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    posted a message on Diablo III Players Banned for Botting, Battle.net Authenticators Temporarily Unavailable, Blue Posts, Heart of the Swarm Beta Ke
    Looks like the bot ban news has triggered a wave of scam mails. The mail I got is fairly convincing, only the header shows it came from what appears to be a private PC in china (probably from some poor guys infected home PC).
    Posted in: News & Announcements
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    posted a message on Problems with some C++ coding. =(
    I think the assignment is meant to promote out of the box thinking. Making gigantic switch statements is the simplest to come up with, but also one of the worst solutions to the problem. What I hinted at was that you can use arithmetic to cause the input to always evaluate to 4 unique values depending on the input, that way you only need 4 switch statements. The arithmetic part is quite tricky though!

    Since you already got a basic solution I'll give you a different and shorter one. You can create a lookup table, this way you don't need any switch statement at all! Create one char array for each message as well as an array of char arrays of size 256 (max size of unsigned char is 255). Then you can fill in the array of char arrays with your messages using 4x for loops. After this you simply write out the message at position c. Here is most of the code, you basically just need to add the remaining messages and for loops.
    char* msg1 = "The input is a special symbol";
    char* evalArray[256];
    for (int i=0; i<=255; i++) evalArray[i] = msg1;
    unsigned char c = 0;
    cin >> c;
    cout << evalArray[c] << endl;
    Posted in: Off-Topic
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    posted a message on Problems with some C++ coding. =(
    This sounds suspiciously much like some sort of assignment, so not going to give you a full answer. You need to be a little bit creative here. A hint to hopefully get you start thinking in the right direction; all the input have numeric representation, math is awesome, try some before the switch statement!
    Posted in: Off-Topic
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    posted a message on [Patch 1.03] Analysis: Highest Attack Speed for Each Class
    You haven't included the monks hidden attack speed bonus. Fist of Thunder has a hidden 50% bonus for instance (the other generators have hidden bonuses as well, but Fist of Thunder is by far the fastest). Not sure how the bonus stacks with other sources though so can't help you with the full speed calculation.
    Posted in: Theorycrafting and Analysis
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    posted a message on Computer security
    downloading security programs leading to being hacked, is like saying buying a fire extinguisher will increase a chance of your house catching fire. As long as they're downloaded from legit source, not something.cn
    People tends to be less careful when they download something that is supposed to increase their security when in fact you should be extra careful. It's not a uncommon strategy for hackers to infect security programs with keyloggers. Getting well known security programs from well known sites is a good idea, but be careful what you download and from where.
    Posted in: Technical Support
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    posted a message on Why Go For IAS on an Weapon?
    First off, the IAS on the weapon modifies the base speed of the weapon and is actually multiplicative with other sources of IAS.

    As for the DPS question; if you have a lot of other damage sources (off-hand, rings, amulet) a slightly lower but faster DPS weapon may end up giving you more DPS overall. The other benefit is if you want to proc something more often such as the passive Fetish Sycophants which has a chance per cast to proc. Of course, a faster weapon means you will spend resources faster as well.

    A lower DPS slow weapon on the other hand could end up giving you more effective DPS by allowing you to cast expensive high DPS spells for longer.
    Posted in: Theorycrafting and Analysis
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    posted a message on Do Disintegrate + Venom Hydra benefit from Attack Speed % increases?
    As a general rule (actually I think it's true for every skill in the game). The listed damage on a skill is based on your dps. Some spells does not tick faster with more IAS however, instead each tick does more damage when you get more IAS. Hydra and blizzard are examples of such spells (according to some discussion in the theorycraft forums)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Computer security
    Quote from Xenogrand

    1) Bliz authenticator.
    2) keyboard scrambler: <link to random site, removed just in case>
    3) saved passwords scrambler: <link to random site, removed just in case>
    4) unique email/game passwords
    5) bookmarked account restore, so you can reset and lock them out in less time it takes them to make a game have buddy joins and strip your account: https://us.battle.ne...fy-account.html
    Downloading programs linked in posts like this is your safest bet to get your account hacked...
    I haven't checked what programs those are and I don't mean anything against Xenogrand, but downloading random "security" programs is a very quick way to get hacked. The OP could very well be a scam to get you hacked.
    Posted in: Technical Support
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    posted a message on Armor Calculation
    The formula for calculating armor is quite simple.
    ( Sum_of_sources_with_flat_amount_of_armor )*( 1 + Sum_of_all_percent_bonuses )

    What I mean by flat amounts of armor is the Armor shown on a piece of gear and strength (normally these are the only flat amounts). Another example of a flat amount is vitality if you have the barbarian passive Nerves of Steel. Then multiply by your % modifiers.

    As an example:
    You are a barbarian with the passive Tough as Nails (25% bonus), Nerves of Steel (each vitality = 1 armor) and you have the skill War Cry (20% bonus) active.
    You equip a shoulder with 400 armor, 200 strength and 100 vitality
    Your armor would increase by
    ( 400 + 200 + 100 )*(1 + 0.25 + 0.2) = 1015

    Formulas for a lot of things including damage reduction from armor can be found at (didn't seem to have one for calculation armor though):
    http://www.clicktolo...damagereduction
    Posted in: Theorycrafting and Analysis
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    posted a message on Damage Reduction Analysis
    Your results are very misleading. The gain from additional armor and resistance doesn't diminish, that is, the effective health increases linearly (you should plot 1/(1-DamageReduction)). As a simple example, increasing DR from 0 to 50 allows you to take twice as much damage, increasing DR from 80 to 90 also doubles how much damage you can.

    Also, the scales are misleading. Resistance and armor uses the same formula, except you need 10x as much armor to get the same damage reduction. For instance, 2000 armor and 200 resistance both gives 40% damage reduction. There is actually not really any point in plotting both.
    Posted in: Theorycrafting and Analysis
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    posted a message on Better Ability List?
    Quote from Graogg

    Well, how about a specific question:
    What would you consider to be the 90th% of mob density? In other words, how dense are mobs in high mob scenarios in the upper ideal range? Right now, I'm approximating 1 mob per 16 'yards' squared. So in each 4x4 block, you should encounter on average 1 mob in clump fights. Does this seem about right, or completely off? Does anyone have any good baseline experience with a skill of known radius hitting how many mobs in dense fights?
    It depends on what monster types you are fighting. Some are larger then others, some have a AI that makes them tend to clump while others tend to spread out. The monsters are also spawned in packs which are randomly distributed and with varying numbers of monsters. If you want to make an estimate that is somewhat accurate you would need to make different estimates for different zones.

    Quote from Graogg

    Or yet an even better question:
    Where can one go on the eve of D3's release to actually discuss Theorycrafting and Analysis?
    If you want to make some in depth theorycrafting discussion I think you are out of luck. Neither here nor ingamers or any other place I have seen holds any in depth discussions. Hopefully this changes once the game is released and there is some new stuff to discuss.
    Posted in: Theorycrafting and Analysis
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    posted a message on New Wizard Video
    EDIT: To slow... said the same thing as the guy above :)
    Posted in: Wizard: The Ancient Repositories
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    posted a message on Optimal Key Bindings
    I prefer not moving my hand or fingers at all while fighting, one button under each finger.

    A, S, D: Action buttons
    Space: Potion
    Shift: Stand still
    Move-bind and a 3rd action button on mouse
    Posted in: Diablo III General Discussion
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    posted a message on Is WD OP??
    Big numbers on the character sheet isn't everything. It's important to keep in mind the WD is the least mobile of the casters. I haven't tested all WD skills, but many of them allow very little, if any, movement in between casts. Compare to the wizard who have a cast animation duration of 0.38/APS seconds for most spells. This means the wizard can effectively move around at 0.62% movement speed without loosing any cast time or DPS. The DH seems to be able to kite about as well, but with much stronger mobility abilities to mix in.
    (if you don't get what I'm talking about, go to key bindings and key-bind the move key. Then hold down the move key and shift, followed by holding down magic missile / corpse spiders and compare...)

    The WD definitely looks strong, but I wouldn't call OP based just on what we have seen in beta.
    Posted in: Witch Doctor: The Mbwiru Eikura
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    posted a message on What stat will you go for when leveling.
    Damage first, then a mix of +exp and gold find for me. The idea is to level as fast as possible and get enough gold to craft the best gear I can use at my level. MF is something I will go for at end game only. Focus might change towards more survivability later on, but as the saying goes: A good offense is the best defense ;)
    Posted in: Diablo III General Discussion
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