• 1

    posted a message on [GUIDE] How to become a sucessful and exceptional barbarian on inferno difficulty
    Great guide, I always wanted to write up something as rich as this but I couldn't do it in the end. I must be slack off.

    I had read through the entire thread and felt these missing and could be very useful when choosing particular gear / skill over the other:

    Base Armor:

    Armor shown on all gear + Strength + Vitality (Nerves of Steel)

    *Shield adds on avg 1000 on your Base Armor without even counting block (will discuss below), it is a tough choice for barb to drop the shield due to the current situation of how the “Bonus Armor” work in game (see below)

    *Nerves of Steel adds your base armor which values more than some of the "Bonus Armor" skills (see below)


    Bonus Armor:

    Tough as Nails + Warcry + Enchantress/Powered Armor + Leap / Iron Impact

    *These works slightly different than “Base Armor”

    Example: A barb has 6 000 base armor, without any of the skills, after he / she equip / cast the following:

    “Tough as Nails” (25%)
    6 000 + 6 000 x 0.25 = 7 500 (1 500 gain, 25%)

    “Warcry” (20%)
    7 500 + 6 000 x 0.20 = 8 700 (1 200 gain, 16%) ***NOT 9 000, this is where a lot of people get confused, you can not use 7500 x 1.2 here, the bonus armor doesn't work towards other bonus armor.

    Enchantress/”Powered Armor” (15%)
    8 700 + 6 000 x 0.15 = 9 600 (900 gain, 10%)

    “Leap”(300%)
    9 600 + 6 000 x 3 = 27 600 (18 000 gain, 188%)


    Damage Reduction :

    For monsters at lv63 (Inferno act III/IV), the damage reduction works as below:

    DR% Armor = Armor / (Armor + mlvl*50) = Armor / (Armor + 3150) x 100%

    DR% Resistance = Resistance / (Resistance + mlvl*5) = Resistance / (Resistance + 315) x 100%

    *Armor works against all damage source including all elemental damage.

    Other % DR include “Reduce melee damage by %”, “Reduce range damage by %” or “Reduce damage done by elite %” etc etc

    Total Damage dealt:

    Damage x (100% - Armor DR%) x (100% - Resistance DR%) x (100% - Other %) x (100% - 30 native DR%)

    For a barb with 10 000 Armor, 1000 All resist, 20% reduction from melee attack from "String of Ears", a lvl 63 mob hits him / her for 500 000 damage, he / she takes:

    500 000 x (100% - 76%) x (100% - 76%) x (100% - 20%) x (100% - 30%) = 16128

    (by the way, there could be a typo of the barb passive damage reduction, I remember it was 30%, not 25%.)

    Some interesting discovery:

    The “String of Ears”
    For the above example, without taking the 20% into account.

    500 000 x (100% - 76%) x (100% - 76%) x (100% - 20%) x (100% - 30%) = 20160

    Compared to the result above

    20160 – 16128 = 4032 HP. (118 Vitality)

    If the mob hit for 2 x the damage, then it reduces even more to 8064 HP (236 Vitality)

    The interesting fact is that since all belt can offer “+ life %” as well as “+life leach %”. The common “String of Ears” is only great against heavy hitting monsters, and after patch 1.03, it could be less efficient. The best "String of Ears" could have great stats with best rolls are still currently the best belt to have.

    Life on Hit:

    A note for “Frenzy”, the trigger abilities such as “Life on Hit” or “Bleed” etc, are scaled down with 0.75 modifiers. This doesn’t mean “Life on Hit” in retrospect is less effective, however this does mean that barb gets less from “Frenzy” with "Life on Hit" compared with other skills. Still “Frenzy” is arguably the best skill right now for barb.

    My 2cents.

    Edited, correction for typos.
    Posted in: Barbarian: Bastion's Keep
  • 4

    posted a message on Rare destory Legendary? Legendary ONLY affixes suggestion [updated]
    I enjoyed those old days, my sorceress put fire all over Mephisto and my blood boils when I hear the scream of the evil and sound of treasures clashed onto the floor. Or gone through red portal to defeat Pindleskin, held breath while the treasures pop out of the thin air and dreamed the name "Hydra Bow" with a dark golden colour would show up. Jez, I enjoyed that feel, it was what driving me to revisit the game and kept me up through the countless nights.

    Now, come to present day. Logged on and guess which button I click first? The Auction House. I spent countless hours checking it repeatedly, hoping shinning loot with big numbers "drop" within my budget. Then eagerly log in my barb and equip it, only to log out once again to sell the replacement.........


    The end of an era: RIP "The Grandfather" and "Windforce"

    I'm sure, people form this forum would remember the power from these two godies. The feel when you hold it in your hand. Hell, the "Windforce" was what it drived nuts me to level Amazon to max and wearing socketed armor with 40% Damage / 15% attack speed jewelries.

    Come to Diablo 3, if you login and check the auction house, "Windforce" is less powerful and much cheaper than many "Rare" alternative. Loads of "Rare Items" with power stats (150+ DEX/ VIT) had made these relics no chance to enter top selection gear list of the soon-to-come PVP arenas. Sure, the rune words were ruling in Diablo 2, but remember how long it took for Blizzard to patch with the super rune words, and the never end farming to get a "ZOD" drop.



    Is the easy-access-power-filter, auction house to blame?

    Many hardcore players have stated repeatedly, that they do NOT use auction house. I admire their strong mind, but cannot resist to it. Often I got friends whispering with links of their super powerful treasures and bragged about the bargain they got from AH. I come to realize if there were no auction house, their "victory" cannot come by so easily nor frequently, They would have to spent countless hours going through vendors in trade channel or in public games like in Diablo 2.


    Is it the drop rate?

    Others may realize, to make the powerful goodies pop out on AH, they have to drop in game first. The issue must be something to do with the drop rate. If they make the "Rare Item" drops less, then players will have to go fight in the game and hope to get the uber rare loots. But is it fun to play such a game without all the colourful items dropping every 10 or 20 minutes?


    Is it fun to play without "Rare Item" drops?

    You may remember how frequently the "Rare items" popping out from the minions of hell; from the endless echoes: "Moo mo moo mo" back in Diablo 2. Do they really appear to drop more? I guess to get the exact answer; we will have to wait for the exact drop rate from Blizzard. However from what I feel after leveling all the way to almost finishing Hell is that they drop about the same if not less. If the drop rate has been nerfed severely on the "Rare Items", it may ruin the fun.


    The core issue:

    Back to square one, what is the problem that makes the game less rewarding than auction house hunting?
    I have to say it goes within the "Item Affixes" randomization.

    Before people throwing eggs at me or flaming this thread, you may want to read the following:


    Keep in mind, Blizzard had confirmed that same stat do NOT roll twice. Source


    I am NOT saying the power of the "Affixes" needs to be nerfed. I.e. It seems fine to have "+200 Damage" on a rare or blue item with "+ 50% Damage".

    I am concerning about the chance of the combination of affixes. Or to be specific - damage related affixes gets rolled repeatedly. i.e. "Rare Items" with 6 random affixes, often comes with a combination of 2 or more of these "+ X Damage" "+ X % Damage" "+ X STR" "+ X DEX" "+ X% ATK SPEED" "+ X Max Damage" "+ Socket"


    Real Game Example:

    "The Grandfather"
    Legendary Two-Handed Sword

    592.3–726.9 Damage Per Second
    (439-541)–(638-780) Damage
    1.10 Attacks per Second
    +66-132 Minimum Damage
    +88-176 Maximum Damage
    +31-35% Damage
    +78-83 Strength
    +78-83 Dexterity
    +78-83 Intelligence
    +78-83 Vitality
    +5-7% Life
    Increases Damage Against Elites by 7-8%
    Ignores Durability Loss


    +2 Random Magic Properties


    Now keep in mind do NOT roll twice, "The Grandfather" only has 2 random affixes and they can NOT be "+ X Max Damage" "+ X % Damage" "+ X STR" "+ X VIT" "+ X DEX" "+ X INT"

    The only useful affixes that "The Grandfather" can roll will be something like "+ X Fire Damage" and "X% Damage is converted to life". You may see the problem of that.

    Compare to this Rare Crafted Weapon: (Some in game lv60 weapons have better basic DPS)

    "Exalted Grand Oni Blade"
    Rare Two-Handed Sword

    433.4 Damage Per Second
    317–471 Damage
    1.10 Attacks per Second

    +6 Random Magic Properties
    Crafted by: Blacksmith (Level 10)

    It may have 6 out of or a combination of "+ X Max Damage" "+ X % Damage" " + X STR " "+ X VIT" "+ X DEX " "+ X INT" "+ X% damage convert to life"

    The stats can be higher as for example the, it can have "+ 50% Damage" + "+ 180 STR" "3% Damage is converted to life"


    You may now know the reason why there are many 900 / 1000 + weapons on the auction house making "The Grandfather" and "Windforce" much less attractive. Even these elite weapon fall so hard, think about the rest of the Legendary stuff...

    From what I can tell the Legendaries only hold their name to two aspects:

    1) Unique Appearance
    2) Unique affixes (i.e. a wrist piece with "+ % ATK Speed" & + "% MOV Speed")



    Legendary ONLY affixes suggestion pool: (Your constructive suggestion welcome)

    The goal here is to make "Legendary items" more interesting and competitive. This hopefully will add on another excitement to a Legendary loot while differing them from the general "Rare items" and hopefully not breaking the balance. Let's hope this will help these Legendary items, the ones we loved.

    Let's gather our ideas and we'll feedback to Blizzard. Anyways you may have fun making up your ideas :) or reading others.

    These following Afflixes, are Legendary ONLY, they can only be rolled up by a Legendary item.



    DefensiveRecommended/Inspired by
    Immune to slows, movement impairing effectsBenegesserit
    Break jail after X secondDiablo 3
    Can not be frozenDiablo 2
    When below 20% HP, gain 100% over X seconds N/A
    When below 20% HP, gain 10% movement speed X seconds N/A
    When below 20% HP, cast Frost Nova, last X seconds Diablo 3
    When below 20% HP, cast Teleport to random location Diablo 2




    OffensiveRecommended/Inspired by
    X% Chance on hit to create a 10 yrd explosion for Y% your weapon damageBenegesserit
    X% Chance on hit to dispel target sheilding effectDiablo 3
    X% Chance on hit to cast fear which last Y secoundDiablo 2
    X% Lower resistsance on hit to Y elementDiablo 2
    Deals X% additional damage to illusionsDiablo 3




    Fun/OtherRecommended/Inspired by
    X% Chance on hit to teleport target to your locationDiablo 3
    Upon death, deal X amount of damage in 10 yrd radius, X is your total HPDiablo 2
    When Below 30% HP, resurrect follower, teleport him/her to youN/A





    Thanks for reading, your suggestion please. Let's gather our ideas and we'll feedback to Blizzard.

    Edit: Fix a few typos
    Edit: Updating "Legendary" ONLY affixes suggestion
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Simple question on difficulty
    Also it makes no sense if you have finished normal and find out that you can't play with your friend anymore with this character. Hence, they can't go into nightmare and you can't go back to normal.
    Posted in: Diablo III General Discussion
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