I've mentioned a comparison before to how they handled the nerfs in Hearthstone, at first there was quite a lot of interesting decks about and yes some of them were OP as hell so every patch Blizzard nerfed a batch of cards and while this did indeed balance the game out it also lead to a point where everyone is just playing the same style, the same cards in every deck because everything else was nerfed to the point where there's no other viable options. I'm not saying things shouldn't be fixed, but just nerfing everything other than what they want isn't the way to do it because it just eventually leads to everyone doing the exact same thing and that's boring.
The new affix does not take into consideration weapon element. Thats why it says "skills"
and not "damage". The affix only work at the very end of spells calculation and it must be using the element that the bonus is for. I tested weapons with cold damage and even auto attack are not increased by it as a DH. Its their way of making sure we never have a black weapon 2.0.
Then if a weapon says cold or fire or holy etc. does it actually do anything? Is it the same as normal damage?
Since elemental damage is multiplicative then you multiply your new sheet dps with elemental percent. Formula is (1+elemental dmg) * sheet dps = actual dps. So to break even, (1+elemental dmg) = new sheet dps/ old sheet dps. So to break even, your elemental % gain ALWAYS needs to be higher than your % dps lost.
Using the previous examples, if you lost 30% sheet dps then you need 1/0.7 = 43% elemental damage to break even. Since you gained 20% cold damage, then your overall actual dps is 0.7 * 1.2 = 84% of your original dps.
Next example: losing 18% damage for +25% cold does NOT increase dps by 7%. Let's see: 0.82 * 1.25 = 1.025 = 2.5% dps increase
Now if your weapon has cold damage and also has % cold damage buff, then my guess is that amount of cold damage on the weapon gets multiplied by the cold damage buff, for all spells. I'm not sure if the sheet dps already calculates the buff in.
Does disintegrate not crit? I find that it rarely crits, while if I use spectral blades it crits several times per second.
I found a +20% arcane damage amulet so I've been running an arcane build. I run an oculus offhand for APoC. I use disintegrate as the primary spell, spectral blades to refill arcane power, Archon, and then armor (the one with +arcane power), familiar, and magic weapon.
Looking for group members who also have infernal machines to do ubers at MP 5 or 6. I'm primarily an archon wizard for farming 186k dps and can use either archon or CMWW build for ubers.
TwirlingFern#1666
1. In running act 3, there are very few events. When there are events, then they do not give any decent loot so there is no point in doing these. The same thing happens for purple monsters; there is no point in killing them. The same is there for chests, even respledent chests- it is not worth the time to open them.
2. Loot drops which are good are few and far between. Now there are better legendaries, so this is improved, but now it's not worth it to pick up most rares. There definitly should be a identify all button at one of the merchants or blacksmith or gem artisian. It takes far too long to id the items. There are many ways to improve the item game. For example Path of Exile has crafting mats which can reroll a rare, or keep the same affixes and reroll the stats, or add an affix. These would definitly improve the situation because we could do more real crafting with less randomness. Crafting via the blacksmith is like playing the lottery. There needs to be a way to craft items and know what you will be getting. Not only that, but it should be available for everyone instead of needing a blacksmith plan. I think the blacksmith needs to get reworked completely, prehaps for the expansion, keeping full in mind the auction house.
3. Running the same areas over and over is repetitive. I know this is Diablo, but there could be a variety in dungeons. There were many good ideas from the d2 mod Median XL. For example there were heroic areas. There could be special caves which spawn once in a while which have very difficult content, say 1 or 2 monster levels above the rest of the act. There could be a super elite pack which has 6 affixes and drops good loot. There were many dungeons which were interesting, like the monsters are invurnable until you kill certain towers. How about a dungeons with only elite packs? It's pretty fun to fight 2 or 3 packs at once and it's more difficult. Several people have suggested /monsterLevel64. Type this into any act to make everything Monster Level 64.
Several people have talked about an endless dungeon. On each floor the tileset could change and also the size of the arena could change. Some small, some larger, some narrow like a corridor. There could be more packs per floor, harder packs, packs have more abilities. You could even have it so that when you die, you cannot return to the dungeon. That would be interesting.
Patch notes say the same: Vault with fire rune is 1500 damage over 3 seconds. Ok, I'll trade my half discipline vault rune for 1500 damage over 3 seconds
We'll see tomorrow how quickly they burn, or if it's really a typo.
Well, they buffed some useless skills. Before they were 100% shit, now they are 50% shit. Do improvements to other hungering runes? The other hatred generators are pointless even after buff. Lol.. 10% more damage on chakram.
Sentry- we've taken a sack of shit- and Doubled it! Who is going to use up a spot for 40% single target dmg fired once in a while?
Devoring arrow: homing, 280% dmg, fires offscreen
Ball lightning- big aoe and piercing, cheap
Unless they serviously buff other skills, these buffs are not enough. It's not only damage but functionality.
We'll see if they improve other runes on fan of knives. Only the double range one is good.
So, if I have 45% MF on a glove and a belt, and then swap out my ammy (which has 0 mf) with one that has 10% MF, I still have the 45% MF. I just don't get that extra 10 for 3 minutes.
A1 is so easy to clear, compared to A2 and A3/A4. I can't see why they are making the drop rates for A1/2/3&4 as 2/4/8% respectively. There is not much incentive to clear anything but A1. The drop rate should be nonlinear such as 1/3/9.
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Since elemental damage is multiplicative then you multiply your new sheet dps with elemental percent. Formula is (1+elemental dmg) * sheet dps = actual dps. So to break even, (1+elemental dmg) = new sheet dps/ old sheet dps. So to break even, your elemental % gain ALWAYS needs to be higher than your % dps lost.
Using the previous examples, if you lost 30% sheet dps then you need 1/0.7 = 43% elemental damage to break even. Since you gained 20% cold damage, then your overall actual dps is 0.7 * 1.2 = 84% of your original dps.
Next example: losing 18% damage for +25% cold does NOT increase dps by 7%. Let's see: 0.82 * 1.25 = 1.025 = 2.5% dps increase
Now if your weapon has cold damage and also has % cold damage buff, then my guess is that amount of cold damage on the weapon gets multiplied by the cold damage buff, for all spells. I'm not sure if the sheet dps already calculates the buff in.
I found a +20% arcane damage amulet so I've been running an arcane build. I run an oculus offhand for APoC. I use disintegrate as the primary spell, spectral blades to refill arcane power, Archon, and then armor (the one with +arcane power), familiar, and magic weapon.
TwirlingFern#1666
Feel free to add me. I'm on in the evenings most days on the east coast.
TwirlingFern#1666
http://us.battle.net/d3/en/profile/TwirlingFern-1666/hero/18546569
2. Loot drops which are good are few and far between. Now there are better legendaries, so this is improved, but now it's not worth it to pick up most rares. There definitly should be a identify all button at one of the merchants or blacksmith or gem artisian. It takes far too long to id the items. There are many ways to improve the item game. For example Path of Exile has crafting mats which can reroll a rare, or keep the same affixes and reroll the stats, or add an affix. These would definitly improve the situation because we could do more real crafting with less randomness. Crafting via the blacksmith is like playing the lottery. There needs to be a way to craft items and know what you will be getting. Not only that, but it should be available for everyone instead of needing a blacksmith plan. I think the blacksmith needs to get reworked completely, prehaps for the expansion, keeping full in mind the auction house.
3. Running the same areas over and over is repetitive. I know this is Diablo, but there could be a variety in dungeons. There were many good ideas from the d2 mod Median XL. For example there were heroic areas. There could be special caves which spawn once in a while which have very difficult content, say 1 or 2 monster levels above the rest of the act. There could be a super elite pack which has 6 affixes and drops good loot. There were many dungeons which were interesting, like the monsters are invurnable until you kill certain towers. How about a dungeons with only elite packs? It's pretty fun to fight 2 or 3 packs at once and it's more difficult. Several people have suggested /monsterLevel64. Type this into any act to make everything Monster Level 64.
Several people have talked about an endless dungeon. On each floor the tileset could change and also the size of the arena could change. Some small, some larger, some narrow like a corridor. There could be more packs per floor, harder packs, packs have more abilities. You could even have it so that when you die, you cannot return to the dungeon. That would be interesting.
We'll see tomorrow how quickly they burn, or if it's really a typo.
Sentry- we've taken a sack of shit- and Doubled it! Who is going to use up a spot for 40% single target dmg fired once in a while?
Devoring arrow: homing, 280% dmg, fires offscreen
Ball lightning- big aoe and piercing, cheap
Unless they serviously buff other skills, these buffs are not enough. It's not only damage but functionality.
We'll see if they improve other runes on fan of knives. Only the double range one is good.
Best solution I've seen so far.
I used to see the watch tower every game a few days ago. Since patch 1.0.3a, I have not seen it once. How about you all?
Are you sure hydra crits? I know that blizzard already crit, it just showed the damage in white numbers instead of yellow.