Have them explain skills like Ray of Frost with the AoE rune. (It's called a Cycle, which matches your weapons' APS - but some players may not know what a cycle is!)
They elaborated on it a little bit ago - but it'd be nice to have it in the game guide
one stat i definately want explained is crit bonus on items. additive or multiplicative.... Seems like surge in swtor, could get out of hand in a hurry.
Also, we've seen some interesting items in the d2 universe, old items with procs like bone spear, animate random 8bit looking zombie on kill, etc. What are the limits of rare rolls. Interesting procs? or just a pile of stats, and if those kind of rolls exist, what are the limits?
First, wow that DH video was sick! Can't wait for the rest, and of coarse May 15th!
Site Suggestions: (without too carefully reading what was posted before me)
How each stat effects your summon: If I get +100 vitality, how much health does my Zombie Dog get, Does my Gargantuan get? If I get +30% chance to freeze on hit, does it effect my dogs at all? Same question for any and all stats, how do they effect my permanent summons.
What benefit does my Follower get from each stat? We know 10% weapon damage, but does that mean that the skills we see that the follower has that have a %weapon damage actually do 200% of 10% of their weapon damage? For example: Onslaught for the templar "Deliver a massive blow for 200% weapon damage" is that really 200% weapon damage? Or is it 200% of 10% of the weapon damage? Would like to know how every stat (not just weapon damaage) effects my follower.
If I have "+2-4 cold damage" on an item, does my Arcane Orb actually do 3.5-7 damage as Cold damage? I wonder because, lets say I come up against a pack of highly arcane resistant monsters in inferno. Would my Wizard with lots of "+x-x fire damage" or "+x-x cold damage" fair better than my wizard with just "+x-x damage" gear? Or does "+2-4 damage" mean exactly the same thing essentialy as "+2-4 cold damage" except with one you get a cool glow on your weapons.
I would love to see what affixes each item thats craftable can roll up. What I mean by this, maybe not for EVERY item that drops, but certainly for everyitem that you can craft, I would love to see a list of all the affixes that it "can" roll. That way, I'm not making an item over and over again, hoping for an affix that it has zero chance to roll up.
Similar to the above, it would be nice to see the absolute top end that an item can roll of a certain stat. So if a certain helm, as a rare has a chance to roll Intelect, it would be nice to see exactly what the "most" intelect it can roll is. We see this already, but it seems like only for sats that are garunteed to roll up.
It would be nice, now that we know inferno is not a flat difficulty to see a drop chart for the areas. Somthing easy to look at that basically says "Here is where you can start seeing x quality items drop, in this dungeon you can see x quality items drop" Some kind of very elegant way to show us generally what quality levels monsters drop. For example, in the beta, the monsters right before King Leoric would be slightly higher than the others.
What is the difference between dodge/armor/defense/resistance in terms of what they negate, how much of it, how often, and what's the diminishing return on them.
Awesome question, to expand on it though...
I want to see the hit table for Diablo 3. Is it a single roll system? Is it possible to have 50% Block and 50% Dodge and never be hit (doubt it, but I want to see the reasons why not explained). Is there a chance to miss in addition to block and dodge that we don't see? Does having 100% chance to crit mean you can't be blocked/dodged (if it's a single die roll system).
On the Monster side of things...
Do monsters have innate chance to miss us? Or is it only based on our Dodge/Block and Damage Reduction?
Do monsters have a set chance to Crit? To Dodge? To Block?
Excellent addendum, thank you!
The damage listed in channeled spells is the total damage the spell will do during one full cycle. For example, if you have a weapon that makes you hit once every two seconds, it would take two seconds for the channeled spell to do the full amount of damage listed.
This is from a recent blue, I would like to see exact "cycle metrics" on these spells. How much damage per tick/how often it ticks.
From the "Exclusive: Diablo III Demon Hunter Spotlight Video" time stamped @ 2:32,
stating that in dire times, the DH can imbellic herself in Shadow Power, increasing her movement and firing speed to such a degree that even the most resilient demonic opponents cannot escape her wrath.
This is not true as the Shadow Power skill grants:
"Draw in the power of the shadows, gaining 20% of all damage done as Life for 3 seconds."
Unless you would likely rune it as Shadow Glide which unlocks at level 58, then you would be able to
"Gain 40% bonus to movement speed while Shadow Power is active.
My questions are:
Did Blizzard rename the Attack speed into Movement speed?
Does increase in Movement speed also mean increase in Attack speed?
Blizzard, I need clarity in this as I am trying to find the best combinations using the skill calculator for my Demon Hunter build.
Thank you.
If its possible i'd like to be able to use my b.net account info (since this will be a guide hosted by blizzard) and access my character info via the guide. It could use the paper doll system, and allow you to see changes in your dps, armor, and other stats by swapping out equipment.
Question: followers/players interactions (buffs/debuffs/MF/GF....) and how followers are affected by +stats gear.
Example: the templar seem to benefit from + strenght items, increasing both damage and armour.
Scoundrel should benefit from +dexterity while the sorceress from +intelligence, I guess?
How much more likely a boss will drop better loot than a mini boss, mini boss than elite, elite than regular. Same goes for different chests.
Order things are calculated for things like armor, block, etc. dodge calc, then 30% passive barb and monk damage reduction, then armor, then block? How are things calculated!
I have a few questions regarding client side install and functionality.
1. Will there be a 64 bit client for D3?
2. Support for multi-screen display?
I use 3 screens and 2 Nvidia GTX 480, and with the Beta, I can get the game to display on three screens. From what I'm seeing 3 screen display doesn't really add anything too awesome. I'm just curious if it will continue to be possible and will there be any changes to make this more possible? Example, movable objects added like the Character screen, or movable toolbar?
3. GUI, can the GUI be customized within the parameters of the D3 layout? Example, Reduced sized Icon buttons, or movable toolbar.
4. Can pet DPS and your companion DPS be displayed on the main character sheet?
5. Can accurate Thorns damage for pets be displayed? (zombie dogs and etc.)
6. Is there a listing of weapons usable by each class?
I'd be curious about damage modifiers i.e. what all on items, passives etc modifies damage in what ways. In D2 the only damage that was modified was the damage you deal with your weapons. Now it seems spell damage is also affected by passive skills etc so I'd be curious how damage is handled in D3 right now.
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
How dual wield and 2hand works, and if they are balanced damage-wise or if one of them will always be the prodominant spec...
I want to be able to choose freely between 2hand fist weaponed Monk, and a staff. Or a Barbarian wielding 2 axes and not feeling underpar compared to one who uses a big 2handed axe...
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They elaborated on it a little bit ago - but it'd be nice to have it in the game guide
one stat i definately want explained is crit bonus on items. additive or multiplicative.... Seems like surge in swtor, could get out of hand in a hurry.
Also, we've seen some interesting items in the d2 universe, old items with procs like bone spear, animate random 8bit looking zombie on kill, etc. What are the limits of rare rolls. Interesting procs? or just a pile of stats, and if those kind of rolls exist, what are the limits?
Site Suggestions: (without too carefully reading what was posted before me)
How each stat effects your summon: If I get +100 vitality, how much health does my Zombie Dog get, Does my Gargantuan get? If I get +30% chance to freeze on hit, does it effect my dogs at all? Same question for any and all stats, how do they effect my permanent summons.
What benefit does my Follower get from each stat? We know 10% weapon damage, but does that mean that the skills we see that the follower has that have a %weapon damage actually do 200% of 10% of their weapon damage? For example: Onslaught for the templar "Deliver a massive blow for 200% weapon damage" is that really 200% weapon damage? Or is it 200% of 10% of the weapon damage? Would like to know how every stat (not just weapon damaage) effects my follower.
If I have "+2-4 cold damage" on an item, does my Arcane Orb actually do 3.5-7 damage as Cold damage? I wonder because, lets say I come up against a pack of highly arcane resistant monsters in inferno. Would my Wizard with lots of "+x-x fire damage" or "+x-x cold damage" fair better than my wizard with just "+x-x damage" gear? Or does "+2-4 damage" mean exactly the same thing essentialy as "+2-4 cold damage" except with one you get a cool glow on your weapons.
I would love to see what affixes each item thats craftable can roll up. What I mean by this, maybe not for EVERY item that drops, but certainly for everyitem that you can craft, I would love to see a list of all the affixes that it "can" roll. That way, I'm not making an item over and over again, hoping for an affix that it has zero chance to roll up.
Similar to the above, it would be nice to see the absolute top end that an item can roll of a certain stat. So if a certain helm, as a rare has a chance to roll Intelect, it would be nice to see exactly what the "most" intelect it can roll is. We see this already, but it seems like only for sats that are garunteed to roll up.
It would be nice, now that we know inferno is not a flat difficulty to see a drop chart for the areas. Somthing easy to look at that basically says "Here is where you can start seeing x quality items drop, in this dungeon you can see x quality items drop" Some kind of very elegant way to show us generally what quality levels monsters drop. For example, in the beta, the monsters right before King Leoric would be slightly higher than the others.
Excellent addendum, thank you!
This is from a recent blue, I would like to see exact "cycle metrics" on these spells. How much damage per tick/how often it ticks.
For example the first swing of the Skeleton King's Whirlwind attack does significantly more damage than each subsequent swing.
Don't think I'll bother asking one. I'm rather certain there'll be lots of questions regarding the same stuff.
Lastly:
GO TYRAEL!
stating that in dire times, the DH can imbellic herself in Shadow Power, increasing her movement and firing speed to such a degree that even the most resilient demonic opponents cannot escape her wrath.
This is not true as the Shadow Power skill grants:
"Draw in the power of the shadows, gaining 20% of all damage done as Life for 3 seconds."
Unless you would likely rune it as Shadow Glide which unlocks at level 58, then you would be able to
"Gain 40% bonus to movement speed while Shadow Power is active.
My questions are:
Did Blizzard rename the Attack speed into Movement speed?
Does increase in Movement speed also mean increase in Attack speed?
Blizzard, I need clarity in this as I am trying to find the best combinations using the skill calculator for my Demon Hunter build.
Thank you.
.
My PvP build would be different from these 13.
Check out the leaked Demon Hunter skill list here from Blizzard China: http://translate.google.com/translate?hl=en&sl=auto&tl=en&u=http://tiny.cc/10p16
Diablo III is $50; MSI GT683DXR-423US Gaming Laptop is $1,599; Playing Diablo III w/ my wife & 2 brothers is PRICELESS
If they can do this then a D3 "dress up" guide isnt that far off.
Example: the templar seem to benefit from + strenght items, increasing both damage and armour.
Scoundrel should benefit from +dexterity while the sorceress from +intelligence, I guess?
edit: Nice video!
Order things are calculated for things like armor, block, etc. dodge calc, then 30% passive barb and monk damage reduction, then armor, then block? How are things calculated!
Can you repeat why Magic FInd is being averaged across all players?
Cap, diminishing return, how it works etc.
1. Will there be a 64 bit client for D3?
2. Support for multi-screen display?
I use 3 screens and 2 Nvidia GTX 480, and with the Beta, I can get the game to display on three screens. From what I'm seeing 3 screen display doesn't really add anything too awesome. I'm just curious if it will continue to be possible and will there be any changes to make this more possible? Example, movable objects added like the Character screen, or movable toolbar?
3. GUI, can the GUI be customized within the parameters of the D3 layout? Example, Reduced sized Icon buttons, or movable toolbar.
4. Can pet DPS and your companion DPS be displayed on the main character sheet?
5. Can accurate Thorns damage for pets be displayed? (zombie dogs and etc.)
6. Is there a listing of weapons usable by each class?
Second this
The only other question I can think of (for now) pertains to the WD and his pets.
How are the health of the pets determined?
I want to be able to choose freely between 2hand fist weaponed Monk, and a staff. Or a Barbarian wielding 2 axes and not feeling underpar compared to one who uses a big 2handed axe...