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• posted a message on FCR/IAS = actuall FCR/IAS?
Breakpoints only existed as a byproduct of the D2 engine. D2 uses sprites for its characters. In games, sprites have to be drawn frame by frame, or in D2's case, have 3d models play an animation, and have that animation chopped into 2d frames. Breakpoints were a way to reduce the frame count of an animation in chunks (e.g. 105 FCR -> 200 FCR reduced your cast animation frame count from 8 to 7).

Since D3 is real-time rendered game, the animations are probably being scaled in real time as well. If, for example, your casting animation was exactly 2.0s long and you had 25% total FCR, your resulting cast animation would probably be exactly 1.5s long.
Posted in: Theorycrafting and Analysis
• posted a message on Beta Combat Mechanics Compendenium
Quote from PiousFlea

Figuring out Defense, Armor and Resistance scaling should be very easy if the mechanics are similar to WoW.

The formula from WoW is:
`%DR = 100% - (100% / (x*Armor + 100%)), where x is a different number for each character level.`

On the other hand, it appears that Precision is directly proportional to Crit, as in:
`%Crit = y*Precision, where y is a different number for each character level`

Since both of these formulae are directly proportional (ie, linear no threshold), you technically only need one datapoint to figure out the scaling value - simply divide one value by the other. However, to account for rounding error you will want to average out at least 3 datapoints.

If %DR is the displayed damage reduction (from Defense, Armor, or Resistance), then let %ieHP equal incremental effective HP (ie, the percent gain in effective HP over zero damage reduction):
`%ieHP = (100% * %DR) / (100% - %DR)`

This can be shown to be directly proportional to Armor as below:
```%DR = 100% - (100% / (x*Armor + 100%))
-%DR = -100% + (100% / (x*Armor + 100%))
100 - %DR = 100% / (x*Armor + 100%)
1 / (100% - %DR) = (x*Armor + 100%) / 100%
100% / (100% - %DR) = x*Armor + 100%
(100% / (100% - %DR)) - 100% = x*Armor
(100% * %DR) / (100% - %DR) = x*Armor```

However, if there is a threshold for Defense (ie, below a certain amount of Defense you get zero damage reduction) the formula will no longer be direct proportional. This appears likely as I've seen several screenshots of players with positive amounts of Defense but 0% damage reduction.

Another thing we are unsure of is if there are any hard caps or diminishing returns thresholds. I suspect that kind of info will only become available once people are at level cap though >_>.
Posted in: Theorycrafting and Analysis
• posted a message on Waypoints / Recalling Animations... Or Lack There Of...
Quote from kudersmack

Bear with me because I am merely nitpicking at minor details in animations, but wouldn't it be cooler (and kinda make more sense) if your character (and its pets) actually appeared to 'walk' through the portal when they go back to town, rather than simply appearing in the town motionless (and with a stack of 3 dogs standing on each other)?

Minor detail, so say what you want about it, but I feel like they could add some small animation when you use the portal to make it look smoother.

You mean like it already does? I think your computer isn't fast enough.

Posted in: Diablo III General Discussion
• posted a message on Beta Combat Mechanics Compendenium
Are you sure about this? I seem to recall someone saying elsewhere that resistance was a flat damage reduction.

The tooltips for each resistance clearly state that each resistance value reduces the damage from that element by a percentage.
Posted in: Theorycrafting and Analysis
• posted a message on Beta Combat Mechanics Compendenium
Here's some stuff I've noticed:

Core Attributes

• Attack - Increases damage dealt. Applies to all damage types (physical, elemental) and sources (it affects your pets). 1 Attack == 1% damage.
• Precision - Increases critical strike rate. Unknown formula. Appears to be diminish in effectiveness as your character levels. May vary per class. At level 13, my Wiz has 87 Precision with a 6.16% chance to crit. This translates to each point of precision being worth 0.071~% crit; roughly 14 precision = 1% crit at level 13.
• Defense - Reduces damage taken. Applies to all damage types (physical, elemental) and sources (melee, ranged, dots, etc). Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 89 defense, with a 59.38% reduction to all damage. This translates to each point of defense being worth 0.668~% damage reduction; roughly 15 defense = 10% damage reduction at level 13.
• Vitality: This translates directly into Health. Amount of HP per point seems to vary slightly per class.

Secondary Attributes
All percentage based bonuses (excluding +Crit Damage %, because that goes over 100%) appear to be multiplicative, not additive. EG: 2x 50% dodge buffs would result in a 75% chance to dodge, not 100%. [(1 - 0.5) * (1 - 0.5)] = 0.25

• Armor - Reduces physical damage taken only. Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 145 armor, with 18.24% physical damage reduction. This translates to each point of armor being worth 0.126~% phys DR; roughly 80 armor = 10% phys DR at level 13.
• Resistances - Reduce damage to the respective element by a percentage. I have found no resist gear yet, so I cannot give any values.
• Critical Damage - Crits of all type deal 150% damage baseline. The + % Crit Damage affix increases that percentage.
• Block - Block reduces the damage of a physical melee/ranged attack by a flat value. Blocks are not a complete negation of that hit, as they were in D2.
• Dodge - Dodge completely avoids the attack. It appears to only work on melee/non-spell ranged attacks. There is no dodge animation, it is just a combat roll.

Weapons
2 Handers

• Highest base damage, so you will hit the hardest
• They appear to have lower weapon spread than faster weapons, ensuring you do big damage more consistently
• Animation times are slower
• Less resource generation (for monk/barb/DH in some cases)
• Less crits/procs

Dual Wield

• Innate 15% attack speed bonus
• Weapon have large damage ranges, so if the RNG gods are unkind you may be T_T
• Lots of attacks = lots of crits and procs
• More resource generation
• Remember that with dual wield, the attacks alternate between main and offhand

1H + Shield

• Armor boost, obviously
• You can block attacks
• The damage lost here is actually relatively small (in theory). Essentially, you do a bit less DPS than dual wielding (assuming the dual wielding weapons are identical in DPS/stats)
• Median spirit gain between 2H/DW

Weapon Speeds
```1 Handers
Mace: 1.20 APS
Spear: 1.20 APS
[Wizard Only] Wand: 1.20 APS
Axe: 1.30 APS
[Monk Only] Fist Weapon: 1.40 APS
Mighty Weapon:[ 1.40 APS
Sword: 1.40 APS
[WD Only] Ceremonial Dagger: 1.50 APS
Dagger: 1.50 APS
[DH Only] Crossbow Pistols: 1.80 APS

2 Handers
Mace: 0.90 APS
Polearm: 0.95 APS
Axe: 1.00 APS
Crossbow: 1.00 APS
[Barb Only] Mighty Weapon: 1.00 APS
[Monk Only] Daibo: 1.10 APS
Sword: 1.10 APS
Staff: 1.20 APS
Bow: 1.40 APS```

Anyone else find anything useful?
Posted in: Theorycrafting and Analysis
• posted a message on DiabloFans: 3D Viewer & Streams!
Are the texture errors due to your model viewer, or is it because the models have multiple textures/geosets and for some reason they're just all visible? See: http://www.diablowiki.com/Templar

The model you guys are showing for SK is actually Leoric's ghost: http://www.diablowiki.com/Skeleton_King

Posted in: News & Announcements
• posted a message on Old Post Comments
Are the texture errors due to your model viewer, or is it because the models have multiple textures/geosets and for some reason they're just all visible? See: http://www.diablowiki.com/Templar

The model you guys are showing for SK is actually Leoric's ghost: http://www.diablowiki.com/Skeleton_King

Posted in: General Discussion
• posted a message on Blizz asks for suggestions on Stat Page
Quote from Branmuffin

Quote from CherubDown

Quote from Deathpeon

Quote from CherubDown

Yeah, I just got done reading about that. I'd like to see a total magic find percentage on there, as well as any other special stat such as percent to crushing blow.

Pretty sure total gold find and magic find are at the bottom of that list. I just can't seem to find a screenshot that covers the entire list
MF is not on there in any fashion. I promise. It needs to be, though, imo.

I promise you, MF is on there. I've seen it. I'll look for a screen, and edit it in if I find one.

It's there, I mega-promise, as well as pretty much every relevant character stat. I'd take a screenshot, but the game servers are not cooperating right now and I can't seem to create or join a game >_
Posted in: Diablo III General Discussion
• posted a message on Online only , Duping and economy

Basically, like it has been said before, duping and hacking will get to be common on Diablo 3 on the Battle.net realms.

The only thing that might help is, as Scyber said, B.net 2 is a bit better then B.net 1. Other then that, the only reason why it's online is for DRM.

The main reason why WoW is so secure when it comes to duping is that, again as it's been said before in this very thread, all the items have an individual item code. If Diablo 3 does that, I don't see Duping to be very common, but I don't see Diablo 3 having that. :/ It would be nice if it did though!

It's been said before by people who have absolutely no fucking clue how a proper server/client architecture works, nor have any insight into what it takes to actually dupe items. All item code + data on the server == every item that exists gets a unique hash/identification data == duped items are either immediately culled by the server, or get logged + flagged for CS investigation. The chances of dupes are slim to none, and if any do emerge, you can be pretty damn sure that they will be fixed promptly.

Botting is another thing entirely. I have no doubt that people will attempt, and succeed, to make bots. It's not possible to stop that kind of developement. Fuck, there are tons of free software you can use to make bots. Here's a random one you can use: http://www.autoitscript.com/site/autoit/

The thing is, these bots are probably going to be shitty. You think people are going to be able to make D2NT quality bots that can MF every TC87 zone with a hammerdin in 15 minutes? Not likely, and if they do, they can probably expect a swift kick in the nutsack from Warden, or a ban later.

You guys may think that Blizzard doesn't give a fuck based on what eventually became of D2, but you are all quite dilusional if you think Blizzard has spent any significant time or resources to D2 since.. 2005? They take keeping their games secure extremely seriously.
Posted in: Diablo III General Discussion
• posted a message on Mod support would “add a couple of years” development time
Quote from Jamoose

D3 does not need mods support so it could live longer. The game itse;f will live for 5 years easy, without expansions. With expansions i'd say 10 years easily.

How do you know this? Are you on the Diablo 3 team? Do you know how the game is architected, what the data structure is like, what third party middleware/other software they license? If not, then you should probably just shut up because you simply have no fucking idea.

You do realize that ALL studios use at least SOME 3rd party licensed software, even if their engines & editors are built in house? Software like this can cost thousands of dollars per license, and if it is a crucial piece in their pipeline, they can't just delete it and have the game and tools magically work. They may literally have to rebuild everything from scratch (not the assets, but the pipeline itself), which could realistically take years.

So again, you should probably keep your mouth shut the next time you think about offering your opinion on something about which you know nothing.
Posted in: Diablo III General Discussion