Take the base cooldown and write is as "number of cooldowns per minute." (or hour or day or whatever, the specific unit doesn't matter, as long as it's consistent) Multiply it by your CDR percent as a decimal added to 1.
Example: Explosive Blast has a 6 second cooldown, which would be ten cooldowns per minute. You have 100% CDR, which we'll express as 1, and add it to 1, giving us 2. Multiply the number of cooldowns per minute by this number, to get 20. Now we can divide 60 seconds by 20 to get 3 seconds, the new cooldown.
If you had, say, 35% CDR, Explosive Blast's cooldown would be reduced to about 4.4 seconds. 1000% CDR would reduce it to about half a second.
TL;DR: Don't think of it as a percent decrease to your cooldowns, because that would allow you to remove your cooldowns entirely. Think of it as a percentage increase to how many times you can use an ability in a given timeframe. 50% CDR means you can use Explosive Blast (or whatever) 50% more times in the same timeframe than if you had 0% CDR.
It's more like a MOBA-thing. In both DotA and LoL you must click the freakin hell out of your mouse to last hit properly.
I don't get it, why shouldn't we get all the crap on the floor? I'll pick up everything and port back to sell it. I'm such a cheap garbage collector at games... I'd rather risk dying than spend a pot!
Because white items sell for far less than the average gold drop, and even further less than a single blue item. In one beta playthrough I made 10k without selling a single item. You could fill your inventory with whites/grays and then sell them all for the same vale as one blue of the same level. There's literally no reason to bother taking the time to interact with them in any way except to drop them when you accidentally pick them up.
Well white items in the other game could be found socketed and used to make runewords, there is really no use for them in D3 as of now except to sell.
Anyways it's just a funny comic, nothing too serious.
Great job again Calavera!
Nope. Not even to sell. A blue post specifically said the design intent is that you don't even want to pick them up. If they see people regularly doing so and selling them, they said they would reduce theiralready negligiblevalue even further.
Yeah, the annual pass thing is just for people who want to play diablo 3 but already play wow. Blizzard is being nice so wow players don't have to shell out extra cash to get another of their games. If you don't play wow...you just buy diablo three. Why would you pay 180 dollars for a year of a game you don't play to get a ~50 dollar game for free?
There actually are short staffs that are wielded one-handed. One at a time. You don't dual-wield them, because most of their techniques involve grabbing them with the free hand, or grabbing your opponent.
The closest thing to what you're suggesting would be canes, and even then they're usually wielded one at a time the same way. What you're ultimately asking for is for a dedicated martial artist to slap demons with two sticks like a child.
They do need to fix the monk's animations too, as was mentioned. It makes fuck-all sense for him to wield any weapons at all while charging towards his enemies, then put the weapons away to punch them, and take the weapons back out. In the real world you could kill anyone by doing that, because they'd be stunned into a coma by the colossal idiocy of your assault.
I'm gonna go ahead and predict this now: the black soulstone is the meteor that hit the cathedral. It was stated the beta ends when you beat the skeleton king, because almost immediately afterwards you find the meteor. You recover this object and take it to Leah, and she studies it. There may be more hooblah in between finding it and the cinematic, but Act I seems to be taking place before Azmodan's invasion, which in the cinematic he shows to Leah in a dream.
When exactly the cinematic takes place, I have no idea. Perhaps the maiden of Lust found it first, because it was also stated that Belial and Azmodan are ahead of the player in their scheming. This would lead to you chasing her down, killing her, and taking the stone back to Leah. Then she studies it and we get the cinematic at the end of Act I. They did say that parts of it were edited out to avoid major spoilers, so the key sections that connect it into a definite part of the storyline could be missing.
Lore: all the wizard needs is something to channel the energy through. It could be a brick for all it matters, but wands, orbs, and staves are specially designed to enhance the arcane power as it ripples through them. A sword is just good for pointing and shooting lightning bolts and stuff.
Mechanics: wizard (and witch doctor) damage will actually keep scaling at the same rate as the "physical" classes, especially in inferno mode. All this means is "weapons = damage output." For everyone. Wiz and WD have specific weapons that they will prefer over everything else for the damage bonus, so there's no practical reason to carry a big 2H sword, because your damage output with it will be lower than with a wand and orb. Now I just wish they'd do this for the monk's skills that are still on scale-by-level.
They can, but their class-specific weapons and off-hand items grant bonuses to their overall damage. A wand and an orb with +20% wizard damage each is better than a two handed ax.
It's a beta, not a demo. It is purely for testing purposes, not to entertain people. If they get bored and stop playing the beta, Blizz will let more people in on the off-chance 10% of them actually test it properly to find bugs and give feedback.
Example: Explosive Blast has a 6 second cooldown, which would be ten cooldowns per minute. You have 100% CDR, which we'll express as 1, and add it to 1, giving us 2. Multiply the number of cooldowns per minute by this number, to get 20. Now we can divide 60 seconds by 20 to get 3 seconds, the new cooldown.
If you had, say, 35% CDR, Explosive Blast's cooldown would be reduced to about 4.4 seconds. 1000% CDR would reduce it to about half a second.
TL;DR: Don't think of it as a percent decrease to your cooldowns, because that would allow you to remove your cooldowns entirely. Think of it as a percentage increase to how many times you can use an ability in a given timeframe. 50% CDR means you can use Explosive Blast (or whatever) 50% more times in the same timeframe than if you had 0% CDR.
Because white items sell for far less than the average gold drop, and even further less than a single blue item. In one beta playthrough I made 10k without selling a single item. You could fill your inventory with whites/grays and then sell them all for the same vale as one blue of the same level. There's literally no reason to bother taking the time to interact with them in any way except to drop them when you accidentally pick them up.
Nope. Not even to sell. A blue post specifically said the design intent is that you don't even want to pick them up. If they see people regularly doing so and selling them, they said they would reduce their already negligible value even further.
The closest thing to what you're suggesting would be canes, and even then they're usually wielded one at a time the same way. What you're ultimately asking for is for a dedicated martial artist to slap demons with two sticks like a child.
They do need to fix the monk's animations too, as was mentioned. It makes fuck-all sense for him to wield any weapons at all while charging towards his enemies, then put the weapons away to punch them, and take the weapons back out. In the real world you could kill anyone by doing that, because they'd be stunned into a coma by the colossal idiocy of your assault.
When exactly the cinematic takes place, I have no idea. Perhaps the maiden of Lust found it first, because it was also stated that Belial and Azmodan are ahead of the player in their scheming. This would lead to you chasing her down, killing her, and taking the stone back to Leah. Then she studies it and we get the cinematic at the end of Act I. They did say that parts of it were edited out to avoid major spoilers, so the key sections that connect it into a definite part of the storyline could be missing.
Mechanics: wizard (and witch doctor) damage will actually keep scaling at the same rate as the "physical" classes, especially in inferno mode. All this means is "weapons = damage output." For everyone. Wiz and WD have specific weapons that they will prefer over everything else for the damage bonus, so there's no practical reason to carry a big 2H sword, because your damage output with it will be lower than with a wand and orb. Now I just wish they'd do this for the monk's skills that are still on scale-by-level.
Also, this:
Interesting build, though. I can see how much control it gives you.