The PC version has a system in place that will actually increase your drop rates if you have gone a while without finding one. I don't think the console version has this feature.
The drop rates in console are pretty decent, but there's no "bad luck protection".
At the very least, get your alts to the end of act 4 so you aren't fretting about playing all of that junk again when there is new stuff available. Then, think about whether you want to level those alts some more, or grind paragon.
On one hand, waiting to level your alts means you can level them in adventure mode instead of campaign. On the other hand, waiting to level them means you don't get the 50% buff.
Regarding gaining paragon levels, you miss out on the 50% bonus if you put it off, but on the other hand you will be level 70 and the base XP will be a bit higher, plus you can be doing adventure mode and getting useful level 70 stuff while also grinding your paragons out.
It seems to me that the benefits of leveling alts now outweighs the benefits of leveling paragon now, assuming you intend to do both in the long run.
Blizz wants to cater to the people who play the game casually and would like to be able to find cool and interesting items on their own without having to spend all day in trade chat or hitting up the auction house. For that to work, they have to make these things drop pretty frequently.
If these things are going to drop so frequently, it's probably best that they can't be traded. Otherwise, the game just gets flooded with legendaries and they feel too common.
I kind of like the appeal of BoA legendaries. With this system, I have to use some creativity to come up with builds, since any great build I look up probably involves items I don't have. I have to combine my skills and gear in more interesting ways, since the gear available to me is not the same gear that is available to everybody else.
I enjoy playing mostly single player ARPGs like Torchlight or Median XL mod for the D2. These mods can give out really cool items to players because it is intended as a single player game. But, I always find myself missing the larger community that comes with playing Diablo. I think that the BoA system gives the best of both worlds - the game has the fun and awesome drops you expect out of a single player ARPG, but with a much better online service.
That being said, if Blizz is going to make the game play more like a single player game, they really need to drop the always-online crap. The excuse "We designed the game around auction and trade" is clearly no longer valid.
Glad to hear that there won't be a holiday patch, their time is MUCH better spent on more important topics.
Not too mention OUR time
I HATE in-game holidays with "exclusive" rewards! Holidays should be spent with the family, not grinding away for some mount or title!
yeah and its activision not blizzard cos since they merged Blizz is not longer in charge no matter what they were saying and only profit matters now - so i have no idea who they banned but probably some long time unused accounts or just said and did nothing
What a bunch of crap. Blizz makes money off of the buyers, not the sellers. If people are willing to pay that much for an item, they will pay that much regardless of who is selling it.
If anything, botters reduce the amount of money they make from RMAH transactions since they are more legendaries flooding the market forcing the price down, and fewer people willing to buy on RMAH because they can bot for legendaries and gold.
(Note that for the same reason 0.000...1 is effectively 0.)
That's not even a valid number. You can't add additional numbers after the ... as the entire point is that it repeats indefinitely.
Anyway, .999... does equal 1. Exactly 1. Not "effectively" or "approximately". It is simply another way of writing the exact same number. I've seen people try to argue that 1-.999... = .000...1, but again this is a nonsense number. If you subtract a number from itself, you get 0.
It's well established in mathematics that there are infinitely many rational numbers within any real interval of non-zero length (anyone with a B.S in math should know this.) Based on that fact, if .999... and 1 were different numbers, you should be able to name a rational number in the interval, other than 1. Of course, you cannot. Name any number less than 1 and it is quite obvious that it cannot be greater than .999...
I'm doing fine in act 1 inferno with shadow power gloom but it does require that you have some vitality and resistance too.
My biggest vulnerability is getting caught in frozen or arcane enchanted aoe due to lack of mobility, so I'll probably try vault. Smoke screen would work for these cases but is more expensive considering what I would use it for.
The listed weapon damage takes into account all damage increasing affixes (elemental or none, percentage or flat). The listed weapon speed takes into account any IAS affix on the weapon. The listed DPS of the weapon is simply the average of the listed damage, times the listed speed.
What it won't account for is crit modifiers, dexterity, or any attack speed and damage bonus on your other equipment. If the listed DPS numbers on the item are close, I recommend doing the math as the higher listed DPS will not always do more damage.
Dividing up a hundred shots and rounding it is a bit less accurate than using summation, but it gives a decent picture to the less mathy folks. I believe it's still a question as to whether each pierce of Devouring Arrow adds 70% of weapon damage, or 70% of the initial hit (which would be 70% * 115% = 80.5%)
Devouring Arrow may do a little bit more damage on average, if the above is accurate, but its so close that I am going to continue using Puncturing Arrow (which yields an average of 2 hits vs 1.53, and thus works better with On Hit and On Crit effects)
We know its for sure not 70% OF the initial hit. First off, you can see the damage going up in game, rather than down. And secondly, the tooltip says it increases the damage of the arrow BY 70% for each pierce. So the question is whether its multiplicative or additive. If multipilicative, than Devouring Arrow does a TON more damage, but if additive, it does a tiny bit less than Puncturing. And yeah, I figured my math wasn't super accurate like a summation would be, but I thought it would paint a general picture of how much damage each rune does over a period of time that everyone can understand.
You misunderstand, I meant that it may add 70% to the damage of the first hit, as opposed to simply adding 70% weapon damage. Note that this is different, because the first hit does a bit more than weapon damage.
Obviously they wouldn't give us a rune that makes the ability strictly worse
Dividing up a hundred shots and rounding it is a bit less accurate than using summation, but it gives a decent picture to the less mathy folks. I believe it's still a question as to whether each pierce of Devouring Arrow adds 70% of weapon damage, or 70% of the initial hit (which would be 70% * 115% = 80.5%)
Devouring Arrow may do a little bit more damage on average, if the above is accurate, but its so close that I am going to continue using Puncturing Arrow (which yields an average of 2 hits vs 1.53, and thus works better with On Hit and On Crit effects)
5 hours gets me most of the way through act 2. I'm not fast, but neither do I explore everything. There's no way you were taking your time if you beat normal in 5 hours, if such a thing is even possible.
No reason to make two of the same class just because you want to play them differently. There is no long term commitment how you build the character since you can swap skills and gear freely. Maybe if you feel like playing the opposite gender one day, you could justify it.
Personally, im planning 1 hardcore and 1 regular of each class, each different gender. I probably won't even bother playing a class on hardcore until I've maxed it on regular though, so it will be a while before all ten slots are used.
I still don't have my game. I was recommended a Monk, I played a Monk in beta and I feel it would be the right choice. It's not a heavy class (Barb) and it has some utility, buffs and even healing.
However I feel that in Diablo ranged classes have much more power because everything is kiteable. Or maybe I am missing something?
Barbs and monks have passive damage reduction which compensates for the lack of range.
Died once in Wortham or whatever that village is. I was happy about the challenge though really it was me trying out an ineffective build and not paying attention.
Act 1 boss was also really fun
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The drop rates in console are pretty decent, but there's no "bad luck protection".
On one hand, waiting to level your alts means you can level them in adventure mode instead of campaign. On the other hand, waiting to level them means you don't get the 50% buff.
Regarding gaining paragon levels, you miss out on the 50% bonus if you put it off, but on the other hand you will be level 70 and the base XP will be a bit higher, plus you can be doing adventure mode and getting useful level 70 stuff while also grinding your paragons out.
It seems to me that the benefits of leveling alts now outweighs the benefits of leveling paragon now, assuming you intend to do both in the long run.
If these things are going to drop so frequently, it's probably best that they can't be traded. Otherwise, the game just gets flooded with legendaries and they feel too common.
I kind of like the appeal of BoA legendaries. With this system, I have to use some creativity to come up with builds, since any great build I look up probably involves items I don't have. I have to combine my skills and gear in more interesting ways, since the gear available to me is not the same gear that is available to everybody else.
I enjoy playing mostly single player ARPGs like Torchlight or Median XL mod for the D2. These mods can give out really cool items to players because it is intended as a single player game. But, I always find myself missing the larger community that comes with playing Diablo. I think that the BoA system gives the best of both worlds - the game has the fun and awesome drops you expect out of a single player ARPG, but with a much better online service.
That being said, if Blizz is going to make the game play more like a single player game, they really need to drop the always-online crap. The excuse "We designed the game around auction and trade" is clearly no longer valid.
Not too mention OUR time
I HATE in-game holidays with "exclusive" rewards! Holidays should be spent with the family, not grinding away for some mount or title!
What a bunch of crap. Blizz makes money off of the buyers, not the sellers. If people are willing to pay that much for an item, they will pay that much regardless of who is selling it.
If anything, botters reduce the amount of money they make from RMAH transactions since they are more legendaries flooding the market forcing the price down, and fewer people willing to buy on RMAH because they can bot for legendaries and gold.
Anyway, .999... does equal 1. Exactly 1. Not "effectively" or "approximately". It is simply another way of writing the exact same number. I've seen people try to argue that 1-.999... = .000...1, but again this is a nonsense number. If you subtract a number from itself, you get 0.
It's well established in mathematics that there are infinitely many rational numbers within any real interval of non-zero length (anyone with a B.S in math should know this.) Based on that fact, if .999... and 1 were different numbers, you should be able to name a rational number in the interval, other than 1. Of course, you cannot. Name any number less than 1 and it is quite obvious that it cannot be greater than .999...
My biggest vulnerability is getting caught in frozen or arcane enchanted aoe due to lack of mobility, so I'll probably try vault. Smoke screen would work for these cases but is more expensive considering what I would use it for.
What it won't account for is crit modifiers, dexterity, or any attack speed and damage bonus on your other equipment. If the listed DPS numbers on the item are close, I recommend doing the math as the higher listed DPS will not always do more damage.
You misunderstand, I meant that it may add 70% to the damage of the first hit, as opposed to simply adding 70% weapon damage. Note that this is different, because the first hit does a bit more than weapon damage.
Obviously they wouldn't give us a rune that makes the ability strictly worse
Devouring Arrow may do a little bit more damage on average, if the above is accurate, but its so close that I am going to continue using Puncturing Arrow (which yields an average of 2 hits vs 1.53, and thus works better with On Hit and On Crit effects)
Personally, im planning 1 hardcore and 1 regular of each class, each different gender. I probably won't even bother playing a class on hardcore until I've maxed it on regular though, so it will be a while before all ten slots are used.
Barbs and monks have passive damage reduction which compensates for the lack of range.
Act 1 boss was also really fun