Wouldn't go too far with that. Only thing significant is that we are months exactly from this happening.
9-17-2013 -> 3-18 2014
Quote from pr3ach3r
yeeaahhh, Itemization bitch!
I don';t think Day is game director (yet), but I would sure like it if he was.
Quote from Benegesserit
Quote from Savages
Quote from magicbitch
Bashiok, dont u think all of those "solutions" are exaggerated? Why not, just once, choose the easy way, what about to forbid gear swaping while you are in combat? There have to be some combat status in D3 am i right?? If there is, this is the best solution.
There is no "combat" system in Diablo. There was some issue that came up during beta (can't remember what it was) but Bashiok posted that there is no combat system and in order to add such a system would require them to do a large overhaul of the game.
This is bullshit. They make you take durability while in combat even when you take or deal no damage. They absolutely can tell you are in combat. If for some mind-warping reason they can't (which again is already proven to be possible by the durability wear-and-tear mechanic), they can simply have a hidden debuff that prevents gear swapping for 10 seconds after taking or dealing damage.
Quote from maka
This is all just because some people are so anal that they do the stupidest things just to get an edge, like swapping gear mid-fight. If you wanna stack MF, do it like normal people, and take the drawbacks that come with it (more MF = less DPS/survivability). Gear-swapping is just people wanting to have their cake and eat it too. It's unacceptable, to me.
There is a pretty decent solution that nobody's mentioned yet (or at least I haven't seen it). Remove the possibility of item swapping during boss fights. I know it doesn't prevent people swapping during fights with elite packs, but it's a start.
I would also like them to bring back charms in some form or another. Just don't make them take up inventory space, that was horrible. Create a dedicated inv space just for them or something.
Was gonna write this but you hit the nail on the head. People don't play in a vacuum, what others do still affects everyone else, via the AH, for example.Quote from Zakaz
Again, your way of playing absolutely does influence my way of playing - it affects the economy, which impacts my time requirement to achieve specific levels of gear or progression, which affects my choice in how I play the game. Stop pretending like your experience is the only experience, ok?
Quote from Harmonica39
Quote from Drkclone
Am I the only one fearing that we will hear soon "Mid 2012"? I like how they are showing changes they have made/are making but a lot of this I feel could of waited till after release or an expansion.
how could they waited to make those changes? these are CORE changes which directly influence the gameplay
Quote from CherubDown
I'll address what I said since there seems to be a problem.
My colegue Molster quickly pointed this out when I first wrote this up. So I was inclined to put a question mark in the title. I figured that would clear up the intent of the short what was to be a blue quote with a twist.
Since D3 was originally slated for this year, and that Bllizzard is working really hard on getting everything in, and the nature of Blizzard Entertainment, it's not ridiculous for me to theorize the system could be scrapped.
I'd also say that Bashiok's quote wasnt perfectly clear either. What testers was he talking about? I took what I could from the quote and delivered what I think to be a reasonable conclusion.
All that, plus I'm in the middle of finals so I threw this all together very quickly. If the wording isn't perfect it's because I'm busy worrying about Computer Architecture and UNIX networking
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I would tend to agree. Making teleport a much better escape skill / "Get the f**k out of dodge" skill.
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You Sir, win the day, week, and most of all, this thread. +1 to you.
^- - - - - this was the best for me!
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let Y = (2167.5*LEVEL - 158167.5);
let X = (1/Y);
%DR = 100 - ( 100% / (Armor*X + 100%) )
So, %DR (in the case of a level 13 = 100 - ( 1.00 / (Armor @L13 * {1 / [ (2165.7 * 13) - 158167.5] } + 1.00 )?
Do I have it right?
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Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.
-It isn't accounting for base stats, or what level you are.
-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).
-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.
-also cant edit the random properties, that's a huge lose of additional stats.
IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.
A situation of this or that...
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Yup that's correct. One thing to give the melee-ish classes a one up on the cannon-ish classes I suppose.
I've been meaning to update the calculator but been really busy these past 3 days. F/T Job, plus Wedding stuff, plus getting a D3 site ready to go, just not enough time in the day nor week to do everything I want for the community. I will be updating the calc no matter what with all 5 classes today so all are on it. I'll also do some graphs for a visual aid as well.
On that note, what graphs would you like to see (that we can test out with the little certain info we have)?
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oOo pretty. Will link up in main post.
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As I have agreed with many in this and previous posts, yes, I am fully aware of the XP curve is not final. In fact, I agree 100% it won't be the same. I did this just to get an idea. More like shits-&-giggles than anything else. This will be fixed at release, along with pretty much everything (that changes mind you) from beta to release.
Could you point me to this thread with the talk about the crit table? Is it used for all five classes (yes / no / different) ?
Thanks
EDIT: Going from a concept standpoint, would you rather be able to input each stat on a piece of armor, and figure out upgrades from there AND/OR use the calculator to just figure out how much of a stat to obtain a certain desired amount.
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Just got lucky, but do want to help out.
....ummmm mmmm indeed! I total missed it going over the list. Will edit, highlight with a "???wtf???" tag : D Thanks for the poingt out.
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I agree with everything you said. Unlike the pictures above, I have added a lot more to the sheet and really should get a newer version for testing and debugging. The reason I haven't already is because my home PC decided to got to *poof*. A new Motherboard, PCU, and RAM (a total of 350 bucks later) home comp back in action.
Two quick notes:
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
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First off, thank you for this service. Your doing everything I would do if i'd have Beta access. If I get a key, I wouldn't mind helping you out too.
So off to my question:
My question is more of a task. In my thread here "Building a Better Skill Calculator" I want to find out as much as I can pertaining, and including the the Base Stats and how they effect things such as +Crit, +Crit DMG, +DMG, etc. So the task (which I'd admit it is) is this:
1.) Take note of Base Stats, AND Details of character sheet of a "Naked" character. Taking care that no Stat buffs are on to adversely effect the base stats.
2.) Take note of Base Stat changes, and Details changes, again with no armor on or Stat buffs AT EACH Level. 1-10 be good, but up to 13 be AWESOME!
Now here's the good news, I watched Force's playthroughs and did take note of the Base Stat increase from levels 2-8 (2-7 on his Wizard). I have included a picture of my Excel chart. If you want you can just confirm what I have and list for levels I don't.
(my excel shart)
Also, instead of paper or note padding the changes, a good screenshot of the character stat page with all the Details opened be good enough. (Just take care to scroll down for the full Adventure details.) A simple WINZIP file of all the pictures be cool, and can give email to avoid having to find a free file sharing (less stuff on your end).
Lastly, I can actually answer one of your questions for you after you do this,
Since I'll have the base state changes, I can work out the amount of %CRIT per Amount of Precision. It has been noted that it appears to be taking a diminishing returns, (think WOW at higher levels). Diminishing Returns is a huge reason for this, as it appears to be in about half the mechanics so far looked at.
Thank you for help, with as much as you do! get many +Rep for just doing this!!!
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To build on what you did, in a way. I noticed that you see the amount of stats you gain per level. So, with that in mind went through all five of Force's playthroughs and here is the point increase per level (for the levels he got in the playthroughs:
I will be using these in my calculator, and update (for wizard only) right now.
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First off thank you for the notes, and links. I will use them in updating the sheet. I agree a lot will change over the next few coming months before release, but at least we have a little more time to perfect it.
On your MF note, and some data as a whole. As long as we can nail down the ones that effect our characters the most, crit, crit dmg, % dmg, etc. and are within a small to no percent error; I'll be good with that.
keep on trucken...?...!