Why do this dogs have a body frame that looks like a human cadaver crawling on all fours? How come if these dogs look like human cadavers crawling on all fours, the Witch Doctor is able to summon them summon his dogs just about anywhere, anytime?
Why not make the skill accessible only after the Witch Doctor had killed a monster then he can summon the possessed body of that slain monster, thus the dogs that looks like something crawling on all fours.
Is there a minimum expected frequency of pack spawns? (e.g. If I don't see one for ~20 minutes of play, its because I 'missed' it in an unexplored area?)
Can / does a pack ever DE-SPAWN for any reason other than an Act-change or game session ending?
What factors influence pack spawn rate? (If any?)
Does the number of players in game affect pack spawn rate/timing
Does "missing/not-finding/partial-killing" a pack affect spawn rate/timing of a future pack?
Does completely killing a pack affect spawn rate/timing of a future pack?
Quality of loot:
Does loot quality vary based on 'difficulty' of pack abilities?
What is a pack's loot quality relative to a Resplendent Chest in that area? (e.g. Something like: twice as much loot, but same quality grade?)
Does killing the last member of a pack have an additional drop/loot bonus, pre-level-60? (Specifically ignoring Nephalem Valor in this question.)
Does a pack's loot quality vary DIFFERENTLY than other mobs based on quantity of players present in game?
I'd like to know what aspects of the game change when more players join.
Very much THIS. In gory details please!
Detailed Stuff like:
Are all changes linear? (e.g. does going from 2 to 3 players increase monster health by the same % as going from 3 to 4?)
Any unusual Drop Quality changes? Note: excluding party-MF stats! (e.g. do blues have an increased drop chance, rares and legendaries remain the same?)
Any changes in item drop quantities?
Mob changes:
Increased quantities?
What % health increase?
What % damage increase?
Attack or cast speed increase?
Altered A.I. behavior? (e.g. cast spells more often)
EXP gain changes?
Will grouping generally result in faster leveling?
- ALL stat caps (movemenspeed was already revealed 25%)
- how much damage from which weapon is used if you dualwield and use an ability
- how is dual wield attacks per second calculated
Basically the only thing I can think of is how exactly pets scale specifically. If they scale off of gear, how they scale from level to level etc. Either that or just a stat menu similar to our follower's stat menu would be nice.
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Oh pitiful shadow lost in the darkness,
Bringing torment and pain to others.
Your damned soul wallowing in your sin.
Perhaps... it is time to die.
1 - What kinds of penalties exist when the player level differs from the monster level?
2 - How do the experience points scale based on level (ie - x # of monsters killed over time). I've noticed killing 10 monsters at level 6 will give +20 xp, while at level 7 may only be +15xp.
3 - How does ally kills affect XP when in a multi-player game (and in close proximity).
In short, enough information to ensure that we know enough to limit the experience "penalties" which could be incurred while playing the game.
I want to know if I will be able to play the game in English from my home in Brazil and still usemy region's RMAH. I need to know how you change the language of the game (or how to obtain an English-US version) and still play the game normaly.
Besides that, I want to know more about the Legendaries' stats and procs (if they have any) and how they work. Do they scale with something?
- how do you get really really good at D3?
- please de-mystify the game.
- could you replace the website with the D3 game client?
- how do i control all the things you have limited my control over?
Thanks to the developers for dealing with us crazy people - i want to know these things and yet I also know the irony of what I am asking for.
Oh, one more thing. Health of pets? Resists, chance to crit? Behaviour models (AI)? Overall info on pets, cause all we know is damage (which seems a surprisingly low percentage of your weapon damage to be honest). Is there an unsummon function?
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A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
taking one of the things dolicsehrant said because it is a VERY good point
- provide a %-value or formula for ambiguous wording like 'has a chance' , 'may' and 'can' This has got to be the most frustrating things to read when looking at abilities. There is a chance my power will go out when I use an ability too. 20% chance and cannot occur more than once every 5 seconds is a good example!
If they make the game guide like the current Arreat Summit, the game will be perfect. By that, I mean, nobody ever went there except to find stats, variances, and some runeword you couldn't remember the order of. The majority of us that were serious about the mechanics in the game (specifically some of the menutia that I've seen asked for here like drop calculation, item generation, magic find, etc) used to hit up the Lurker Lounge.
Basically, it would be like going to learn about WoW on the official site, and then heading over to ElitistJerks to crunch some numbers and get serious among Diablo players that were 178% more hardcore about grammar and solid content than EJ ever was. The new AS should give a cursory explaination of most game mechanics, and like all games they made back in the day keep us in the dark. The vast majority of players that became addicted to Diablo did so because of the puzzle that it was. Conversely, you could go into those mechanics on the new site, but only the Hardcores will pay attention. Interesting debate I'm having with myself here.
I would like more information on how damage translates to skills. Particularly, how your DPS is determined when dual-wielding, which skills use your DPS compared to your damage per hit, and things like that. Don't need to go through and explain all skills, just what dfiferent "categories" there are for determining how your damage affects the skill's damage. Also, information on how +damage and +elemental damage interacts with skills would be useful.
I'm interested to know how many recipes there are for craftable items, from the Blacksmith, Pre-Nightmare, for each armor piece and weapon type. Are there any recipe drops in Normal?
Sorry, I can't read the whole thread now, but I want to know the following:
First topic:
Is there something like a global cooldown? May I use Revenge, Overpower or any fury spender at the same time as Cleave? As far as I'm aware, there is nothing like an auto attack, just something like(assuming attack speed of 2.0 secs)
0.0: Cleave
2.0: Cleave
4.0: Cleave
Would _any_ other skill fit in between, or would it replace a Cleave?
What about attack speed, especially concerning Frenzy, do other attacks weave in at the same speed or would the otherwise reduced delay until the next attack be "normalized"? i mean like:
prior: Frenzy x 5
0.00: Frenzy
1.14: Frenzy
2.28: Frenzy
?.??: Rend
?.??: Frenzy
Second topic:
How do buffs and debuffs stack concerning the damage calculation?
My current guess would be:
weapon damage * skill modifier * (additive sum of buffs like Battle Rage) * (additive sum of debuffs on the target)
Right, wrong? How wrong? Where do shrines fit in? Buffs I guess?
1. Like everyone else MF/GF explanation please
2. Explanation of damage modifiers for each skill if there is one based on items, stats, and such. (ie your weapon adds this much damage and strength adds this much)
3. Do you have better chance of drops on your first time killing of a boss or is it just standard
4. drop rate comparing boss to elite to simple mobs and jars/chests
5. Calculations of Att. speed to attacks per second.
6. HC character true death (all info on this ie character slots taken and other info).
There are a few monk passives that trigger upon a use of a "direct heal" conditional. What constitutes a direct (which, at the moment, I'm assuming is anything that isn't hp/dmg or hp/sec) heal?
Do damage increasing debuffs stack? i.e. Aura of Conviction, Conflageration, Arcane Torrent (Dissruption rune). Can a single player say stack conflag multiple times (assuming they could toss out fire dmg that quickly)? Can two players of the same class stack their own version of the same debuff on a single enemy (for example: double Aura of Conviction)?
Base Class stat growth (since it's all the same for each respective class right?). As it stands, it's difficult to figure out if "that's a big heal spell" or "this attack will probably crit around X% of the time" because the only time I've ever seen the stats of a class was with a Beta video on youtube and a magnifying glass...
Also, the only reason I know that 1 int = 1% dmg for a wizard is from asking a tester... I feel like that should be readily available info that's nearly impossible to miss.
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Why do this dogs have a body frame that looks like a human cadaver crawling on all fours?
How come if these dogs look like human cadavers crawling on all fours, the Witch Doctor is able to summon them summon his dogs just about anywhere, anytime?
Why not make the skill accessible only after the Witch Doctor had killed a monster then he can summon the possessed body of that slain monster, thus the dogs that looks like something crawling on all fours.
.
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
Very much THIS. In gory details please!
Detailed Stuff like:
- how much damage from which weapon is used if you dualwield and use an ability
- how is dual wield attacks per second calculated
Bringing torment and pain to others.
Your damned soul wallowing in your sin.
Perhaps...
it is time to die.
1 - What kinds of penalties exist when the player level differs from the monster level?
2 - How do the experience points scale based on level (ie - x # of monsters killed over time). I've noticed killing 10 monsters at level 6 will give +20 xp, while at level 7 may only be +15xp.
3 - How does ally kills affect XP when in a multi-player game (and in close proximity).
In short, enough information to ensure that we know enough to limit the experience "penalties" which could be incurred while playing the game.
Besides that, I want to know more about the Legendaries' stats and procs (if they have any) and how they work. Do they scale with something?
- please de-mystify the game.
- could you replace the website with the D3 game client?
- how do i control all the things you have limited my control over?
Thanks to the developers for dealing with us crazy people - i want to know these things and yet I also know the irony of what I am asking for.
- provide a %-value or formula for ambiguous wording like 'has a chance' , 'may' and 'can'
This has got to be the most frustrating things to read when looking at abilities. There is a chance my power will go out when I use an ability too.
20% chance and cannot occur more than once every 5 seconds is a good example!
Basically, it would be like going to learn about WoW on the official site, and then heading over to ElitistJerks to crunch some numbers and get serious among Diablo players that were 178% more hardcore about grammar and solid content than EJ ever was. The new AS should give a cursory explaination of most game mechanics, and like all games they made back in the day keep us in the dark. The vast majority of players that became addicted to Diablo did so because of the puzzle that it was. Conversely, you could go into those mechanics on the new site, but only the Hardcores will pay attention. Interesting debate I'm having with myself here.
Just my 2 cents.
First topic:
Is there something like a global cooldown? May I use Revenge, Overpower or any fury spender at the same time as Cleave? As far as I'm aware, there is nothing like an auto attack, just something like(assuming attack speed of 2.0 secs)
0.0: Cleave
2.0: Cleave
4.0: Cleave
Would _any_ other skill fit in between, or would it replace a Cleave?
What about attack speed, especially concerning Frenzy, do other attacks weave in at the same speed or would the otherwise reduced delay until the next attack be "normalized"? i mean like:
prior: Frenzy x 5
0.00: Frenzy
1.14: Frenzy
2.28: Frenzy
?.??: Rend
?.??: Frenzy
Second topic:
How do buffs and debuffs stack concerning the damage calculation?
My current guess would be:
weapon damage * skill modifier * (additive sum of buffs like Battle Rage) * (additive sum of debuffs on the target)
Right, wrong? How wrong? Where do shrines fit in? Buffs I guess?
http://eu.battle.net/d3/en/profile/Sol77-2972/hero/66110450
1. Like everyone else MF/GF explanation please
2. Explanation of damage modifiers for each skill if there is one based on items, stats, and such. (ie your weapon adds this much damage and strength adds this much)
3. Do you have better chance of drops on your first time killing of a boss or is it just standard
4. drop rate comparing boss to elite to simple mobs and jars/chests
5. Calculations of Att. speed to attacks per second.
6. HC character true death (all info on this ie character slots taken and other info).
How is your ACTUAL DPS calculated, including: Base Weapon, Afiixes, and Skill.
Stats on EVERY SINGLE item in the game.
Do damage increasing debuffs stack? i.e. Aura of Conviction, Conflageration, Arcane Torrent (Dissruption rune). Can a single player say stack conflag multiple times (assuming they could toss out fire dmg that quickly)? Can two players of the same class stack their own version of the same debuff on a single enemy (for example: double Aura of Conviction)?
Also, the only reason I know that 1 int = 1% dmg for a wizard is from asking a tester... I feel like that should be readily available info that's nearly impossible to miss.