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    posted a message on 8 Second Siegebreaker
    Care to explain how you pull this off? AKA skill breakdown etc.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Gem Upgrade Costs
    All of the internet is still completely useless for diablo 3 knowledge...except maybe the player base with people who have access to the game this second and who have played nonstop.

    My question is how much does each gem upgrade cost at the jeweler. I've been looking for a list for an hour and none of the websites are accurate. The d3 game guide still reads 50 g for every level -_- this is clearly not the case.

    If my memory serves what I remember from leveling my JC so far is:

    20,000 for 3 7's into an 8
    30,000 for 3 8's into a 9
    50,000 for 3 9's into a 10

    Can anyone confirm/finish the list?
    Posted in: Diablo III General Discussion
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    posted a message on Act 1 Inferno NV Farm Skill/Rune Choices
    Quote from PantheraOnca

    it's bugging me, so:

    What do you mean by NV? non-vitality?

    Nephelum Valor. The level 60 buff to MF/GF and extra boss drops.


    Quote from rainger

    I've been rolling with the following:

    http://us.battle.net...YXVj!YeT!YZZZbZ

    Frost arrow for aoe and slow, caltrops for root, hungering arrow for single target, smoke screen for survival, preparation for more smoke screen and heal, valley of death for more damage for the group.

    Now I used frost arrow very very briefly and was underwhelmed. It's something I should probably revisit to check out. Hungering arrow confuses me here too. It's only 115% weapon damage, minus the pierce chance. The pierce is obviously way more damage, but I thought on single target this was rare, and even when it did pierce it wasn't guaranteed to come back and hit the same target. I also used valley of death for awhile, but i found that most things i'm trying to kill dont stay still long enough for it to be a benefit in valley circumstance. Also, I run mainly solo.

    I like bola shot with the thunder because I have on several occasions spammed it on a champ and simply did not see him move until he was dead. Fast attack speed allows enough explosions to completely immobilize sometimes.
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Act 1 Inferno NV Farm Skill/Rune Choices
    Hey fellow DH-ers. I just wanted to start a thread discussing skill choices for farming in Inferno, specifically act 1. I read lots of threads about skills and how 'op' they are, but no one seems to post where in the game they currently are, so lets get specific. Inferno is where the game really starts, and that's what I want to analyze.

    So here's my current skill breakdown:

    Bola Shot(Thunder Ball),
    Multishot(Fire at Will),
    Vault (Tumble),
    Caltrops(Torturous Ground),
    Rapid Fire (Web Shot),
    Preparation (Backup Plan)

    People are clearly going to have different opinions and playstyles, so lets keep the thread civil and just talk about why we would take certain skills over others. I've read really good things about SS and Elemental arrow but haven't playtested them as of yet. What's your thoughts, when did you get there, what success have you seen, and what still gives you trouble?
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Smoke Screen = Required
    I hit inferno on 5/19/12 and have been messing around in act 1 ever since. Inferno is going to be the place to farm so i'm not rushing it, taking my time, and enjoying the farming. That being said here's what i've been running:

    Bola Shot(Thunder Ball), Multishot(Fire at Will), Vault (Tumble), Caltrops(Torturous Ground), Rapid Fire (Web Shot), Preparation (Backup Plan)

    It's true that caltrops has significantly diminished return on the actual stun, but the slow is still fairly effective, and against anything but fast type mobs (or standardly fast elites like the dogs or the bats) it's enough to kite nearly indefinitely. Also, if you haven't messed around with Bola Shot Thunder Ball yet, you really should. If you have any decent attack speed, you can spam this on an elite so often that they seem to stay stunned indefinitely. Try it for a NV run and you'll see a chained stun and be impressed.

    That being said, this thread has definitely got me thinking about at the very least playing around with SS, but abandoning Vault seems crazy to me...it's been the button to my survival since NM D. Also, SS seems really expensive...I personally don't have the +Disc to back it up, but maybe this is easy to acquire? I'd love to open this up in to a general NV skill set discussion. The best things to run from Mira up to the SK down, and rinse and repeat. Likewise, when I've gotten farther into the act, to run Warden/Butcher runs of. Maybe I should make a separate thread for that though...
    Posted in: Demon Hunter: The Dreadlands
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    posted a message on Bosses affected by NV buff?
    PS. I know that the bust-through-the-door guy on the way to the crown, and the ghosty protecting it don't. Yet the Warden does? So where is the cutoff?
    Posted in: Diablo III General Discussion
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    posted a message on Bosses affected by NV buff?
    Hey everyone,

    I just hit inferno and have been farming act 1 fairly successfully up to SK and enjoying the heck out of it. A question I had though, while i was farming hell for some loot at 60, is which bosses particularly are affected by the NV buff extra loot? I can't find this on the net anywhere.

    Confirmed: SK, Warden, Butcher.

    I assumed that it would be all end bosses, but it definitely looks like more then that now, and I'd like a comprehensive list in order to see what could possibly be the best farming path.
    Posted in: Diablo III General Discussion
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    posted a message on 'Condemned' as possible XPac Class
    "Tyrael, perhaps understanding the creatures resolve, or simply accepting any ally in these very troubled times, grants the demon the body of a condemned man."

    Just really a demon's soul. I think it's cheese-able. :-)
    Posted in: Diablo III General Discussion
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    posted a message on 'Condemned' as possible XPac Class
    These last 159 hours have me thinking about not only the immediate future, but the long term one as well, which led me to an idea for an additional class.

    A demon of hell is betrayed by a Prime Evil, perhaps the next expansions antagonist, and swears revenge at his very core. He knows that he himself, confined to the form he currently exists in, will never be strong enough to accomplish this vendetta. So he seeks out Tyrael, and explains his plight, and that his desire for payback runs so deep that he will fight against his adversary at every level, even at a level of morality.

    Tyrael, perhaps understanding the creatures resolve, or simply accepting any ally in these very troubled times, grants the demon the body of a condemned man. After all, who better to fight against the legions of hell, then one of their very ranks.


    The class specifics would be something along the following:

    Dual resource class, similar to DH, however rather then both replenishing continuously at different rates, have them seesaw. Expunging one increases the other, having them naturally hover at an even level without use. One resource driving the angelic powers Tyrael granted the condemned to deliver his vengeance, the other around the demonic ones from his old life.

    I'd argue the class should be mostly melee.
    Posted in: Diablo III General Discussion
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    posted a message on Calculating chance of crafting "Perfects"
    Quote from MadViking

    Quote from Dumatrunks

    I can tell you that by now, I must have crafted at least 75 of these +2 enhancement bracers, and never come up with just 1 enhancement. It leads me to believe that the enhances are static.

    Also, for those interested in my findings, you can view them here:

    https://docs.google....eVE&output=html
    Very good work! I understand everything except the "L/Gl", what exactly is that? It also seems that the 2 random mods can't be just any 2, for example you haven't rolled any with more than one different + attrib on them (except +vit, which isn't random). So it would seem that it's not possible to get both +Str and +Dex.

    In D2 many rare items could be completely kick-ass without each mod being the max possible. For example a dual leech ring was still very good, even if it was "only" 5% LL and 5% ML. Same will probably go for crafting in D3, as long as you roll the specific mods it will still be very powerful.

    L/Gl = + Life per Globe.

    You are absolutely right, during my crafting experiments I never have managed to hit a combination of two of the three class dependent attributes (Dex, Int, Str). That could also account for those being tied into ONE enhancement for later item level slots. For example, my quiver:

    ...well it looks like the image i'm trying to upload needs to be cleared by an admin first. The stats are like this though:

    +17 Str
    +17 Dex
    +11 MF
    Posted in: Theorycrafting and Analysis
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    posted a message on Calculating chance of crafting "Perfects"
    Quote from Celade

    I was wondering if crafting always gives a fixed number of random properties or if it gives at most a certain number of them, and if the second holds, what the chance is to get 2 properties instead of just 1.

    This is because DiabloNut uses the wording "+2 Max Random Magic Properties", while the wording on the official site is "+2 Random Properties".

    http://diablonut.inc...neyman-bindings
    http://eu.battle.net...neyman-bindings

    I can tell you that by now, I must have crafted at least 75 of these +2 enhancement bracers, and never come up with just 1 enhancement. It leads me to believe that the enhances are static.

    Also, for those interested in my findings, you can view them here:

    https://docs.google.com/spreadsheet/pub?key=0AiYl6WYrrUPodEdKTEF4VzU5XzItZW5yb0k4YS1EeVE&output=html
    Posted in: Theorycrafting and Analysis
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    posted a message on Calculating chance of crafting "Perfects"
    So!

    After some time spent tonight crafting some of the Journeyman Bindings, I have a new perspective on what it's looking like. I made 50 of them, taking notes on each one. These are the enhancements I found:

    Dexterity, Str, Int, Vit, MF, Crit, PickUp, Exp, Thorns, Regen, L/Gl, and GF.

    Then going through each of the 62 enhancements listed on diablonut, I found that the following are listed as available for Bracers, but I did not find a single one out of 50:

    Armor, Damage Reduction [Elemental], Damage to Health, Dexterity + Intelligence, Dexterity + Vitality,
    Intelligence + Vitality, Item Value, Maximum Life, Resist All, Resist Arcane, Resist Cold, Resist Fire,
    Resist Lightning, Resist Poison, Strength + Dexterity, Strength + Intelligence, Strength + Vitality.

    So, 17 listed that I didn't find, 12 found that are also listed. 29 possible enhancements for bracers in total if diablonut is correct.

    At 29 possible enhancements, two random per attempt, 50 attempts, it seems ludicrous that I wouldn't have hit one of the 17 solely on chance. This leads me to believe that they must be item level restricted and the journeyman's simply aren't high enough.

    Now, back to our original question. What's the percentage chance of hitting some maximum stats? Something else I came to realize was that, especially at this low level, but questionably even higher up, a stat like armor isn't really necessary to max out. Even at low levels 10 armor does not even raise damage reduction by a single %. Negating this, and focusing on the stats of the item, I've found the following for the Journeyman Bindings:

    Going for Dex + MF:

    2 chances of hitting the two stats I want, 6 possible vitality, 17 Dex, and 10 MF

    2/ (6 * (29 * 17) * (28 * 10)) = 2 / ( 6 * 493 * 280) = 2 / 828240 = 1 / 414120.

    So, in order to get Max Dex and Max MF on these specific bracers, it's approximately one out of 400,000 crafts.

    Now add Max of a damage stat with the MF, not just Dex:

    1 / 138040.

    Master Equation for finding % Chance of X number of perfect stats:

    X = Total number of Random Stats

    X / ( (Any total # of fixed stat options) * (Total enhancements available for item * correct enhancements variance) * ( Total enhancement available for item - 1 * correct enhancements variance).

    I checked the AH to see if any of these perfect Stat / MF combo's were listed and there were none.
    Posted in: Theorycrafting and Analysis
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    posted a message on Calculating chance of crafting "Perfects"
    Quote from Snaks42

    This is all assuming it's the same chance for a 1 dexterity to spawn as a let's say 5 dex (hypothetical max).

    It could be an equal % chance, such as a 20% chance to reach that max 5 dex. BUT for all we know you have a 90% chance to spawn 1-3 dex, and then an 8% chance for a 4, and a 2% for a 5. (unless Blizzard has stated otherwise, than my apologize)

    Just my 2 cents

    Assumptions are CERTAINLY being made. I think the assumption is logical however. It doesn't seem logical for them to make it any harder to hit that max stat then to hit the lowest stat. As we're starting to see, the amount of combinations alone already make finding the perfect stat fairly rare.

    I've noticed that diablonut does in fact house what I assume are correct levels of affixes, and which item slot those affixes can be placed on. The question after that becomes which item levels correspond to which levels of accessible affixes. It doesn't make sense to craft a level 60 piece of armor and have it hit, say, +1 armor. There is going to be a low and a high level of affix(again, logical assumption), and those affixes themselves have a low and a high.

    I'm going to put the assumptions to practice tonight. I've saved up some crafting mats over the last two days and plan on creating as many of those example bracers as I can in an attempt to find exactly what level affixes can be attached to them. That should help me get the stats on a percentage fairly easy. Doing an AH search is another great idea for checking this. Just viewing which are for sale and with what stats.

    Excited to get home and do more research. :-)
    Posted in: Theorycrafting and Analysis
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    posted a message on Calculating chance of crafting "Perfects"
    Quote from snared04drummer

    This discussion is still ultimately pointless, as the math (right or wrong) is only applicable if you can say with 100% surety that this will be the pool of mods, and the only pool of mods, available at release. Which you can't.

    The plausibility of this mod pool being much larger is very high, which immediately invalidates any theorycrafting calculations that are done here.

    I understand where you're coming from, it does seem pretty much pointless to get down to specifics. Any specifics I have used prior to this post have been in an attempt to better explain via example. As for the POINT of the thread though, it is to eventually model (based on examples) an equation with variables (variables that will almost certainly change come the full release) to calculate the odds. Whether or not more affixes are added or not, is irrelevant, as long as we are capable of finding the values of the variables an equation can still be theorycrafted to give information for the actual release, as well as the beta.
    Posted in: Theorycrafting and Analysis
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    posted a message on Calculating chance of crafting "Perfects"
    This may come dangerously close to falling into a new topic, one based around arguing the merits of each affix, but I think it's safe to say that there will be 'winner' stats and 'loser' stats. Some stats that you see on an item and mentally take note of the wasted enchantment. Just off the top of my head these would include:

    'Losers':

    -Health Regen.
    -Pickup gold/health globe range.
    -Thorns abilities (I argue this because i plan on playing a class that revolves around avoiding getting hit and staying at ranged)
    -Health globe bonus to health.
    -Maybe %block and armor...

    'Winners':

    -Anything that boosts damage, whether it be 'of wounding' with straight damage additions (+2-3), 'of the snake' with added poison damage (+3-6 poison), or a class specific stat, like Dex for DH's, increased attack speed...
    -Vitality, more health is always good.
    -Magic Find for the ability to find better gear, or for more magical items to salvage to make better gear...
    -Gold Find for repair costs, stash size increases, crafting, buying cheap blue gear to salvage to craft...
    -Resists


    Obviously you will have to balance out your characters stats to maximize survivability, damage done, and MF/GF. As difficulty increases so will your need to boost the first two, rather than the former. The question still remains: "What is the chance of crafting that specific best item that i need?"

    I think in order to further answer that question we have to identify which affixes can be placed on which item slots. I've spent some time googling and came up short, so I'll attempt my own tests tonight in the beta and post my results.
    Posted in: Theorycrafting and Analysis
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