The way I see it is that a melee character can have no less than 30% damage reduction. which means if you have enough armor to give you 25% it won't add to the 30% it would be adjusted to 30%. If you were to use a shield right off the start it would add to the 30%
so a level 1 barb having no armor would be 30% reduction to damage if he were to use a shield that gave 5% DR it would be 35%. However if he were to wear a chest piece that gave 5% it would still be 30%
I hope that makes sense...
- 3/12/2012 1:27:33 PM Posted in: Theorycrafting and Analysis
3/12/2012 11:17:59 AM
When a zombie dog is about to die and the other two are at full health wouldn't you just want to sacrifice the one that's about to die so the other could still do damage/take damage. the ZD are on a 60s CD which means you would be without dogs for that time.Posted in: Witch Doctor: The Mbwiru Eikura
Is it really that hard to press a button 3times over once?
The only possible way I could see using sacrifice they way it is now is if you had full control of which mob they were attacking but as it stands they just attack which ever. This could result in your dogs being split up and not exploding on the mob you'd like it to.
3/12/2012 10:03:25 AM
Wouldn't Sacrifice make more sense if you could explode each dog individually as you hover your mouse over one? from the beta they have all the dogs exploding at once which in my belief it reduces the depth and the utility of the spell which in turn takes away a lot of the viability.Posted in: Witch Doctor: The Mbwiru Eikura
Did they change it to simplify the spell?
What are your thoughts?
3/12/2012 1:51:19 AM
Haunt will be used to compliment other spells when killing elite, rare or bosses just additional damage.Posted in: Witch Doctor: The Mbwiru Eikura
3/1/2012 8:08:49 PM
The Witch Doctor as it is in the beta doesn't have his wide array of spells. I imagine in the late game once he has all spells he will be quite enjoyable because you'll have to use more than one spell and use them properly. As it is now in the beta you only have 4 max spells(at 13) and everything dies much too quickly to even use the full potential of said skills so the WD comes of a little lackluster compared to the rest.Posted in: Witch Doctor: The Mbwiru Eikura
3/1/2012 8:01:00 PM
The Spike Trap ability is now more of an explosion, as before it was more like a burst of spinning saw blades. Perhaps I am mistaken maybe what I saw was a ruined version but still my curiosity has been stricken.Posted in: Demon Hunter: The Dreadlands
Below are videos of the new spike trap and what I believe is the old.
Old(couldn't find a specific clip of just the spike trap but it's right in the beginning.
2/29/2012 8:11:45 PM
Posted in: Diablo III General DiscussionQuote from EmeraldtailIm trying to figure out the a few things about the leveling game progression. I have a couple questions:
At what level range do you think Normal Mode will be completed? The other difficulties?
What level would be the normal level to complete the Skeleton King encounter? Those that are playing the beta, what is your average SK level?
My guess is this:
1-30 Normal (30 levels)
31-50 Nightmare (20 levels)
51-59 Hell (9 levels)
Have to be 60 to do inferno so hell 51-60
2/28/2012 4:09:17 PM
There were about 4120 posts on there 50 people will be randomly chosen that means each person has 1% chance to win.Posted in: Diablo III General Discussion
2/28/2012 11:45:39 AM
This build is a WD pure summon build. I doubt it will be all that effective however it would be cool to try it out.Posted in: Diablo III General Discussion
Firebomb: I would use Fire bomb strictly for aoe all though this leaves me with no actual single target spell I figured The Aoe would be fun but this is subject to change.
Wall of Zombies: With the Creepers ruin it summons 3 zombies to fight for you thus more summons. How effective they are is yet to be seen.
Zombie dogs: Standard summon, with the Rabid Dogs ruin they do a little more single target DPS which is always good.
Gargantuan: I was debating between the restless Giant ruin and the Hummongoid ruin. I ended up going for Hummongoid due for the consistant damage.
Fetish Army: Seems like it would be fun and could very well be quite effective.
Mass Confusion: Might as well get some of the monsters to fight for you.
Zombie handler:More dogs and health is always nice to have.
fetish sycophant: 3% doesnt seem like all that much but if you're spamming a spell (physical) then it will probably proc more than not.
jungle fortitude:This one is a wait and see if my summons drop like flies then I probably will get it if not then perhaps Pierce the Veil (20%more dmg 30% more mana) or Fierce Loyalty (minions gain 100% of thorns)
That should be all for now I probably won't try this till much later in the game.
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