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    posted a message on 3 Trifecta Items(2 amulet, 1 gloves)
    Looking for a PC on the following items. All three are also for sale, feel free to post offers.

    Amulet
    +171 Dexterity
    +12% Life
    Attack Speed 7%
    Critical Hit Damage 76%
    Critical Hit Chance 6%

    Gloves
    +106 Dexterity
    +81 Intelligence
    +62 Vitality
    17% Magic Find
    Attack Speed 9%
    Critical Hit Damage 28%
    Critical Hit Chance 9.5%

    Amulet
    +140 Strength
    +8% Life
    39% Magic Find
    Critical Hit Damage 99%
    Critical Hit Chance 8.5%

    I know second Amulet isn't a trifecta, but still a pretty nice peice. :)
    Posted in: US Servers Trading
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    posted a message on High Damage Chantodo's Force(/w Blizzard affix)
    Quote from ElectricTwist

    You've got a price range?

    No. My attempt to price check using the AH resulted in just a couple similair to mine listed at $250 on the RMAH. Which is why I made my way to forums in hopes of getting a better idea of it's value. Off hand peices can be a bit tricky to price check after all.
    Posted in: US Servers Trading
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    posted a message on High Damage Chantodo's Force(/w Blizzard affix)
    Quote from Coho

    be nice if u stated the "dps" too cuz idk

    Sounds like you are confusing the (Chantodo's)Force with the (Chantodo's)Will. This is the Force, which is an off hand.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on High Damage Chantodo's Force(/w Blizzard affix)
    I'm looking to sell the following set off hand:

    Chantodo's Force
    +105-425 Damage
    +180 Intelligence
    Attack Speed Increased by 8%
    +9% Life
    +13 Maximum Arcane Power
    Critical Hit Chance Increased by 9.5%
    Increased Duration of Blizzard by 2 Seconds

    From what I could judge the high +Damage makes it a pretty nice Chantodo's, would appreciate some input regarding value from people more knowledgeable with the wizard class. Feel free to post offers here if you are interested in purchasing.
    Posted in: Wizard: The Ancient Repositories
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    posted a message on High Damage Chantodo's Force(/w Blizzard affix)
    I'm looking to sell the following set off hand:

    Chantodo's Force
    +105-425 Damage
    +180 Intelligence
    Attack Speed Increased by 8%
    +9% Life
    +13 Maximum Arcane Power
    Critical Hit Chance Increased by 9.5%
    Increased Duration of Blizzard by 2 Seconds

    From what I could judge the high +Damage makes it a pretty nice Chantodo's, would appreciate some input regarding value from people more knowledgeable with the wizard class. Feel free to post offers here if you are interested in purchasing.
    Posted in: US Servers Trading
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    posted a message on WTB 1 hand Weapon, spending up to 5 million.
    I'm looking for a 1 handed Mace or Axe with stats somewhere along the following lines:

    **DPS 900+
    *strength
    *Critical Damage
    *Socket
    Vitality
    Life on hit

    I would like to spend between 2 and 5 million. So if you got a weapon you are trying to get rid of that you think I may want to check out, post the stats here along with a price.
    Posted in: US Servers Trading
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    I enjoyed doing boss runs for quite some time as well. That certainly does not mean that boss farming is the most enjoyable way to play a game. As much fun as I had playing D2 for years, I am looking forward to this new gameplay adjustment towards killing ALL monsters + bosses. Sounds perfect.
    Posted in: Diablo III General Discussion
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    posted a message on Acid Rain?!?
    Quote from seisansarax

    Just to show you I am not ignoring everything you say, I wil change something when I actually get the game, will remove a CC to add a single dps skill, but only after I play the game with my build and it proves me that it is not right.

    Very wise.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    My contest entry pays tribute to the D2 ranged barb with a ranged barb build! Here is the link:

    http://us.battle.net...dSXe!hef!ZbYZZY

    Active Skills Breakdown:

    Weapon Throw (Ricochet rune) - Pretty obvious.

    Overpower (Storm of Steel rune) - With rune it sounds like a second weapon throw? it's not all that obvious tbh.

    Leap Attack (Launch rune) - I anticipate using Leap to get away from monsters more so than getting to them with this build. Should also work will with ground stomp. Will need the rage as well.

    War Cry (Charge! rune) - I started thinking about how to sufficently build rage with a ranged build. This skill will help a lot with the glyph, plus some defensive boost, although I hope to avoid melee as much as possible.

    Ground Stomp (Wrenching smash rune) - While pulling monsters too me as a ranged build may seem counter intuative, I plan to use it in conjunction with Leap Attack. Also a means of rage generation.

    Battle Rage (Marauder's Rage rune) - This skill could be used with practically any barb build. I couldn't really find a better choice for my ranged build than this.

    Passive Skills Breakdown:

    Unforgiving - To help with any fury issues. This could be swapped out if unneeded.

    Superstition - I anticipate taking more ele / ranged damage than my melee barb counter parts.

    No Escape - I really didn't see Ancient spear fitting this build(but possible). But even without it, I think this is a must just for the bonus' to weapon throw.


    Gameplay Idea:

    I'll probably start out by casting War Cry to gain rage and the def bonus. I will then be able to get Battle Rage up and running, and maintain it. My thought is to cast Ground Stomp to pull enemies to me(with rune, grouping them up obviously) and stunning them. Then a leap away with Leap Attack to gain distance, as well as deal small aoe damage with rune. After I've gained my distance advantage I will ranged attack with Weapon Throw and runed Overpower. Weapon Throw also provides a short snare to help maintain distance.

    I loved my throw barb in D2, I can't wait to try this build in D3!
    Posted in: Diablo III General Discussion
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    Quote from pmpch

    The best way is to give bosses a drop pool that replenishes over time. This will prevent bots and players from farming the same bosses over and over again.

    That is a unique idea as well! The 'But' would be, then people will just alternate different boss runs then. Which I agree would be slightly better than only running 1 or 2. But I don't see that dealing with the issue blizzard is concerned with here.

    It is a neat idea though, even if it doesn't do what blizzard is looking for.


    Quote from ScyberDragon
    The difference between D2 and D3 however, is that boss runs will not be as quick as they were in D2. This is how blizzard is stopping mass boss runs, not by gimping their loot as the OP has implied. EDIT: Bosses still have a better drop chance then any other mob. Just not guaranteed but neither was the case for D2.

    I found another Bashiok post that cleary states that rares / champions will have a higher drop rate than bosses. The one I linked a bit above is bashiok elaborating moreso.

    Bosses will probably still have a better chance to drop nicer items than a regular enemy, but champions and rares are set to have an even better chance.

    Taken from this thread: http://us.battle.net...37673?page=3#42

    and for easy reference, the post elaborating more: http://us.battle.net...7285?page=8#156
    Posted in: Diablo III General Discussion
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    Quote from pernunz

    Aren't they simply going to make it such that every enemy in Inferno has the same drop rate for the amount of time it takes to kill an enemy?

    Eg. Bosses take 5 minutes, Champions take 1 minute, normals take 2 seconds

    The Champions will have 30x the drop rates of normal monsters
    Bosses will have 5x the drop rate of champions, which is 150x the drop rate of normal monsters.

    I haven't seen blizzard state anywhere that they are directly linking the time to kill a monster with it's drop rate. Although this is just naturally going to happen to some extent anyway...Well other than bosses, which if you read that blue post I linked to, you already know that they do not have the highest drop rate in the game(but they will take the longest to kill). So actually, no, they are currently not making the longest monster to kill(bosses) have the best drop chance.
    Posted in: Diablo III General Discussion
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    Quote from RGDiablo3

    I think this is a good idea, the only thing I would add is that all monsters count as a % of increased Magic find. For example there are 1000 mobs in a questline and a boss at the end, If you complete that boss in the same game as the mobs die you should then gain x amount of magic find, lets say 1000% MF gain from killing every single mob.

    Someone brought up the idea of counting all monsters instead of just the rares towards this drop chance bonus on the bosses on my thread at the official forums. Which would work just fine as well. There are many ways blizzard could go about implementing a type of system like this. The main reason I choose the rares in my proposal is due to blizzard already giving them the best drop rates in the game.

    Also, does anyone know if the stats page tracks how many rare kills you have? It's been awhile since I looked into the stat page and what it all covers. or perhaps it tracks all monster kills even? Where I'm going with this is that if they already have a way of tracking the number of rare kills(or all kills) then I would have to assume adding something like this to the game would take a bit less work, in a sense(first necessary part would be in game already). Now, I know very little about programming or code, but perhaps having this type of tracking already present in the game would make implamenting a change as I've outlined a bit easier?

    Quote from RGDiablo3

    The difference in your proposal is that this only applies to champion or elite mobs. If it would be that way then I see a ton of people splitting up in search for only elite and champion mobs before running the boss (teleporting and leaping around over non elite / champions and when they all die they meet back to go kill boss)

    You don't think people will already do this considering the current state of D3? The rare drop rates are currently the best in the game, I see people teleporting and leaping all over to get just the champions and rares regardless of those kills increasing the bosses drop chance.
    Posted in: Diablo III General Discussion
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    Quote from ScyberDragon

    That's why I said "I" will be doing this.

    I then commented on how boss loot is not totaly gimped and people will still want to do boss runs. The difference between D2 and D3 however, is that boss runs will not be as quick as they were in D2.

    This is how blizzard is stopping mass boss runs, not by gimping their loot as the OP has implied.

    EDIT: Bosses still have a better drop chance then any other mob. Just not guaranteed but neither was the case for D2.

    Where are you getting the idea that bosses have a higher drop rate than any other mob in D3? Blizzard clearly stated in a blue post awhile back that that is not the case. They said rares/champions would have the highest drop chance in the game(yes they said higher than bosses). I'm looking for the blue and will post a link if I can find it. Maybe there has been more recent news and this has changed? If so please share.

    Also the part about bosses taking longer to get to I am assuming is pure speculation on your part? Or have you actually played the full game(or at least up to the first act boss). Cause if you are just basing it on how long it takes to get to the SK from the closest start point, that certainly isn't a huge distance. And is on par with the time it took to get to say, Meph in D2. Maybe a little longer, but it certianly isn't any dramitic shift from D2 as seems to be implied.

    About people still killing bosses just cause they are fun. While I see myself still doing that(regardless of drop rates), the Diablo community as a whole certainly won't be taking my lead. The majority of people will do what ever is most efficient.

    Also just want to point out that I love that blizz is attempting(and succeding it seems) at getting away from the tedium of strictly running bosses. I'm just trying to improve it even more :).

    ------------------------------

    Here is the thread in which bashiok explains the drop rate difference:

    http://us.battle.net...7285?page=8#156

    It's about half way down page 8.

    Edit - looks like the link takes you right to his post, cool!
    2nd Edit - I'm new to posting on the official forums, do they frown upon resurecting a thread that is a few months old(as in the one linked above)? I'd love to throw my idea onto that one in hopes of it getting seen by a blue.
    Posted in: Diablo III General Discussion
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    posted a message on Idea Regarding Drop rates: Rares/Champs/Bosses[NEPHLEM VALOR]
    I also wanted to mention that blizzard never intended to "nerf" boss drop chances. But they had to do something if they were going to get people to play all of the content and not just do specific boss runs. A system like this could preserve the higher drop chances that people expect from bosses(as long as they spend the time clearing most of the content leading up to the boss like blizzard intends). While still enticing players to play all of the content.
    Posted in: Diablo III General Discussion
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    posted a message on Achievements!
    I posted this on the official forums as well. Thanks for reading, and enjoy the discussion!


    I thought I would take the time to write about a system new to the Diablo Franchise that I am looking forward to very much. Achievements of course. Now many of you may cringe, but I beg of you, keep reading and you may be surprised! This is one of the systems that I don't see getting much "love" or "hate" on forums. For some reason they seem to be oddly ignored. Part of this may be that a lot of people are comparing them to the achievement system in World of Warcraft. I for one think that is a big mistake, let me explain why.

    Now many may see my amount of WoW achievement points and assume that I would want the same type of system in D3, but not at all. Largely because it's simply such a different game. No one(not many) playing a Diablo game is going to want to collect 150 vanity pets, or spend hours(days many times) trying to catch some darned fish. And no one is going to be doing any type of achievement like that in D3, I'm pretty sure I've seen blue posts stating as much.

    So then what kind of achievements will be in the game? Well blizzard has focused a lot on wanting people to just log on and get to killing. So I have to assume a lot of them are going to be focused on just killing demons, lots of demons. Probably killing them in different and exciting fashion. I have high hopes of getting many fun achievements to complete that are solely based on running around slaughtering monsters.

    Now I assume there will also be some that will involve less exciting things such as the artisans or the auction house perhaps. While some will enjoy those as well, I have to believe Blizzard will have focused the majority of them towards killing things.

    How you may still care less about achievements, but you will be getting a lot of them regardless just by doing what you are doing. I think this will happily surprise some people that maybe aren't driven enough to farm for hours and days to catch a specific fish, but do enjoy working towards different goals while they play a game the way they like.

    They will also add many unique challenges that I for one am looking forward to greatly. I have seen people relating Magic Find to being able to adjust the difficulty by raising and lowering the value you wear. Well achievements are also a way to 'adjust' difficulty.

    So what do others think, anyone agree with me that a lot of people may end up happily surprised by the achievement system after launch? I think it has decent potential to extend the life of the game for quite a few people.

    Take care
    -Pikkel
    Posted in: Diablo III General Discussion
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