything, including the FAQ. Now the opposite... I'm gonna wait a bit before I change this again.
  • #43
    Nevalistis on February 4: (http://us.battle.net/d3/en/forum/topic/11306220847?page=2#36)

    Originally Posted by (Blue Tracker / Official Forums)

    Currently, items enchant values that are equivalent to the item's level.

    Vaneras on March 12: (http://eu.battle.net/d3/en/forum/topic/10004690387?page=2#32)

    Originally Posted by (Blue Tracker / Official Forums)

    As it is right now, when you chose a stat to reroll using the Mystic, the chosen stat will reroll at your character’s level and not the item level.

    I guess *currently* we can assume the latter, but he also indicated they might change this. They better change this before RoS release, otherwise this is insane.
  • #44
    Okay, I updated the cooldown reduction as it was completely wrong. Sorry about that. Here's the result of my tests:

    http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/82579-can-we-get-some-clarification-on-certain-stats?comment=12

    Also updated the enchanting "news". Sigh. Back-and-forth editing...
  • #45
    Quote from Minon

    Are they kidding? Does it mean i can reroll say 10lvl items into 500+ primary stat making leveling even bigger joke that it is? I honestly don't like this change.

    I think that would depend on whether the enchant causes the items level to change. If you have a ilvl 10 item and enchant it at lvl 60, it could increase the level requirement to 60. I wasn't in the beta, but if I was to design a system like this that allowed @character instead of @ilvl rolls, I would change the level requirement to match the character level.
  • #46
    Wondering if this might be a conscious design choice, something to make sure not all of the good legacy items become useless.If it is, then then might just hang on to it. That'd probably also mean that they know that over time, most of them will be replaced by new level 70 items.
    - I know that my Redeemer liveth, and as the last man He shall stand forth upon the earth -
    - - -
  • #47
    1. Hey guys!! a question about Ruthless passive skill of barbarian - if i rend mob with 50% hp, and rend will down his hp below 30%, the damage of this first casted Rend will raise, or we need recast it?

    2. D3rawr dont load gear now? whats the problem? or its just me
    Last edited by quadrotony: 3/19/2014 3:53:59 AM
  • #48
    Bagstone's a moderator? When did that happen. Well, grats dude! And thanks for this FAQ.
  • #49
    From this link, i read that:


    • Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage.*
    so just to confirm one more time:

    lets say my monk uses thunderfury and fulminator. both have lightning damage.
    And then i have gears that have the affix "lightning skills deal X% more damage".
    After the patch, if i use physical skills, they are not gonna get *any* damage boost at all? not even 1% despite having lightning weapons? is that right?

    does this mean that weapons with elemental damage becomes somewhat pointless to have? Like...it doesn't matter if i have a cold, holy, poison, fire, arcane or lightning element on my weapon compare to a weapon with no element? Like...they have no role to play in our total damage output?
    Last edited by xXrasuninXx: 3/21/2014 5:19:36 AM
  • #50
    @miles_dryden: Thanks! :-)

    @xXrasuninXx: To be honest with you, I'm not sure. Being a wizard I have never run into these problems myself, but I have tried to find out what it means, and found a lot of different explanations. The consensus seems to be that this makes black weapons (again) more desirable for classes and specs that deal mostly physical damage, yes.
  • #51
    Quote from xXrasuninXx

    From this link, i read that:


    • Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage.*
    so just to confirm one more time:

    lets say my monk uses thunderfury and fulminator. both have lightning damage.
    And then i have gears that have the affix "lightning skills deal X% more damage".
    After the patch, if i use physical skills, they are not gonna get *any* damage boost at all? not even 1% despite having lightning weapons? is that right?

    does this mean that weapons with elemental damage becomes somewhat pointless to have? Like...it doesn't matter if i have a cold, holy, poison, fire, arcane or lightning element on my weapon compare to a weapon with no element? Like...they have no role to play in our total damage output?

    I think the elemental damage on weapon does not matter whatsoever to anything anymore, right? If its cold, lightning, fire makes no difference. The number is the same, and it will not get increase from gear with +% dmg to X-element skills. And the skills themselves will in the end decide which element type damage is being used, no matter what it says on your weapon.

    Which is a bit weird, but it is how I understand the system? Anyone else know something better about this?
    I can see what you see not.
  • #52
    Thunderfury deals lightning damage on hit. Let's suppose I have %lightning skills bonuses on my gear.



    Is that possible that TF deals more damage due to this bonus? It's illogical since it says lightning "skills" bonuses and a weapon proc isn't a skill, but after the black weapon "bug", nothing should be assumed by a simple wording. It would allow some synergy between gear and procs as well.
  • #53
    okay. i hope this somehow gets cleared up in time to come and it doesn't ends here. Because now we have this new skill affix to play around with when building our skill builds, we definitely want to try and aim for a skill build that fully benefits from the affix.

    Firstly, Monk doesn't have many lightning skills compared to fire, holy, cold and physical. i am not sure about other classes though.
    Excluding epiphany, here's the maths:
    Lightning - 5 skills, 9 skill runes
    Fire - 9 skills, 10 skill runes
    Cold - 8 skills, 8 skill runes
    And the rest are mostly Holy or Physical

    so for now, if i want a 100% lightning build, its going to be very limited to the number of skills i can play with. every character are allowed to use 6 skills at any one time during combat...and there's only 5 lightning skills or 6 if epiphany has a lightning rune skill. the very most, monk players can only play around with the skill runes as there are 9-10 to choose from. its like...there can only be one set of skill build to fully benefit the skill dmg affix. the only difference between various lightning skill builds would be the skill runes. Unless of course we choose to let go of 1-2 lightning skills and use others, that would be the tradeoff. But many wouldn't like that as those skills wouldn't benefit from the affix at all.

    Initially while reading up on this new skill affix, i had thought that maybe using physical skills wouldn't be so bad as i still get some partial bonus from another element skill dmg affix. Not the full % bonus. BUT on one condition - i am equipped with weapons that has the same element as the skill affix. It's like...a fair tradeoff, a fair give and take, a fair exchange. get some, lose some. if i want to do this, there's a condition, a criteria. And it's not that easy to get a weapon with a specific element. Had it been that way, there would be MORE different skill builds and players wouldn't mind using any physical skills for their elemental skill builds. Not sure whats it gonna be in the future though. Can only say this much for now.

    i am not sure about wizards and witch doctors. i tried to read up on this new skill affix, did some experimenting...but thought i just asked the forums instead and typed out what i had thought. But i presumed the wizard class has almost no physical skills? so they must have quite a lot to play with, be it fire, cold, arcane or lightning. and that many skills builds can easily fully benefit from the skill affix. Much skill builds to play around with.

    oh and as for barbarians...i just took a quick look at their skills. quite a lot of physical ones. i wonder how will they ever want to have a certain element skill build. Not just physical. Anybody to say about this for the barbarians?

    Any other insights about this skill affix?
    Last edited by xXrasuninXx: 3/21/2014 7:42:19 AM
  • #54
    Fire barb works like a charm. Hammer of the ancients, groundstomp, overpower, earthquake, furious charge, frenzy, bash all have a fire rune. Cindercoat 30% reduction on fire skills is really powerful as fury is fairly limited. Main ability in the spec is Hota which crits for millions (10,5M highest for me so far) besides a fury generator the other abilities don't matter that much. Battle rage bloodshed is better then earthquake and using overpower myself atm but can easily switch that for groundstomp or something else.
    Last edited by bigbad: 3/22/2014 4:08:40 PM
  • #55
    Before the fix, physical skills would take on the elemental properties in the ratio of the weapon. So if you had weapon that dealt mostly fire damage, your physical skill would be turned into mostly fire damage and thus benefit from the "increase damage to fire skills by x%" affix.

    This has been fixed.
  • #56
    yup. i am well aware of that already. But is it a good fix or a bad fix? but either way, i just hope it doesn't end here and the elemental dmg on weapons will play a slightly more important role when it comes to building skill builds.

    i was hoping there would be some 'better tradeoff' for having other different elemental skills in a certain elemental skill build instead of having all 6 skills of only 1 element. but i guess the current 'tradeoff', which is using skills that doesnt benefit at all from the skilldmg affix, is pretty much acceptable. And of course, it doesn't have to revolve around "Physical", as it wont be fair to the wizard class. Then how will it be if not 'Physical'? Not sure either. Haven't brainstorm on that...
    Last edited by xXrasuninXx: 3/23/2014 10:14:21 PM
  • #57
    Updated for RoS.

    If you have any knowledge about the whereabouts of bounty cache legendaries (question 21) please let me know. Also, if you can think of any (general, non-class specific) questions to add.
  • #58
    Sanguinary Vambraces dropped for me from a Act 1 Cache.
  • #59
    Quote from Blayreau

    Thunderfury deals lightning damage on hit. Let's suppose I have %lightning skills bonuses on my gear.



    Is that possible that TF deals more damage due to this bonus? It's illogical since it says lightning "skills" bonuses and a weapon proc isn't a skill, but after the black weapon "bug", nothing should be assumed by a simple wording. It would allow some synergy between gear and procs as well.

    There was another thread somewhere talking about TF procs. It is a straight weapon damage proc and does not benefit from +% lightning bonuses.
    Please read the community guidelines on Trolling & Flaming before you create a new thread just to complain... http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/75118-forum-guidelines-8-19-2012
  • #60
    Quote from Venaliter
    Quote from Bagstone

    Quote from Venaliter
    c) how exactly % damage works now. Is it just base damage on the weapon? Does socketing a ruby increase the benefit of the % damage? Does it increase elemental damage on weapon?

    Technically, the black weapon bug still exists (at least it did at the end of beta). Not sure if it's fixed in the current build, the last bluepost I found was this:
    http://us.battle.net/d3/en/forum/topic/11365756496#14
    They somehow find a different way to describe it but tl;dr: if you have +% elemental damage stuff like Triumvirate in RoS, you want a black weapon. Also, if you use physical damage skills and have "+% to physical damage skills" items you want a black weapon. I'm very easy on Blizzard but they really managed to mess this up again, but I haven't given up my hope they will eventually fix this. Let's see...

    If anyone has news on this let me know, otherwise I'm gonna add this as well.

    Hotfix (March 11th) Skills that deal Physical damage should no longer benefit from items that increase elemental skill damage.*

    Was this them fixing Black weapons? Or should it have said weapons that deal Physical Damage if that were so?

    This was an issue that some Barbs and a mass load of Archon Wizards were exploiting. They would stack gear with +% fire/cold/arcane/poison damage to enhance their black weapon damage. Fixing the physical skills to longer benefit from the other affixes will stop that "bug."
    Please read the community guidelines on Trolling & Flaming before you create a new thread just to complain... http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/75118-forum-guidelines-8-19-2012
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