• 0

    posted a message on An analysis: Number of builds for each class.
    Already on it.

    Monk has the least permutations, and I'm already rewriting how the objects will be handled and have their attributes defined.

    Yes, I agree with you. Let's go ahead and cut out the permutations that make no sense, like all defense skills and passives.

    Let's define utility as survivability, which will be composed of 50% output of damage and 50% prevention of death. Some skills like Near Death, who have 0 synergy whatsoever, is inherently super useful in Inferno.

    I'm doing this in Python, want to help?
    Posted in: Diablo III General Discussion
  • 0

    posted a message on An analysis: Number of builds for each class.
    I like the analysis, but this is like plotting out chess combinations: it really craps on the bigger picture, or in this case, the more valid one.

    Just because you computed permutations doesn't mean that all permutations are actually playable, in the sense that that will provide a considerable amount of utility to the player. So, I propose the following:

    Each skill gets an inherent value that mimics that condition when that skill is being used as a "primary", in the sense that it is the focal point of the player. Some skills will score higher than others:

    For example, consider a wizard using NOTHING but energy armor, or making a build around energy armor. Not much utility in that. Yes we could argue this, but I think the majority of the players WON'T be doing this because they want to kill shit.

    Then each of these skills gets a rune RANGE next to it, i.e. how each rune affects the inherent utility of the skill.

    Then this data set gets amplified further by its possible synergies, also a range that represents how that skill would work with other skills. I can't think of a lot of standalone skills, but there are some skills that clearly work better with others, such as the signature spell passive with the wizard signature spells. Thus for each skill, we would have the following array:

    ["Skill Name", InherentUtility, RuneLow, RuneHigh, SynergyLow, SynergyHigh]

    Finally we have to consider equipment; some skills will have a considerable benefit over others in that they utilize the equipment of the player more (think of the skills that use multipliers of weapon damage). I propose that be a multiplier between .9 and 1.1 for the all the integers in the dataset above.

    From there we pump it into a supercomputer and have it run a script that optimizes the each skill in relation with 8 others, and sums up the total utility/power of each build/combination. Long story short that's a lot of fucking skills, as many permutations as listed above.

    I'm willing to bet that there will be a significant utility curve, and that it looks largely like a chi squared curve, and in addition to that, only a certain threshold or higher will actually be viable for completing Inferno with a group.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on DiabloFans Calculator Build Contest (ONE POST ONLY)
    http://us.battle.net/d3/en/calculator/monk#bUedXk!XeU!ZYYacc

    Monk inferno build, completely dedicated to high defense/dodge and lots of crowd control. In event things get nasty I can use slipstream rune with its skill to run away. The heal and the ward are used in conjunction and can be considered "trump cards" for a hc monk.
    Posted in: Diablo III General Discussion
  • To post a comment, please or register a new account.